Dev Log Week 2026-14: Know when to admit defeat

It’s the long Easter weekend here in Germany, so I am technically off duty today. But it’s also a Monday, so it’s devlog time :slight_smile:

Also, in week 14, it finally happened: I really, really got started on UI design again (after week 13 slid in last-minute with a blocking issue…).

Tool UI design work

Ironically, the first bit of “UI work” I took care of last week had nothing to do with the game’s UI at all, but rather with our internal aircraft data editor. Since I haven’t talked about it in a while, a reminder: This editor is an internal tool that we use to capture information from the so-called “Airport Planning Manuals” that aircraft manufacturers provide in a somewhat standardised format for - well - airport planning purposes. These manuals are our primary source for verified performance data. The way the tool works is that it allows us to “measure” the charts in those documents and overlay plots of our own performance calculations. We then try to get the original charts and our plots to match as closely as possible. Ideally, we end up with a set of parameters that we can feed into the game.

Now @Priller requested the ability to change the colors of the reference lines and plots because some manufacturers (looking at a European manufacturer in particular who some might have heard of…) went a bit too creative in their choice of colors, so I took care of that real quick.

Long story short, this is what this piece of art ended up looking like eventually:

(note that the values in the screenshots are dummy data from my dev environment, not the actual parameters of the A380 in-game)

Game UI design work

On to the game’s UI…

Here I had to pick up where I left off quite some time ago. Back then, I got to the point of drafting some very basic wireframes of the general navigation structure, but I hadn’t even touched on page content or mobile UIs, let alone on any visuals (like colors etc.).

As you can probably tell from the above screenshot and the current UI design of the game, I am no designer. Like, not at all. I can come up with somewhat interesting UI systems when I have a greenfield project in front of me (I prototyped Prosperous Universe’s UI system within about two weeks), but as soon as things need to look nice I am far outside of my comfort zone. So whenever I pick up work on the next generation UI design for AirlineSim, I start running in circles, trying to sort out countless relevant aspects in my head:

  • the visual language and structure of other games
  • whether and what parts of the “professionally made” UI designs for the ASTD could be re-used (sunken cost fallacy, anyone?)
  • which bits of the current design are worth keeping despite the dusty look
  • how far should the design language be dialed towards “game’y” to make it more approachable?
  • which references to real-world information management systems should be kept or introduced, if at all?
  • should I go with an “implementation-first” approach and design while I go or should I learn new tools to go “design-first” and only implement things once I have everything planned out?
  • how can all of this stuff be implemented?
  • how and which framework can help with implementation?
  • is it a good idea to adapt the basic design language of 3rd party UI libraries in favor of faster progress and at the cost of a less distinct design language?
  • how can I make the switch to the new design a continuous process rather than one huge, risky conversion of everything at once?
  • where do I need to comprise in terms of design to make the above work?
  • generally speaking, how do I have to build the gen-3 framework in such a way that it works on all legacy pages without any jitter or visual differences?

There are many more, but you get the idea. If I were to try and tackle all of these at once, it would be a puzzle that’s near impossible to solve (for me by myself, within an acceptable timeframe). So when my head was about to explode, I admitted defeat and turned to my trusty rubber druck @molp to help me make sense of all of this.

And as it’s usually the case, this did help: In triaging all of the items above, the key criterion is “What is required when and for what?”. I am pursuing this project for two main reasons:

  1. Elevate the look of the game to make it more approachable.
  2. Introduce a more modern technical framework before adding new features and replacing legacy ones.

The critical realisation was that while 1. is an important mid- to long-term goal for commercial reasons, 2. is a real blocker right now and there are countless features that I can only really start working one once the new framework is in place.

So as much as I’d love to have a beautiful, modern UI design right now, the technical aspect is the important one. Applying a fresh coat of paint can always happen later. But rewriting something in a different framework is just that: A rewrite. And that’s something I simply can’t afford.

With this call made, work started flowing again and I am knee-deep in getting the existing bits of the gen-3 framework ready for primetime. This included the initial parts of a setup required for “full-page features” (as in: a new feature that requires a completely new page in the game, like the new DS search interface for example) as well as development tooling like linters and code formatters for frontend code (which I skipped when I was just “prototyping”).

The goal is to more or less maintain the current UI design but switch out the technical system that delivers the UI. Ideally without anyone noticing too much :sweat_smile:

Expect many progress reports over the coming weeks…

4 Likes

I was really hoping the UI could somewhat like this:

Though with you saying that the UI will mostly stay the same I guess that is out of the question :sweat_smile:

None the less, one of the screenshots from the websites shows a “World’s News” tabs and i feel like a feature like that could make gameworlds feel more alive. Hence i think that could be a very cool feature where people can post updates about their airline etc. (I know people do that on the forum but I don’t think that most people even take a look here)

3 Likes

That looks absolutely incredible. Would be great if AS UI will eventually be inspired by that.

