Dealer’s Life updated: version B:0.53

Hi everybody!

Here we are with a great new update for Dealer’s Life! This time we gave some more love to graphics and made some great steps forward in the direction of how we really want DL to look like.

Let’s begin with the tiniest of today’s improvements: a little change on UI. We listened to some of our most passionate players which were complaining that while fast-playing (which is the way they like to play: frantically tapping everywhere to get to the next deal ASAP XD ) they sometimes lost some important information that came out on popups. Since for many popups you could just tap everywhere to close it, we decided to go for a different solution about it. First we tried with a small X in the upper right corner of every popup window, but that wasn’t the right solution for a mobile game that you can play mostly with thumbs: the X was too high in the screen, difficult to reach with the thumb. So now we’re proposing a different solution: a “Close” button right inside every popup, in the lower right corner (or in the center if there are no other buttons). We are confident that this compromise will please everyone!

hirepopup

Enough for UI, let’s now talk about new graphics for employees.

newexpert

Every employee has now his own graphics that appears in the dedicated section on the notebook. We already planned to improve this visualization, adding specific graphics according to the level of experience of the employee but hey, this is already a good change, isn’t it?

Then we decided to enhance the visual difference between buyer and seller, since some of our players got sometimes confused between buy and sell and made the wrong offer. Now sellers will put on the table the item they want to sell (like before) while buyers will put just their money. So if you see money on your table, that’s what you’re going to get from your actual customer 😀

maingame_money

The nice thing is: the amount of money you see on the table will change in accordance to how much your customer would like to spend, and that will somehow help you understand from the beginning if you’re going to make a huge deal or just get some small cash. Plus, we assure it’s quite a good sensation to have a customer putting a HUGE amount of money on your table, you should check it 😀

But now let’s talk about the improvement I like the most: visual quality of items! I finally managed to find a way to visually reproduce quality of items in their images. Which is not making a dedicated sprite for every quality level of every item (it would have been just CRAZY), but instead integrating the quality rendering in the procedural generation process! Here is an example of the results I got from this:

itemconditionlayer

See? Same item sprite, 4 different versions based on quality: from the top we have very good conditions, then good, bad, and finally terrible conditions, really ugly! This automatically applies to ALL items, you’ll see while playing the nice effect it makes! 😀

That’s it about graphics but still it’s not all about this patch’s improvements (yep, we worked quite hard…). We also made some changes on late game balance, improving the impact of your Charisma and Luck skills on customers behaviours. Some of our players were telling us the late game is quite easy… well now it will be different! XD

We hope you’ll like all these changes, that’s it for now!
Stay tuned for the next update and have fun!