development update #70
Hello everyone,
It has been a very busy week indeed and build 45 has been uploaded. We have added our first species of macroalgae to the game. It has not been long since we added marine fish and we were in desperate need of some sort of plant life that can photosynthesise in a saltwater environment.
Mermaid's Teacup:

Mermaid's Fan:

Red Bush Macroalgae:

Neomeris Annulata:

A lot of the freshwater plants that are currently in the game are quite interesting but also quite "standard" when it comes to their shape. Macroalgae on the other hand comes in quite a variety of shapes and it is always refreshing when we get to make items for the game that are quite different from other things. It is also useful because it ensures that our saltwater aquariums will look quite different from the freshwater aquariums when we are done. We have not added sea sponges or coral yet and that is when things really begin to look different but stay tuned because that is coming along with more macroalgae in the near future.
Inflated Amazon Puffer:

The inflated shape of our puffer fish have been modelled. But they are not in the game yet but we are still working on the code. There has been quite a lot of change and progress made with the fish behaviour, animation and locomotion code in the previous months and there must be some clean up done before anymore progress is made. Time was also spent this week speeding up certain parts of the code for fish and plants in preparation for adding more specific behaviours.
An example of a specific behaviour for a fish would be the puffer fish inflating. Only puffers do this and as tempting as it is to allow this behaviour for neon tetras I fear there would be a backlash. So the code must be written in a way that allows for the addition of species specific behaviours without a large amount of logic being done every frame to perform the correct behaviour. This sort of programming is not new or difficult but it must be done in a way that does not make things messy or difficult to understand from a code perspective.
For those of you that are waiting for stress behaviours and species specific behaviours to be added to the game I can assure you that you won't have to wait much longer.
As usual we wish you all a good weekend and shall see you next week.
The Fishery Team
It has been a very busy week indeed and build 45 has been uploaded. We have added our first species of macroalgae to the game. It has not been long since we added marine fish and we were in desperate need of some sort of plant life that can photosynthesise in a saltwater environment.
Mermaid's Teacup:

Mermaid's Fan:

Red Bush Macroalgae:

Neomeris Annulata:

A lot of the freshwater plants that are currently in the game are quite interesting but also quite "standard" when it comes to their shape. Macroalgae on the other hand comes in quite a variety of shapes and it is always refreshing when we get to make items for the game that are quite different from other things. It is also useful because it ensures that our saltwater aquariums will look quite different from the freshwater aquariums when we are done. We have not added sea sponges or coral yet and that is when things really begin to look different but stay tuned because that is coming along with more macroalgae in the near future.
Inflated Amazon Puffer:

The inflated shape of our puffer fish have been modelled. But they are not in the game yet but we are still working on the code. There has been quite a lot of change and progress made with the fish behaviour, animation and locomotion code in the previous months and there must be some clean up done before anymore progress is made. Time was also spent this week speeding up certain parts of the code for fish and plants in preparation for adding more specific behaviours.
An example of a specific behaviour for a fish would be the puffer fish inflating. Only puffers do this and as tempting as it is to allow this behaviour for neon tetras I fear there would be a backlash. So the code must be written in a way that allows for the addition of species specific behaviours without a large amount of logic being done every frame to perform the correct behaviour. This sort of programming is not new or difficult but it must be done in a way that does not make things messy or difficult to understand from a code perspective.
For those of you that are waiting for stress behaviours and species specific behaviours to be added to the game I can assure you that you won't have to wait much longer.
As usual we wish you all a good weekend and shall see you next week.
The Fishery Team













