Buttons, Screens, and Sanity: Teaching the Galaxy to Make Sense

By Ashton Data Publishing, LLC — making menus so players don’t panic

Greetings, interface navigators and menu explorers!

Welcome to Dev Blog #12! You can have the deepest RPG systems, the smartest AI, and the most dangerous planets imaginable — but if players can’t understand what’s happening… well, they tend to scream.

This week was about clarity, usability, and accessibility. In short:
Making the galaxy understandable.

UI Philosophy: Information Without Overload

Our guiding principle for UI is simple:

Show players what they need — when they need it.

We’re designing interfaces that:

  • Stay out of the way during exploration
  • Expand intelligently during combat
  • Surface critical survival data immediately
  • Don’t require a manual the size of a starship

If something kills you, you should know why.

HUD Systems: What You See When Things Go Wrong

The core HUD now displays:

  • Health and stamina
  • Oxygen and environmental exposure
  • Weapon heat / ammo
  • Suit integrity
  • Threat indicators

HUD elements:

  • Fade when safe
  • Highlight during danger
  • React visually to critical states

If your screen turns red and starts beeping — that’s not decoration.

Menus and Screens: Organized Chaos

We refined:

  • Inventory screens
  • Loadout menus
  • Crafting interfaces
  • Mission logs
  • Trade panels

Key improvements:

  • Fewer nested menus
  • Clear icons and color coding
  • Contextual tooltips
  • Quick comparison views

You shouldn’t need to remember where your helmet is.

Tutorials: Teaching Without Lecturing

Tutorial systems are now:

  • Context-sensitive
  • Optional
  • Short and focused

The game teaches:

  • Controls when you use them
  • Systems when you encounter them
  • Survival mechanics when they matter

No pop-ups during gunfights.
No walls of text while you’re on fire.

Accessibility Features: Everyone Travels

Accessibility isn’t an afterthought — it’s a design pillar.

Current options include:

  • Scalable UI text
  • High-contrast mode
  • Colorblind-friendly palettes
  • Subtitle customization
  • Input remapping
  • Reduced motion effects

More features are planned as we move toward beta.

Feedback Systems: The Game Talks Back

Players receive feedback through:

  • Visual cues
  • Audio signals
  • Controller vibration
  • NPC reactions

Low oxygen sounds different than low health.
Danger has its own language.

Memorable Bugs of the Week

  • A menu refused to close. Ever.
  • Tooltips stacked infinitely.
  • A warning icon followed the player everywhere.
  • The inventory sorted itself alphabetically by emotion.

We fixed most of these.
The emotional sorting is under review.

Final Thoughts for Dev Blog #12

UI isn’t flashy — but it’s vital. This week brought AD Galaxy Traveler closer to feeling polished, readable, and player-friendly without sacrificing depth.

Next week:
Dev Blog #13 — “Optimization, Stability, and Making the Galaxy Behave”

Until then, click carefully, read the warnings, and remember:
If a menu looks complicated, it probably used to be worse.

 

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