First off, fonts. All of KST was still in Arial, the standard font in Unity. I'm pretty much immune to which font is used as long as it's used consistently, but I do know that there's a whole world of subtleties out there which can make text connect from your game if applied well. I eventually went for a font with a balance between readability and pirateyness (which shall henceforth be an actual word). It's called Lobster and looks like this in the main menu:
Another change is shadows behind the UI elements. They're visible in the menu screenshots, but they're easier to see in the game scene:
I also gave the three buttons in the bottom left a wood texture. Unlike the buttons on the parchment, these are placed on the table and need a bit of an object-like look to them to make them fit in with the rest of the game. Small pieces of parchment wouldn't work as well, since the buttons should look distinct from UI elements that can't be clicked.
Other than that, I've made a couple of quality-of-life improvements like no longer having the possibility to access a land tile which holds nothing of interest (to prevent ending your turn by accident because of a misclick or typo).
Lastly, in mostly unrelated news, we made a new cardboard version of KST (with 'we' being my son (6), my daughter (4), my wife (I'm not stupid enough to mention her age) and me (39)). My son's class in school decided to hold a market to raise money for the island of Sint Maarten, which was devastated by hurricane Irma. During the market, my son offered people the chance to play KST with him for a small fee. He managed to explain and lead the game without any help, which I really see as an accomplishment for him. He raised 7,50 Euros this way and told me that the parents and classmates who had played with him had really enjoyed themselves. Needless to say, I'm a very proud parent :).
And that was that for now. Next up for KST are music, sound effects and decisions about when and how to release it. More on those things next time!
- Willem -