Conquest! UI version 2.0 officially went live on September 23! The new UI brought a host of changes, enhancements, and bug fixes. So far, the reception has been overwhelmingly positive. And thanks to very through beta testing there were no major bugs reported.
This week design work started on a new interface for private messages. The current design uses our "standard" pop-up with two tabs. The new one will be one larger popup, with a list of messages on the left and composition/viewing on the right.
Other areas targeted for improvements are the vault/magic shop and possibly chat. I expect development to slow down a bit, since the UI is now in a good place, and a shift to marketing to occur.
Our Twitter and Tumblr activity has helped bring new players in but Conquest! still has issues explaining what to do and how to do it. I would expect enhancements to the tutorial over the coming weeks to address these issues.
Enhancements made since launch include standardizing the main menu and bottom bar between the kingdom and city screens and minor updates to the help and basics.
A final note this week about the build size. I was very pleased with the build size reductions we were able to make. The iOS build was reduced by ~20MB, while the Android build ~3MB (it was already fairly small). This was accomplished by reducing the number of Unity screens (from 18 to 9) and using blank buttons and panel headings with text instead of custom graphics for each one. This also means I can create buttons or pop-ups as necessary without needing new graphics each time.
Conquest! does not use any on demand resources (everything is packed inside the build), which makes development simpler for me. By reducing the download size, it ensures Conquest! can be picked up over cellular networks (Apple has a 100MB limit for this). The overall install size of the application was also reduced, which saves space on devices where this might be a concern. In summary, a win/win for everyone.
Sign up for the Conquest! mailing list here and follow the journey on Facebook or Twitter. Until next time, I hope to see you in the game.
James has been working on Conquest! since 1993.