This door is also rather simple, but is more interesting in terms of having to fetch the player’s bank transaction logs and display them. All the player can do here is view the transactions and exit the door. If you are running the game in the Unity editor, you can have fun with editing the player’s data (more information here) and adding bogus log entries to see them show up here. Strip club, -8000 M.U.s? Sure! 🙂
The next door is the crew assignment door. The UI for this door is fairly uncomplicated, but the original game forces you to update the assignment for all 6 crew members in order. The remake allows you to change the assignment for any crewmember in any order.
The next door I worked on was the personnel door. The panel that comes up has the most complicated UI of all the doors at the starport. Here, you create and train crewmembers.
The original game had images for the 5 races you could choose from. These images are very blocky due to the 160 x 200 resolution the original game ran in, so what I did was bring them into Photoshop, enlarged them, and used a Gaussian blur filter to soften the edges. Then I brought them into Illustrator where I used its nice “Image Trace” tool to produce outlines for each one of the races. After some fiddling with the settings for that tool, I was able to get very good results!
On this screen, I had to deviate from the original game’s controls quite a bit to modernize it, but this door should still remind you very much of the original game.
The original game
Photoshop and Illustrator work
Now would be a good time to show you what I mean by making the game compatible with a wide range of aspect ratios. Below is a series of images showing the same screen in the remake, but at different aspect ratios.