Inventory UI and base building revision
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This update features a revised start menu and inventory ui along with a few bugfixes and a major revision to fundamental base building and basic player vs object world scale proportions. This update also contains a few small texture revisions and small shader tweaks for experimental PBR and lighting workflow tests. As always, a sincere thank you goes out to all those who support Medusa Frontier as an Early Access project that was made available extremely early in the development cycle.
New Inventory design
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As seen below, the revised inventory window includes a fixed Info box for item descriptions.
This may later be expanded for Scanning and Research mechanics to learn more about items.
Revised Player and World Scale ratios.
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Scale and size of basic walls and floors have been increased. The basic unit of construction is now 8x8 walls and floors. The revised build scale shifts the world scale to more modern and immersive survival game proportions that create improved visual presence in the game world and feel much closer to the intended game experience. This change will improve interaction and visual presence of crafting stations and base building mechanics.
Core Game Updates
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*Revised Start Screen improved to more Sci-fi theme.
*Player and object World Scale ratio revised to improve intended game experience
*Base Building revisions for improved visual space and game experience.
*Basic wall sections are now 8x8 units in size.
*Basic wall sections in Build Mode are offset for easier base building.
*Collision corrected on foundation floors and 8x8 roof pieces.
*Object shaders adjusted for future PBR revisions and light experiments.
*Inventory UI revised with a more Sci_fi theme.
*Inventory UI for Item info revised and improved.
*Day cycle sunlight angle has been adjusted for improved daytime visuals.
Bugfix
*Collision box offsets with certain roof and floor base pieces caused collision hitching when mixed together in larger base floors.[/h3]