development update #27
Hello everyone,
It has been a very good and productive week and we are happy to say that a new build has already been uploaded.
Now that we are not 100% focused on just getting the plumbing system in the game we have been able to focus on lots of things that have been irritating to us and players over the past few weeks. But we did make a few small additions to the plumbing system too.

We added the first "Nutrient Injector". It adds nutrients into the water via the plumbing system. This means players will not need to rely on adding dissolvable fertilizer balls into the water periodically. Hopefully this will ease everyone's stress. We intend to add lots of these kinds of plumbing devices over time. Each device will do one thing. There will be different versions of each device. For instance this nutrient injector is quite small but perfect for small aquariums. Larger aquariums might require adding more than one in order to add enough nutrients to the water. This is of course fine but it would also make sense to make larger nutrient injectors that can add much more nutrients into the water so things are less tedious.
Power generator:

Heater:

Filter:

We also added the first versions of particle effects and animations to the existing plumbing objects. These will also improve over time, they will get dirty and show signs of wear over time. We really want the plumbing system to feel like a mechanical digestive system. Lots of different devices doing different things but working together to support the ecosystem above it.
Fish selection UI:

Now that we are not focusing 100% of plumbing we really want to knock a few things off the to-do list. This brings us to the UI. There is still a lot of confusion as to why a plant or fish might die. This is because the needs of these organisms are not properly communicated to players via UI. Hopefully this first set of ui changes help.
Water chemistry UI:

Plant item, shop UI:

These UIs have gone through many iterations in six months but each change gets us closer to what works well and helps us make better choices when programming the internals of the simulation. Quite often if the data is too complicated to display to players in a coherent manner then the system is probably overly complicated or missing something important. As time goes on we change it over and over and eventually end up with something that with hindsight is totally simple and obvious but we are not there yet.
We also spent more time finding and fixing bugs. We found a few rather ugly bugs at the beginning of the week and patched them out of the game.
Next week is going to be very interesting. We have another long list of things that we hope to get into the game so stay tuned.
The Fishery Team
It has been a very good and productive week and we are happy to say that a new build has already been uploaded.
Now that we are not 100% focused on just getting the plumbing system in the game we have been able to focus on lots of things that have been irritating to us and players over the past few weeks. But we did make a few small additions to the plumbing system too.

We added the first "Nutrient Injector". It adds nutrients into the water via the plumbing system. This means players will not need to rely on adding dissolvable fertilizer balls into the water periodically. Hopefully this will ease everyone's stress. We intend to add lots of these kinds of plumbing devices over time. Each device will do one thing. There will be different versions of each device. For instance this nutrient injector is quite small but perfect for small aquariums. Larger aquariums might require adding more than one in order to add enough nutrients to the water. This is of course fine but it would also make sense to make larger nutrient injectors that can add much more nutrients into the water so things are less tedious.
Power generator:

Heater:

Filter:

We also added the first versions of particle effects and animations to the existing plumbing objects. These will also improve over time, they will get dirty and show signs of wear over time. We really want the plumbing system to feel like a mechanical digestive system. Lots of different devices doing different things but working together to support the ecosystem above it.
Fish selection UI:

Now that we are not focusing 100% of plumbing we really want to knock a few things off the to-do list. This brings us to the UI. There is still a lot of confusion as to why a plant or fish might die. This is because the needs of these organisms are not properly communicated to players via UI. Hopefully this first set of ui changes help.
Water chemistry UI:

Plant item, shop UI:

These UIs have gone through many iterations in six months but each change gets us closer to what works well and helps us make better choices when programming the internals of the simulation. Quite often if the data is too complicated to display to players in a coherent manner then the system is probably overly complicated or missing something important. As time goes on we change it over and over and eventually end up with something that with hindsight is totally simple and obvious but we are not there yet.
We also spent more time finding and fixing bugs. We found a few rather ugly bugs at the beginning of the week and patched them out of the game.
Next week is going to be very interesting. We have another long list of things that we hope to get into the game so stay tuned.
The Fishery Team



