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Summer Islands News

Update from mid november [v0.0.15]

Hello together,

also this week we have made a good progress with new features so that we came to a version. For all those who are longing for early access. We have created a good todolist with basics that should be bug free implemented for the early access. We are already working through the list intensively.

To our new features. We've made the biggest change in the news display topic, we've implemented a news banner. So a band at the bottom of the screen informs you about the news from the game world. If there are important news this band turns red and there are additional buttons. By clicking on the buttons you jump directly to the current natural catastrophes. So you always stay informed about the current important events. If the banner takes up too much space, you can of course hide it.





With the news banner we have implemented the natural catastrophes so that they can appear now with a certain probability distributed on the map.

Furthermore we have extended the sabotage menu with cockroaches and the bribery of construction time. As soon as you sabotage an enemy building with cockroaches the condition of the building decreases drastically. This loses the building to arbitrariness and the enemy loses his source of income. The construction time bribery doesn't only work with enemy buildings. If one of your buildings is still under construction, you can bribe the construction manager to reduce the construction time. Conversely, it works for enemy buildings. With these the construction time is extended. The opponent loses more money because of the constant costs and because the neighboring buildings don't want to have a construction site next door, they lose popularity again.

With the buildings we got also some new ones implemented. A shopping center was designed and integrated under the category Shops. The building is one of the larger buildings and is designed for larger numbers of visitors.



Update Log:
-CLIENT: EVENT BANNER architecture Basics integrated
-SERVER: Event system connected with catastrophies
-CLIENT/SERVER: Catastrophies playable integrated
-CLIENT: News Buttons for catastrophies implemented
-CLIENT: NewsBanner & News Buttons with differents scalling & resolutions
-CLIENT/SERVER: Sabotage: Cockroaches & Buildingtime bribe included

Update begin of november [v0.0.14]

Hello together,

WHHHAAAATTT, already after one week a new update?!
Yes, this time we have already integrated so many new features and fixed old ones. So we already had to create a new version.

At the beginning the biggest visible feature. This week we have some new cars that make the roads unsafe. For bicycles there is a bike rental and for cars we have a car rental. For the cars we had to adjust the movements of the moving road objects a bit, especially in the curves. But the result is quite nice.



Furthermore we have looked at the CPU/Memory load. How maybe some of you know there are two ways to get to a target on a system. First, you can do all the calculations every time and get the result. Or you can save the result in memory and save the calculation. To avoid unnecessary calculations and too many objects on the screen at Summer Islands we have already created some static objects as spritesheets. Thus we could keep the FPS number at 40-60 fps with an intel HD4400. So you can imagine what the system requirements will be.

Another topic we tackled was the menu if you want to start a new match. What we already had was basically the basic structure. Based on that we integrated a few choices to give every player the possibility to create infinite worlds.



We've also restructured the options menu to make it more ergonomic for players. A bigger and unfortunately not really visible change was accompanied by many corrections at different resolutions. We tested Summer Islands with different resolutions and still had to find some bugs. We were able to solve them successfully with a little time.

We made some other changes directly at the game. On the one hand we removed the road construction button from the construction menu and placed it as a single button at the top of the screen. Because you are more often building roads and therefore you don't always want to get to the road selection via the construction menu. Another change is the preview of a building. In order not to constantly click on buildings we have changed this. Now you only need to move the mouse over the building and get the information displayed. To change the settings for the building just click on it again.


Update Log:
-CLIENT: Car added
-CLIENT: Auto curve corrected
-CLIENT: Layer to Spritesheet performance boost
-CLIENT: New game menu has been provided with options
-CLIENT: Options menu restructured
-CLIENT: Street Button again on Screen
-CLIENT: Resolution corrections
-CLIENT: Mouseover buildinginfo

Update end of october [v0.0.13]

Hello together,

in the last two weeks we have concentrated a bit on bug fixing again. So that the basic functions work flawlessly. We have been implementing the Save and Load functions for some time now. But as time went by more and more Feytures were added so this had to be updated again. This time we could also integrate the AI which now, as expected, continues to build after loading.

Furthermore many bug fixes were added to correct unreadable objects or apparent elements in the background.

To inform you about a major change towards early access: In the last weeks we have managed to shrink our Javascript files (50%) and make them unreadable. Now one of you thinks that Javascript can only be made unreadable pseudo. This is partly true. But at least we try to prevent with it a "fast" intervention into the game code. It's all about protecting our work and preventing unfair gameplay. Mods are a completely different topic. We try to support them. But until we have a working mod support it will probably still take a while.

To also present some pictures to you we want to introduce some new buildings in this update:
On the one hand we have designed another restaurant in the last weeks called Mega Grill. A bigger restaurant for the masses in the rustic wild weststile. A must for every saloon lover.



Another building which was finished in the last weeks is under the category attractions. The zoo, a highlight for the whole family. It is more difficult to build because it is a larger building.



In the next weeks we try to concentrate on efficiency and error solutions. In addition, our graphic designer creates additional content for the individual building types

Update log

-CLIENT/SERVER: added Minfier
-CLIENT/SERVER: added Obfuscator
-CLIENT/SERVER: added new Buildings
-CLIENT/SERVER: renewed Save-/Loadingarchitecture
-CLIENT: Bug Fixes