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Friday Blog 244 - A New Trailer + Controller and Steam Deck Support


After six years, Colony Survival finally has a new main trailer! Here it is:

https://www.youtube.com/watch?v=WbbDsOB_3zQ

Making it was quite the challenge. We really wanted to showcase the potential of the game. We needed beautiful worlds that integrated all the new content from 0.10.0, stuff like the enhanced rail system and all the new decorative items. We asked for help from the community with the Builder’s Contest - here are the winners!

Although their worlds are impressive and beautiful, they didn’t showcase all the things that we thought a main trailer should contain. So we spent weeks building a custom world exactly suited to filming the trailer.

Then we filmed it. For the first time, the entire pipeline is 4K. 4K rendering of the game, 4K recording, 4K editing. The difference with older videos is very noticeable!

Last but not least, we needed a proper trailer song. One that will really “grab” newcomers who visit our storepage for the first time and know nothing about Colony Survival. Eventually, we found The Mad King by Rok Nardin, a young Slovenian composer. We got in touch with him and licensed the song for our trailer. We are very excited about the end result. Thanks again to everybody who helped make it possible!


We set another major step since the last Friday Blog. We now have full controller support and Steam Deck compatibility!

This is actually a thing that is checked by the team behind Steam. You have to put in a request for them to look at your game, and then they’ll actually play it and test a bunch of different features.

We didn’t get fully approved on the first try. We received some feedback about things that we needed to improve. We did, and this week we did get the full approval!

This is a feature that has been popularly demanded since the release. If you’ve been waiting to try and play Colony Survival with a controller or on your Steam Deck, then this is the moment!

Bedankt voor het lezen :D

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Friday Blog 243 - 0.10.3 is Live; Controller Support, Sale & Updated Storepage


The game is currently on sale! It’s 30% discounted. If you don’t own it yet - this is a great time to purchase it! And if you do - thanks, and consider telling your friends or outright gifting them the game :)

Today, we released 0.10.3. The main changes concern controller support. In the past, we did some work to make it a bit possible to use the controller, but it was still very primitive. Lots of basic functions were very inconvenient.

Now, Zun has put in a lot of effort to make using the controller (or playing on Steam Deck) a lot more comfortable. He has actually been playing the game a lot on his couch, with a controller, this week! He has implemented a long list of small tweaks to improve that playstyle.

There are some non-controller related improvements too. One of the most noticeable changes concerns the fisherman. With the new water transparency, we changed the model of the fishing rod: the line now continues under water. The functionality has also changed a bit - your fishermen can now use water that is 1 or 2 blocks lower than they themselves are.

Raftsburg

Last and least, for the first time in years, we’ve updated the storepage. We changed some promotional texts to better reflect the current state of the game, nearly completely rewrote the answers to the Early-Access-questions, and updated some banner-images.

Bedankt voor het lezen!

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Friday Blog 242 - 0.10.2 is Live Now; New Lighting and Cloud Sync!

Lagoon's world used in these screenshots and the video

Lighting has changed quite dramatically! Here is a before/after video:

https://youtu.be/d_i8hXLc-EU

Last month, we published a pretty long video featuring the winners of the Builder’s Contest. There are many different shots of those worlds in the video, but they’re pretty much all filmed during the middle of the day or in the night. I deliberately avoided sunrises and sunsets. They look pretty impressive with the landscape, but I felt that they didn’t work well with the towns and buildings - they made everything look very dark/red/yellow.

Another problem I noticed was the excessive strength of the torches and lamps placed by players. In the middle of the day, they were still casting bright yellow/orange light on the buildings around them.
It felt quite wrong that I had to avoid large parts of the day cycle to make the game look great. So we decided to update the lighting! It looks quite different now. Sunsets and sunrises are brighter in general, and the yellow-red effect associated with them lasts much shorter. In the old version, the effect lasted for many in-game hours, which doesn’t make any sense.


To simulate morning dew, there is a new fog effect in the valleys, which helps to bring some of the ‘drama’ back. And we’ve dimmed torches and other player-built lighting during the day, to make towns appear less “orange”.

[h3]Cloud Sync [/h3]

More technical explanation of the lighting changes below, but other major news first: Colony Survival now supports Steam Cloud Sync! It will be automatically toggled on for worlds made in 0.10.2 or later, but it has to be manually enabled for pre-existing worlds. These worlds will be uploaded to the Steam Cloud, and automatically downloaded wherever they are missing from your Colony Survival install. Convenient if you switch from PC to laptop or Steam Deck, a lifesaver if your harddrive or entire PC suddenly fails.


[h3]In-depth with Lighting[/h3]

When we had to figure out lighting during the full day-night cycle for the first time, it was probably 2014. We had little experience and hadn’t put much thought into it. I remember thinking that sunsets had deep, dark long shadows, and that dark shadows are pretty much the same things as night, right? So when the sun sets, shadows get longer until they cover everything in darkness, which we then call night. Sunrise is the reverse process.