The UI was acase study made for the Technology Demonstrator and I guess we won’t be seeing such a UI anytime soon sadly :sweat_smile:

I would be intrigued by the Worlds news feature though haha

Yh I think there’s a good selection you could definitely take inspiration from. This is the first time I’ve seen it & it looks really good. The main overview screens have a very nice layout to them. Overall it looks very good ngl, my only thoughts would be that the aircraft market & scheduling pages looks a bit corporate basic & lacks some information. I also think a way to access manufacturers is an absolute must, its a screen I use all the time & since it links to the aircraft market, I never actually use the market tab. That being said I know folks from my community who are the opposite & prefer to use the market tab.

The other thing that would be really needed is to use appropriate imagery for aircraft types rather then clip art but I presume this was a proof of concept. The radar screen serves no purpose from looking at it but the map looks good. It would be even better if you can interact with those aircraft to get additional info or add labels like you can do on FlightRadar24.

Its good to see elements like being able to set up notes & weather tabs like seriously Id defo recommend keeping this work in mind rather then just outright shelving it :wink:

That would be a super cool feature. I currently use a part of my discord server to do just that

A note on any “feature” visible in the case study: If it isn’t something that already exists in current-generation AirlineSim, the agency just made something up in most cases to arrive at pretty visuals. While some of those might be useful (like a chart widget or the general idea of an interactive map), other make no sense for the game (like weather data or a widget that shows the two (!) most recent flights. So don’t read too much into those pictures :slight_smile:

Here as well: The main navigation is effectively a dummy and was informed by the content planned for the ASTD. It quickly breaks apart when you think about all the pages AS actually does have, which is why I’ll almost certainly stick with a horizontal navigation + dropdown menus.

I definitely plan on using as much as possible from the design in terms of visuals, but…

…what Pounce2KGaming described was exactly my experience the moment I started implementing the first bits of the design for the ASTD: Lots of whitespace wastes space, complex pages like inventory aren’t accounted for, the “scheduling page” from the case study would maybe be sufficient for a very simple list of things (like an airline or country directory), but that’s about it.

So yeah, there are some nuggets in there that I’ll make use of I can manage it. But at the same time, the overall concept needs a lot more work :slight_smile:

1 Like

I was hoping the “News” tab where you can see liquidations, opened stations etc. could be upgraded so everyone could add their own message aswell :smiley:

I got that. I think you mentioned it three times in this thread :stuck_out_tongue:

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That’s been brought up before. It would be nice if they would give the files to @martin. An interactive map that showed where your planes are would be nice. There are some other Tycoon style games that do that.

I’d like that too but ASRoutemap does have this feature aswell and the time developing such a map could be spent elsewhere ^^

The popularity of ASRoutemap indicates that an interactive map would be welcomed by a lot of players. Spending time on a feature that players have a good chance of enjoying/appreciating would be well spent imo.

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well, but there already is asroutemap, which means, there is already a solution.and while I wouldagree that this is a feature I would like to see implemented, it has zero prio for me - as there is a very convenient alternative in place, so why waste resources on a replication

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That’s a reasonable argument…when you suffer from the sort of tunnel vision both seasoned players and myself share :slight_smile:

It’s based on the assumption that players just naturally know that this tool exists and that the fact that it doesn’t show up in any official communication or screenshots has zero impact on their decision to try the game. A player who, for example, arrives via Steam

  • has never seen a dynamic map on the AirlineSim Steam page
  • has no idea such a tool exists
  • would have to get in touch with the community or stumble over a YouTube video to discover it
  • switch to the browser to use it
  • be fine with the fact that it’s an external tool that requires manual steps to use

That’s a lot of “ifs” for a feature that many will deem absolutely mandatory to “properly” play the game. Hence why it is on the roadmap with a fairly high priority and some prep work already done.

understandable and I certainly won’t mind having it in, however :wink:

could this not be agreed with the creator of asroutemap to be linked within the game as a “independent but highly-favored tool of the community” in appropriate places to lower the prio of this in-game feature a bit?

or do official references to the underlying platform bring on legal implications?

No, no legal implications, imo. It’s just that in the medium term, it would make a lot of sense to have this sort of thing directly in the game with full and direct integration.

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Playing AS wouldn’t make sense to me without AS route maps or some kind of internal solution with equivalent features..