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Generationship News

Update 0.79 - New Tutorial

This update goes leaps and bounds to make the game playable for new players. The complete tutorial has been redone to adapt to the new Gameplay. You may also notice that there are a lot of bug fixes, this was due to the huge changes the last time, it should get less after each iteration till the playtest will start.

New Tutorial

Due to the changes last year, the tutorial got more and more outdated. It didn’t show the new gameplay anymore. Due to the gameplay changing significantly and nearing it’s final stage, I completely re-did the tutorial.



New starting satellite

With the tutorial, the starting satellite has also been re-done. The new gameplay makes it possible to reduce the size, so you can now build more things on your own.



New Docking Port

The Dock has been migrated to the new Interior Items. The logic there has now also been changed. Before every Dock had their own supply ship, what led to an easy way to get lots of supply ships by just building more docks. Now the Supply Ships can be managed separately. More supply ships can be bought and for each supply request the dock can be chosen.



Storage Filter

The storages can now be set up to support multiple Resource Types. This makes it easier to manage the resources in the ship.



Storage Transport Options

The storages can now also be configured to allow the usage of the persons. This is to prevent the persons filling up the storage or emptying it when you don’t want that.



Improved Problem Overlay

After all of these changes, the old setup was not useful anymore, so I changed the logic of the problems, to hint better towards the problem. For example the machines now hint to the needed resource types and not just showing “a resource is empty” icon. There is now also a problem added for no recipe set, low interior condition and resource container specific problems.



More Problems

To hint at potential problems, new warnings have been added. One is the low condition for interior items. The condition has an influence on productivity, so it's better to see it earlier. It's shown as a warning, when it has an influence and error when it's very low.



Other changes
  • Fixed not rotating Photovoltaic Panels
  • Fixed missing shadows in First Person Camera
  • Fixed annoying camera rotation when zoom to other camera
  • Fixed persons idling on used tiles when adding interior items
  • Fixed person not moving around when idle
  • Fixed person not start "real" idle when forced to walk
  • Fixed error when person try to pick up from a removed resource box
  • Fixed rounding Bug for InteriorItemBoxes arrived
  • Fixed creation of Empty ResourceBoxes at Transport
  • Fixed Exception when removing bed in configurator
  • Fixed SealButton not hiding (thanks to ichao)
  • Fixed SectionUI not change when selecting an interior Item
  • Fixed Input connections resource count not filters correct (thanks to ichao)
  • Fixed RoomConfigurator allows removing an part that should not be (thanks to ichao)
  • Fixed RoomConfigurator now allowed doors to other rooms
  • Fixed Exception in Updating special parts of the UI (thanks to ichao)
  • Fixed endless loop when person get unconscious when constructing a room (thanks to ichao)
  • Fixed Warnings on build, due to different materials
  • Fixed missing select sound not played anymore for single selection
  • Fixed wrong align of some Tooltips
  • Fixed Idle persons staying very long
  • Fixed Error on illegal Savegame FileNames
  • Fixed Maintenance Priority for Rooms not just updated when air-leak is starting (thanks to Bluesky-WR)
  • Fixed not showing names of renamed interior items in the room overview
  • Fixed rare exceptions in productivity visual element(thanks to Bluesky-WR)
  • Fixed some rare exceptions in simulation (thanks to Bluesky-WR)
  • Fixed RoomIcons are not changable
  • Fixed Bug in assigning Residents
  • Fixed Bug in Room Creator special case for some doors (thanks to Bluesky-WR)
  • Fixed Problem with Popups where Esc not opening Menu (thanks to Bluesky-WR)
  • Fixed Persons transported Resources to unfinished Storages (thanks to Bluesky-WR)
  • Fixed abort construction of interior in special case not finish (thanks to Bluesky-WR)
  • Fixed some rounding errors, where constructions were not finished (thanks to Bluesky-WR)
  • Fixed bug where building lot starts when some resources still in transit
  • Fixed Dismantle can create Empty resource Boxes
  • Fixed some Boxes started at a wrong position
  • Fixed Room construction person animation seems not working
  • Fixed Not Possible to let person fill up empty interior item with transported resources
  • Fixed Filllevel of H2O and H2O Brown were wrong visualized
  • Fixed Empty transport slot to a Storage shows 0g in PiMenu
  • Fixed OCD MODE in savegames
  • Fixed showing wrong connections on hover over ResourceOverview
  • Fixed Wrong Problem shown for empty resource container activities in private rooms
  • Fixed end of visualisation connection for special interior items (thanks to ichao)
  • Fixed Endless loop, related to an null AnimationPathEntity (thanks to ichao)
  • Mark current Residents in the resident window
  • Click on empty recipe opens add recipe popup
  • Hide some outdated blueprints and interior items
  • Improved SupplyPopup lower bars are broken
  • Add Door marker when placing Blueprints (thanks to ichao)
  • Only show center of mass overlay in overview perspective
  • Auto start Achievements to prevent players who don’t know what to do
  • Changed Color of Credit Text in Supply popup when running out of credits
  • Forced using Weight for Interior Item Boxes in Supply Popup
  • Improved Selection of Persons
  • Sort Choose Resident
  • Added WorldElements for Choose Resident Action
  • Added more AutoCorrections for usual problems
  • Updated UnderConstructionProblem WaitingForResources and make it as a warning, when the boxes are on the way
  • Zoom while adding interior only use the room-areas
  • Better Default Animation Position for Storage Interior Items
  • Added Missing ResourceType to BuildingLots
  • Custom SelectionBounds for CH4 Engine to prevent problems clicking on things behind


