
We now have the UI showing the results of “Favored/Disfavored” Species in effect. Screenshooting is becoming more difficult as we add animations and mouseover/click effects. As this is a desktop/mobile/any device targeted application, mouseovers have been a trick. I currently have some CSS that does an amazing job on either device configuration. On a desktop, it acts like a nautral mouseover, with immediate reaction time. On a tablet/phone, it’s a click/tap activated mouseover, that clears on any other action. Both of which allow more accessiblity into understanding the visual cues.
We’ll be adding more layers of shadow for each possible buff/debuff, this all leading up to the basic battles, which will use the current UI stats to submit to the backend for hit/dmg consideration.
This creates a time/stat dynamic for various “simple duels” (street fights), which will be the basis for the first types of battles. Eventually, one would be able to target various other SME’s that are tagged as “open for battle” when they are in a disfavored environmental status.