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.