In this iteration I want to give special thanks to BurritoBotV3000 from our growing community, to help with the new Docking Port model and also for improving the text for the new Tutorial. Also to Ichao and Bluesky-WR this iteration for the good testing and bug reports.

Want to see more?

I also post the progress and more pictures to our Discord:



And don't forget to wishlist and follow us to keep up to date.

https://store.steampowered.com/app/1638030/Generation_Ship/


Summary 2022

Hello everyone, let me give you a short update what happened in this year and what's you can expect for next year.

January - Interior Items

The Year started with a improvement of the Graphic performance. The main part was using LOD levels for some of the models and adding support for this to my systems. I improved the highlighting, selection and other systems, to improve the performance. I also converted all buildings to the new Interior System and finished Templates, so players can create their owns now.



February - Person Metrics

In the second month was planned to add more person features but it was needed to refactor the simulation. Moving the activities out of the building and doing the person metrics and activity updates more async helped to add these new features. It was a big effort, but it also leads to very high performance improvements what was planned for later, so it was switched.



March - Performance

The March was planned to do the Person Skills more needs and Environment, but end up in another big performance update, now back to 100fps at the starting ship and several optimisations and fixes, due to some really good testers building very large ships. I could finish the Residence feature and moved the activities to the Interior, to get an easier workflow and ui for the players.



April - Skills

In April the rooms has been restructured and all activities have been moved to the interior items. This should make it more clear and easier to use. The rooms were restructured, so more things can be added to a room. The Persons got Skills and the interior items can require some minimum skill.



May - Vacation

The May started with a 3 week vacation after the 2.5 years working close to every day :) The rest was smaller polishing bugfixes and post processing improvements. I also changed the font and make more languages possible. At another good Playtest i fixed a lot and got good feedback to polish everything more.



June - Better Graphics

In June i tried to hired the first employee for the game. But it didn't went as expected, cause i needed a lot of effort for communication ending up in stopping that experiment and continue alone. I played around with substance painter and it got way better and faster results than i had before. I also added storage options and refactored a lot to make this work.



July - New Models

The July went pretty fast without much time for large features. I worked a bit more on my sideprojekt for money to have more time for further development. I painted a lot of models and did a new room type. I also bring the animations to the next level to make e.g. the toilet work well and fix some blending issues between them.



August - Room Configurator

In August i created the room configurator, where the player can setup their own room designs. I added more features to support interior overlapping to the outside like solar panels, and their animation towards the sun. The rest of the month i was very busy, due to we moved from Germany to china for some years.