It took embarrassingly long for me to properly witness a full sunrise in real life and fully comprehend what’s actually happening. It’s actually bright outside for a pretty long time before the sun becomes directly visible. Indirect sunlight is bounced through the atmosphere and makes things pretty bright before that happens.


When you can see the sun directly for the first time, the sunlight has to travel through the atmosphere for a very long time before it hits your eyeball. Which means that a large percentage of it has already scattered away and bounced around. As a consequence, when the sun is close to the horizon, you actually don’t witness deep shadows. The direct sunlight is weak and the scattered light that is indirectly bouncing around is relatively strong.

Around noon, when the sun is in its highest position, sunlight is way less disrupted by the atmosphere. This makes the direct sunlight much stronger than the indirect light that’s bouncing around, leading to deep, dark shadows.

Our old lighting didn’t follow these rules, and went straight from deep sunset shadows to night. These deep shadows were also very yellowish, leading to a pretty weird, unnatural and unappealing look for many structures. The new settings should improve this.

The best solution would be full raytracing, but that’s a very computationally intensive solution that is still not 100% practical, so we’ve got to approximate it as best we can.


Another problem is that our eyes absolutely do not register light objectively. They constantly adapt to the world around us. Two things that have the same brightness might look completely different to us, depending on the circumstances.

”Lux” is the unit of measurement for brightness. Bright sunlight is measured at 111,000 lux. A sunrise or sunset on a clear day only measures 400 lux. A candle generates roughly 10 lux, and a full moon 0.25 lux.

Our eyes will adapt to both bright sunlight and a full moon. When adapted to 111,000 lux sunlight, a 10 lux candle barely even registers. But when adapted to 0.25 lux moonlight, a 10 lux candle can visibly illuminate an entire room!

Such extreme differences and the adaptation between them aren’t present in Colony Survival. Which meant that torches that look realistic in the night, also turn cities orange in the middle of the day. The more I looked at it, the more it annoyed me.

So Zun added a system that reduces the lighting of torches and other player-placed lamps during the day, and increases it again during the night. That’s not how it works in real life, but this too seems to be a better approximation than the old system.

Feel free to share your opinions about the changed lighting with us! We might need to tweak it a little more. The previous blog has instructions on how to change the lighting settings yourself at the end.

Veel plezier met de update!

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Friday Blog 241 - Update 0.10.1 is Live Right Now - adds Water Transparency!


The live build of Colony Survival was just updated from 0.10.0.13 to 0.10.1.0! The main change in this update concerns water. The visuals are much improved. Instead of it being solid light-blue “shaving foam”, it’s transparent with a new “wave-effect”. Moving around in water has also been enhanced.

https://youtu.be/IRUsFNhlkpk

There have been some minor changes made to the lighting too. There are now low and medium settings for Torch Quality. These render the torch lighting at a reduced resolution. This should be very noticeable for the performance of the game on minimum-spec computers.


The lighting during the day cycle has been tweaked a bit. We also found a bug affecting the ambient lighting during the sunset and sunrise, which has been fixed.

If you want to mess around with the lighting yourself, visit Colony Survival\gamedata\textures\materials and edit lighting.png. Lighting.txt provides detailed information on how it works. Changing the look of the water is possible too, and can be done with the settings at the end of serverperclient.json, which is found in Colony Survival\gamedata\settings. If you get interesting results, please share them with us in the comments or on Discord, we’re very curious about it.


Veel plezier met de update!

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Friday Blog 240 - Significantly Improved Water: Transparency


As long as Colony Survival has been publicly available, people have called the water block the ugliest in-game block. It has always been a pain point. Water is actually a very strange material. Unlike sand or stone or grass or wood, you’re not simply looking at a static surface. Water is transparent and reflective, and big bodies of water are always moving.


Both transparency and reflections are complicated and costly to pull off right. Many games have static worlds, meaning the major features of buildings and terrain aren’t really moving. Simultaneously, their water is often also something that can’t really be moved, and which always acts as a simple 2D surface. It’s a lot easier to make this simplified water look realistic.


But in our game, it’s not so simple. Players can completely change the terrain and they have to manually add the buildings. They can dig canals and make the water dynamically move to new spots. The water actually consists of 3D blocks which can be viewed from all sides.


Our old solution was to just give it a ‘physical surface’ like all the other blocks, and to make the textures move around automatically to simulate little waves. It worked when you looked at it from a distance and didn’t think about it too much, but when you got close and focused on it it was quite weird.


But now, Zun has taken the time to look at the water properly, and to figure out a form of transparency that works well with our lighting system. We’re very happy with the results! All the pictures in this blog show the new water. It hasn’t been released publicly yet, but expect it to be part of the new patch.

Bedankt voor het lezen!

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