![]() ![]() ![]() Ultimately it wasn’t working out and I think we were both getting a little frustrated at this point. I think Zach particularly disliked this mockup, though again the reasons really escape me. My thought process was that this would help make the player feel like they were using some sort of computer console. I forget the details, but the last image didn’t quite cut it, so I went off looking for inspiration somewhere else, this time from the famous Apple Lisa GUI. The marks on the sheet are what I imagined marker lines would look like when engineers would draw on them. He suggested I take a look at the forms that military engineers and artillery men use to use as inspiration, and this is what I came up with. He didn’t want players to feel like they were playing a game, but rather that they were actual reactor engineers working for spacechem. From the beginning Zach always stressed that he wanted verisimilitude. This was my first take at creating a new look for the GUI. As with most things however, that was not the case. Spacechem players will notice that for the most part, it is fully recognizable and it seems that very little changed between this and the final product. The image above was the GUI of Spacechem as I first saw it. However seeing as there’s a small resurgence of interest in the game since the recent “hat promotion” via Steam and TF2, I thought this would be an opportune time to finally talk about how Zach and I came to the GUI that we did. I’ve been meaning to do a post about creating the graphics for the game Spacechem for quite some time now, but the time and energy it takes to generate coherent sentences has been quite rare as of late. ![]()
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