September - Migrating Engines

In September i moved to china with my family for some years, after a long quarantine i was just able to finalize the latest release and more models. I also started to migrate to a new Version of Unity, what was a big mess, due to they add breaking changes that completely ruins my current architecture, so it took a long time to adapt to it. I was able to bring the spinning engines to the new architecture.



Oktober - New Rooms

In Oktober i worked most of the time on the new design of the rooms. I removed the underground layer and let the boxes drive on the floor and created a complete new room design and a room-building. The framework of unity I'm using is also getting closer to the final release. I tried to update, but there are still too many problem with it. But in general it seems i can update end of the year to it.



November - Crafting

In November the main purpose was to change to a new gameplay. The Persons become way more important and are now moving resources around, constructing rooms at the room location and maintain things by themself. The Interior Items got their own resource box, that can be crafted at the old construction workbench.



December - Room Update

In December i did the last change of the gameplay, to make the rooms updatable. Also Pi menus have been added, so you have a Sims like Interaction with the crew. It affects close to all parts of the game and took a bit time to polish all of this. I invested some time to prepare for a large Unity update and got everything stable.



Plan for next Year

[h2]Release[/h2]
Following the original plan we would get now close to the release, but the game changed so much, that it will not be possible. The original gamedesign plan was to build just the buildings but changed to manage the interior items and persons. Due to i am still alone developing on this game, i have to move the release one year further, to get you a good game.

[h2]Roadmap[/h2]
At the start of next year, i will be busy to readd all features that were in the game before and outdated due to the last updates. One example is to migrate the Dock and supply ship to the new Interior Item approach. The starting ship will also be updated including most of the tutorials.

When this is done, i will work on the storyline and more content. In paralell a new Playtest-Phase will start. If you are interested, you are welcome in our discord :)



When all of this is done and the game is stable enough, i plan to launch a Demo while adding more content like Temperature Systems, more Resources and Interior items, till the final 1.0 release.


Wishlist

If you haven't it done yet, please wishlist and follow to keep up to date :)

https://store.steampowered.com/app/1638030/Generation_Ship/



Update 0.78 - Polishing

The main part of this iteration was a huge update of unity and the related packages. It had around 50% fps improvements, but there were many crashes when building the game and also on runtime, so I had to downgrade again. But I prepared for all necessary changes, so I will try it again next year.

Interior Item Construction Shader

I changed the interior item shader to make them more visible. It’s essentially the same as the rooms, but more visible and detailed.



New Interior Model

To improve the development speed I have started purchasing 3D assets. I used several tools to integrate it to my workflow to keep a consistent style. As an example, I updated the N² and O² Releaser. The gas bottles are the same as from the boxes and will show the internal filling state inside of the interior item.



Visualize Resources of Interior Items

To visualize the amount of a resource that's inside of the machine, it's now possible to show this by the amount of visible e.g. Gas bottles.



Hydroponic Box

To test another kind of asset I added a hydroponic box, where plants can grow. It can also show the progress by visualizing plants growing inside of the item.



Plant growing

Similar to the gas bottles, I also added some visualization of the progress to the new Hydroponic Box.



Multi select Interior Items

Multiple Interior Items like bed can now be selected at the same time. It shows an overview about the resources inside, the workers or residents and much more.



Colorizing Resource Overview

I added colors to the Resource Overview, to hint if it's increasing or decreasing.



Other changes
  • Fixed Savegame not working
  • Fixed not working Interior Configurator (thanks to Ichao)
  • Fixed bug when person died
  • Fixed bug when person stop causing other person to update, doing the same task
  • Fixed hiding selection panel when start transfer resources
  • Fixed several other bugs found with automated tests
  • Fixed wrong positioned Barrel icon in Problem Icon Overlay
  • Fixed not working working-lights and effects
  • Fixed not able to assign eating with PiMenu in a private room for residents
  • Show Private hint also in Activities
  • Add "Create New" Button at the top of Blueprints in Buildmenu to make it more clear
  • Don't stop timewarp when person arrived. Should be till the end of the activity.
  • Don't update the door in the interior editor, so the door stay open.
  • Tooltips in PiMenu causing closing PiMenu (on hover)
  • Added a "No Action" for PiMenus
  • Removed activity icon from ProblemIcons, due to outdated
  • Reduced size of problem icons in scene
  • Moved Public Private Activity to an icon with tooltips
  • Make Interior Items renamable
  • Added description for Mood (thanks to Ichao)
  • Prevent opening PiMenu when click on the ui


Want to see more?

