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InfraSpace News

Friday Dev News #112 - Terraforming Update Next Week!

Hello everyone,

after 2,5 months of work, we're happy to release the Terraforming Update next week at 2pm CET!




The biggest news are:
  • Build 5 different buildings to handle the different aspects of terraforming
  • Handle the production chains for 3 new resources
  • Lots of improvements when it comes to GPU performance, namely Impostors and the VAT technique for animation. If you have a huge city, it might be CPU bound instead. Improvements for CPU performance will come in the next update after terraforming!
  • Fixed a bunch of save loading issues


And important side note: your saves will stay compatible with the Terraforming Update!




This week we started playtesting with a couple of fans on our Discord Server. If you still want to join playtesting to look for bugs, check out our Server and ping @Developer.

We have already fixed a couple of issues and will spend the next week polishing the update and finishing the last remaining bits and pieces

See you on March 10th, and happy playing!



Friday Dev News #111 - Terraforming Update releases March 10th!

Hello everyone,

today I'm excited to announce that we're going to release the Terraforming Update in two weeks on March 10th!




We are planning to start some beta playtesting in the middle of next week. Ping @Developer on the discord server if you're interested in participating in the playtest. As a beta playtester you need to be willing to report bugs and deal with issues while we finish up the update for release!


Check out the current look of our new, terraformed biomes:









The former desert does not feature any grass yet, we hope we'll be able to include it before release, but no guarantee.



Which biome is your favorite?

Next: Bugfixes and Polishing Update


The Terraforming Updates includes some bugfixes, especially fixing some save loading issues and some performance things.

But there is a lot more to be done and since we want to keep improving so we can leave Early Access properly in a couple of months, the next update is going to be just for bugfixing, polishing, and optimization.

We might also include some smaller features like the billboards or some decorations, but programming will focus on improving what's there.

Happy playing!

Friday Dev News #110 - Terraforming Building Art

Hey everyone,

It's time for our weekly update on InfraSpace progress. We've got a bunch of news to share, so let's dive in:

Terraforming Buildings


Andreas has been working hard to finish the art for our terraforming buildings. These include the buildings that help you terraform the planet as well as some factories that provide parts for it. Here's a sneak peek:






Moss Shader and Terraformed Landscape


Lasse has been working on making the terraformed planet look more natural. He has created a moss shader for the terraformed rocks, and he's also added some new bushes to the landscape. Check it out:






Different Trees in Different Biomes


Sepehr has been busy implementing a feature that allows for different trees to spawn in different biomes when the areas are terraformed. This required a bunch of work since not every piece of data necessary was saved in the current save files. Plus, Sepehr has also made it so that these trees disappear when you place a building on them, making it easier to build your city.




Besides these, Sepehr and I investigated some small memory leaks which should help out with performance.

Futuristic Roads


Adriana has been busy creating concepts for some new futuristic roads that fit the sci-fi setting of InfraSpace. These roads should fit better with the sci fi vibe of InfraSpace.




That's it for this week's update. Thanks for tuning in, and we'll see you again soon with more news on InfraSpace!

Friday Dev News #109 - Biomes & Mushrooms

Hello everyone,

we hope you're having a great day and are excited for the latest news on our development. Our current focus is getting the terraforming update into a playable state.

Different Trees in different Biomes


Each biome has their own vegetation. Unfortunately, Biome data is not explicitly saved in the current version of the game, so our programmer Sepehr had to recreate it from the seed, which took some time.

But now, the terraformed planet features different vegetation in each of the biomes:




(Note: terrain paint is turned off temporarily in these screenshots, just programmer testing shots)

Volcano Mushrooms


Since the soil on the volcano is mixed with ash, the vegetation is a lot different. The terraformed version of the volcano will feature large mushroom plants, made by Lasse:



Billboards


The billboards idea has been well received so Adriana made a couple of futuristic ads for our InfraSpace companies. Which ones do you like the best?








This is how they could look like in game (sign model not done yet, this was prototyped with text building feature ;) )



That's all for now, but stay tuned for more updates on InfraSpace. We hope we can get the terraforming update to you soon, and we're grateful for your support.

Take care,
The InfraSpace team

Friday Dev News #108 - Terraformed Forests

Hello everyone,

and welcome to another Friday Dev News!

Terraforming Progress


In order to feel natural, the terraformed planet needs a lot more objects of two types: Trees and grass.
Our programmer Sepehr and Artist Lasse worked together this week to spawn trees on the terraformed parts of the map. Check out the result and let us know which color scheme you like best!

(Note: grass is still missing and will change the look a little. More on that next week!)

Color scheme 1:



Color scheme 2:



Color scheme 3:



Decoration Buildings: Billboards


We're planning to add some simple decorative buildings so you can change the look and feel of your city to your liking.

This week we're presenting the idea of ad billboards, featuring the companies you already see on the buildings. Check out Adriana's concepts:



Some billboards may even display a small video, like these:



What do you think about the idea of you being able to add your own pictures in-game?

Save Load Improvement and Refactoring Merge


I've been working on general code improvement in the background and merged a big reorganization of about 40% of the code into the internal development branch. The intention of this cleanup is making future development easier.

During this work, I noticed some inefficiencies regarding save loading that were introduced in the new update. I managed to reduced save load times by 58%. There is more we can do for save loading performance, but general game performance nees a look at also :)

Happy playing!