development update #74
Hello everyone,
Build 47 is done and should be uploaded some time in the next few hours.
What made it into this week's build has been mainly quality of life tweaks and bug fixes.
Better placement of objects:

We have received a lot of good feedback that told us that object creation is just way too clunky. The scale of objects when they come into the aquarium is always awkward and undesired. We have been devising a few ways to address these problems over the past weeks and this week we put in what we hope is a step in the right direction.
When creating objects you click their icon in the inventory and then click in the aquarium where you want it to be placed. That part has not changed but now if you hold down the left mouse button as you place it into the aquarium and drag the mouse either left for right it will rotate that object. Dragging up or down will scale it. To finalize this new object's placement you just let go of the left mouse button.

The same goes for creating plumbing objects too with the exception that scale cannot be modified.
changes to placement settings (top right ui panel):

furthermore the options ui for placing objects has been moved to a better location in the top right corner and is only visible once you are actually in placement mode.

If you hover your mouse over the labels of the attributes in that ui for around 0.5 seconds then a help panel appears which explains what that attribute does. Over time we will have these time delayed help panels for all important things in the game so players dont have to search through categories in a separate help mode in order to find out what a single button does. And we will have more mode specific tips that tell players what they need to know.
There were also a lot of small bug fixes. This week we found what we think are the causes of a few rare bugs and put in a fix that should prevent them happening in the future.
We have also created more plumbing objects but they will be added to next week's update. The list of completed plumbing objects currently in the game is quite short and we are missing a lot of basic things that players could use. Players have complained that there is currently no way to remove salt, co2 or excess oxygen from the water. We have plumbing devices that add those resources to the water but need devices to remove them too. This is bad because we have not yet added water changes to the game so there is no way to restart/stabilize the state of the water in a super emergency.
You can thank someone on the forums for convincing me to add water changes. I started off my reply to their request stating why I don't quite like the idea of adding water changes and why I find it tricky to add from a visual and logical design point of view and gave some possible solutions that would make it ok to add water changes into the game which I thought were perhaps not very good. But they were quite happy with the possible solutions I proposed and after some reflection I quite liked them too so... relatively soon we will add water changes.
We will continue next week much like we did this week. More quality of life tweaks to the game based off of player feedback. There will also be some more progress made to the day and night cycle stuff features and the usual bug fixes and performance boosts. Finishing off the next batch of plumbing devices and possibly adding a new fish. It will be a busy week indeed.
We wish you all a good weekend
The Fishery Team
Build 47 is done and should be uploaded some time in the next few hours.
What made it into this week's build has been mainly quality of life tweaks and bug fixes.
Better placement of objects:

We have received a lot of good feedback that told us that object creation is just way too clunky. The scale of objects when they come into the aquarium is always awkward and undesired. We have been devising a few ways to address these problems over the past weeks and this week we put in what we hope is a step in the right direction.
When creating objects you click their icon in the inventory and then click in the aquarium where you want it to be placed. That part has not changed but now if you hold down the left mouse button as you place it into the aquarium and drag the mouse either left for right it will rotate that object. Dragging up or down will scale it. To finalize this new object's placement you just let go of the left mouse button.

The same goes for creating plumbing objects too with the exception that scale cannot be modified.
changes to placement settings (top right ui panel):

furthermore the options ui for placing objects has been moved to a better location in the top right corner and is only visible once you are actually in placement mode.

If you hover your mouse over the labels of the attributes in that ui for around 0.5 seconds then a help panel appears which explains what that attribute does. Over time we will have these time delayed help panels for all important things in the game so players dont have to search through categories in a separate help mode in order to find out what a single button does. And we will have more mode specific tips that tell players what they need to know.
There were also a lot of small bug fixes. This week we found what we think are the causes of a few rare bugs and put in a fix that should prevent them happening in the future.
We have also created more plumbing objects but they will be added to next week's update. The list of completed plumbing objects currently in the game is quite short and we are missing a lot of basic things that players could use. Players have complained that there is currently no way to remove salt, co2 or excess oxygen from the water. We have plumbing devices that add those resources to the water but need devices to remove them too. This is bad because we have not yet added water changes to the game so there is no way to restart/stabilize the state of the water in a super emergency.
You can thank someone on the forums for convincing me to add water changes. I started off my reply to their request stating why I don't quite like the idea of adding water changes and why I find it tricky to add from a visual and logical design point of view and gave some possible solutions that would make it ok to add water changes into the game which I thought were perhaps not very good. But they were quite happy with the possible solutions I proposed and after some reflection I quite liked them too so... relatively soon we will add water changes.
We will continue next week much like we did this week. More quality of life tweaks to the game based off of player feedback. There will also be some more progress made to the day and night cycle stuff features and the usual bug fixes and performance boosts. Finishing off the next batch of plumbing devices and possibly adding a new fish. It will be a busy week indeed.
We wish you all a good weekend
The Fishery Team