development update #35
Hello everyone,
Apologies for the delay. The game update will most likely be uploaded on Monday. We usually spend all day Friday testing the game before uploading it but we were unable to do so this time due to things going wrong that were out of our control. But we can tell you about what has changed in the update.
We spent the whole week working on bugs and quality of life improvements. The automatic error reporting feature did it's job very well indeed and helped us identify areas of the code that are not as robust as they should be. The whole week has been dedicated to fixing these and other issues.
First lets start with the most embarrassing bug we found. Pressing the up arrow key whilst something was selected would cause an error. There was a small bit of code that would execute to try to find out if the selected object was grouped under another object. But that system had been turned off a while ago and I had thought that this code was also turned off but of course it was not. Fortunately this error does not cause the whole game to crash and there were not a lot of instances of this error recorded by players. So it seems a lot of players use W,A,S,D to navigate instead of arrow keys. Which is of course why we did not find this bug until now. We don't use arrow keys either and forgot that they are enabled for navigation.
The grouping code that was disabled was supposed to be a way for players to select, move, rotate and scale multiple objects together at once. It was too fiddly and annoying to use so it was turned off. In it's place we are working on a nice and simple multi-selection system that will allow players to select multiple objects in the same way that objects are selected now. It will also allow for all objects in the selection that can be moved, rotated and scaled to be manipulated in such a fashion. The selection can also be saved so players can quickly re-select a large amount of objects with a single mouse click if needed. Multi-selection is actually quite tricky to get right but we expect to show you progress soon.

Here is the most important part of an error report. The stack trace. This tells us exactly where in the code the problem has occurred. Unfortunately there is a bug in the error reporting system itself. The 0 at the right end of every line should not be 0. They should be the line number in the code file at the exact point where the error occurs. This is a bug I cannot fix. It is up to the Unity people to get this to work properly. However we do know the exact function where the problem occurred and can therefore deduce what has gone wrong.
In this case a player has clicked on an object in an attempt to select it, but that object cannot be selected because it does not have the proper code assigned to it to be selected. This is odd because the code execution should not have gotten this far in the first place if this object could not be selected. The tricky part for us is to try and re-create the circumstances that would cause such an error. We have not been able to reproduce this. So as a temporary fix there is an extra bit of logic that detects the problem and goes around it without errors.
A few smaller, less complicated issues were fixed.
- The main UI that shows the water chemistry levels was updating twice every second instead of once a second.
- Brush creation tool would error when brushing with the treasure chest.
- Brush creation tool was placing objects at positions within it's diameter rather than within it's radius.
- Some vertices of the substrate would get caught below the minimum sculpt threshold when they should always be above it. Resulting in small areas of the substrate that would not change when sculpted.
A few more quality of life changes were added.

- The shop/inventory ui was organised a bit more. Players can toggle visibility on settings they want to modify instead of having them show all the time.

- The small ui for showing manipulator coordinate space options used to be toggled on by clicking a small arrow inside the manipulator buttons themselves. It was a bit too fiddly and sometimes requires too much precision to press. The UI now appears when a manipulator is made active.

- Water level controls have been added back into the game.
A few more tweaks and fixes might be done over the weekend. More progress has been made with the new fish swimming shader that we showed last week. More fish have been added to the incomplete list of fish that will be in the game over in the forums. Thanks to everyone who has been making suggestions. We encourage you to keep doing so. It now includes a second incomplete list consisting of non-fish animals that we are going to add to the game a bit later in development.
Hope you all have a good weekend!
The Fishery Team
Apologies for the delay. The game update will most likely be uploaded on Monday. We usually spend all day Friday testing the game before uploading it but we were unable to do so this time due to things going wrong that were out of our control. But we can tell you about what has changed in the update.
We spent the whole week working on bugs and quality of life improvements. The automatic error reporting feature did it's job very well indeed and helped us identify areas of the code that are not as robust as they should be. The whole week has been dedicated to fixing these and other issues.
First lets start with the most embarrassing bug we found. Pressing the up arrow key whilst something was selected would cause an error. There was a small bit of code that would execute to try to find out if the selected object was grouped under another object. But that system had been turned off a while ago and I had thought that this code was also turned off but of course it was not. Fortunately this error does not cause the whole game to crash and there were not a lot of instances of this error recorded by players. So it seems a lot of players use W,A,S,D to navigate instead of arrow keys. Which is of course why we did not find this bug until now. We don't use arrow keys either and forgot that they are enabled for navigation.
The grouping code that was disabled was supposed to be a way for players to select, move, rotate and scale multiple objects together at once. It was too fiddly and annoying to use so it was turned off. In it's place we are working on a nice and simple multi-selection system that will allow players to select multiple objects in the same way that objects are selected now. It will also allow for all objects in the selection that can be moved, rotated and scaled to be manipulated in such a fashion. The selection can also be saved so players can quickly re-select a large amount of objects with a single mouse click if needed. Multi-selection is actually quite tricky to get right but we expect to show you progress soon.

Here is the most important part of an error report. The stack trace. This tells us exactly where in the code the problem has occurred. Unfortunately there is a bug in the error reporting system itself. The 0 at the right end of every line should not be 0. They should be the line number in the code file at the exact point where the error occurs. This is a bug I cannot fix. It is up to the Unity people to get this to work properly. However we do know the exact function where the problem occurred and can therefore deduce what has gone wrong.
In this case a player has clicked on an object in an attempt to select it, but that object cannot be selected because it does not have the proper code assigned to it to be selected. This is odd because the code execution should not have gotten this far in the first place if this object could not be selected. The tricky part for us is to try and re-create the circumstances that would cause such an error. We have not been able to reproduce this. So as a temporary fix there is an extra bit of logic that detects the problem and goes around it without errors.
A few smaller, less complicated issues were fixed.
- The main UI that shows the water chemistry levels was updating twice every second instead of once a second.
- Brush creation tool would error when brushing with the treasure chest.
- Brush creation tool was placing objects at positions within it's diameter rather than within it's radius.
- Some vertices of the substrate would get caught below the minimum sculpt threshold when they should always be above it. Resulting in small areas of the substrate that would not change when sculpted.
A few more quality of life changes were added.

- The shop/inventory ui was organised a bit more. Players can toggle visibility on settings they want to modify instead of having them show all the time.

- The small ui for showing manipulator coordinate space options used to be toggled on by clicking a small arrow inside the manipulator buttons themselves. It was a bit too fiddly and sometimes requires too much precision to press. The UI now appears when a manipulator is made active.

- Water level controls have been added back into the game.
A few more tweaks and fixes might be done over the weekend. More progress has been made with the new fish swimming shader that we showed last week. More fish have been added to the incomplete list of fish that will be in the game over in the forums. Thanks to everyone who has been making suggestions. We encourage you to keep doing so. It now includes a second incomplete list consisting of non-fish animals that we are going to add to the game a bit later in development.
Hope you all have a good weekend!
The Fishery Team