I also post the progress and more pictures to our Discord:



And don't forget to wishlist and follow us to keep up to date.

https://store.steampowered.com/app/1638030/Generation_Ship/

Update 0.77 - Update Rooms

The last huge step for the new Gameplay is now done.

Construction of Interior Item

Interior items (e.g. furniture or machines) are now built after the room is created. Once the room finishes completion, interior items will be constructed by a person.



Dismantle Interior Items

Interior items can now be disassembled. When removing interior items, you are given a boxed up version of that interior item. It is now required to deconstruct or disassemble interior items inside of a room before deconstructing a room.



Update Rooms

Rooms can now be re-furnished. There is an interior items button in the building UI to re-furnish the room.



Improved Pi Menu

Another small improvement I made was to add affected units to the PI menu as well as general improvements to the PI menu.



Other changes
  • Fixed exception with multiple dropped Storages (thanks to BurritoBot for report)
  • Fixed wrong Pi menu entries in some cases
  • Fixed missing interior count in blueprints menu element
  • Fixed problem where resources were not moved out of a dismantled building
  • Fixed walking command had no scheduled ending time
  • Fixed missing Activity and Storage in Room overview
  • Fixed Exception on general empty resource slot
  • Fixed Put Action is not allowed for non-resource containers
  • Improved Resource weight format for ui elements
  • Replace arrows for Exit with "Door" (thanks to BurritoBot for idea)
  • Persons are now assigned to Beds instead of the Rooms
  • Added Cheat for Resourceboxes of Generic Storages
  • Added Cheat for Changing ResourceContainer values


ps.: For Playtesters: Like the last iterations, the build will again be just available in the Latest Branch, but i will try in the next iteration the update again and hope they fixed the bugs.

Want to see more?

I also post the progress and more pictures to our Discord:



And don't forget to wishlist and follow us to keep up to date.

https://store.steampowered.com/app/1638030/Generation_Ship/

Update 0.76 - Crafting

The next huge step for the new Gameplay is finished.

Interior Item Resource Box

The Interior Items now need the matching Interior Item Resource Box. Each Interior Item got their own box. Inside are the prepared things to construct the Item, so the person can assemble it in the building, or disassemble it to the Resource Box.



Construct Task

The person can now create the Room without the need of the construction Workbench. He is walking to the building lot now.



Maintenance Task

The maintain Task got also updated like this, so the old Maintenance Table is also outdated now. Its all added to the Pi Menu of the Person.



Interior Item Condition

To split up the interior items more from the building, i added also a condition effect on the interior item. Its similar than the one from the room, but sure not causing air leaks. Instead it influence the activity as worse the condition gets.



Crafting

Due to the old workbench is not constructing things anymore, i made a huge extension of the working logic what can be explained as crafting. I added Recipies to create different Interior items. The work contained 3 steps. Filling up the needed input resources, processing and clearing the output resources.



Queueing

A requested feature by the community was to queue up the building tasks. I added this now to the new Construction Table, so you can setup up to 30 items to be crafted. As usual, there is also a timewarp button to jump at the end of the crafting.



Other changes
  • Fixed BoxCount in Storage Connections
  • Fixed several Transporting Issues
  • Fixed wrong change icon for some resource container icons
  • Fixed wrong height of Bars with text
  • Fixed PiMenu popup on wrong position in special resolutions
  • Fixed Scrollbar for PersonUi and Supply Popup
  • Fixed not animated Photovoltaic Panels
  • Fixed persons not idling outside of the ship
  • Improved UI for Person Overview: Group Activities together
  • Transport Activities are now always at the Interior


ps.: For Playtesters: Like last time, the build will be just available in the Latest Branch, till the savegame problem related to unity is fixed.

Want to see more?

I also post the progress and more pictures to our Discord:



And don't forget to wishlist and follow us to keep up to date.

https://store.steampowered.com/app/1638030/Generation_Ship/