development update #10
Hello everyone,
We have had another productive week and are ready to update the game but there are a few small things we could not fix in time for Friday but we will be able to have it ready and uploaded for this coming Monday instead. It is rather annoying delaying things again but this will be the last delay for this update.
We can however talk about what the heck we have been working on for the last two weeks. As I have said in earlier posts we have been ripping the guts out of most of the game. We have finished that process for the user interface and can move forward.
The biggest problem that we had with the old user interface was that it had everything in the same place with lots of lots of buttons. We struggled to not have so many windows overlapping with each other and the overall space the UI took up made things feel very cramped.
This also made us realize that as we add much more features to the game the UI clutter would get even worse. So we had to come up with a solution for making the UI expandable but smaller overall. The solution was to have various UI "modes".

There is a small drop-down menu where players can switch to a mode that specifies the sort of actions they wish to perform. These modes can also be switched to via keyboard shortcuts. And yes there will be a "screensaver" mode added to this menu in the future. There will be a lot of new features and modes added and it wont disrupt previous ways of doing things or encroach on the other tasks players might want to perform.
So lets have a look.

Inspect mode is the mode you switch to when you want to see how everything is doing and view the statistics of the aquarium. Oxygen, C02 and nutrients etc has been moved to the bottom of the screen and overall made smaller. This serves a few purposes. Showing these values as percentages confused some players because there was not indication of what 100% actually meant and how could water contain 100% oxygen at the same time as 100% c02. This is our failure to communicate how it works so it is simplified to merely show the levels graphically and reduce confusion.
At the moment this new UI takes up a small amount of space. This is on purpose because there will be a lot more water attributes added in the near future. Like PH, salt, disease, hormones for breeding and stress etc. and more. This new arrangement simply makes it easier to expand without needing to redesign the UI to make things fit. The little widgets on the left are also going to be added to. At the moment they only display the number of fish and plants in the aquarium and selecting them shows the lists of each. In the future there will be widgets showing the number of coral, crustaceans, newts, jellyfish, snails, food, etc.

The shop/build mode will be added to the most and it is possible that players will spend a lot of their time here so things need to be organised. There are two menus. Category and sub-category. This helps us organise items better for players so there is no need to spend long searching for items to add into the aquarium. When we can spend less time fixing the current problems we plant to spend a lot of time making new items so these inventories will fill up fast. And yes the mouse scroll wheel now scrolls the main inventory.
When players select an item there will be no pop-up information that displays their status. That only occurs in the inspect mode. Leaving players free to just be creative without being bothered by all this pop-up UI. All creative tools will appear at the top of the screen and we will be expanding on them in the future too.

Substrate will become more important in the future. Each substrate type will effect the simulation in some way. For instance each substrate could add some nutrients or C02 or even oxygen into the water depending on what it is made of or perhaps it might even add heat. We want to get very creative with all of the choices of substrate but will also be adding the realistic variations. This is why we have have the large inventory for it.
The choice of substrate will effect the happiness/comfort of the fish and other animals. For instance some tropical fish may not feel at home with a very earthy/muddy substrate but would rather have lovely sand. But we want to be careful with that kind of functionality though because we don't want to limit the creativity of player too much by making it difficult to keep fish happy. We do not want players to be forced to place fish only in their preferred habitat because it wont be as fun and I think it is more interesting for players to figure out how to bend the rules a little.
The sculpt tool UI has also been made smaller and more out of the way. At some point the sculpting tools will have a major upgrade and there will be more sculpting options.

Photo mode is another example of simplification with a view to expanding features in the future. There will be controls for changing the overall look of the images created as well as features for slowing down time so players can spend time properly framing a shot. I personally would love to add a feature for recording a little .gif because those are always fun too.
That is a quick look at the new user interface layout. UI is never very interesting but for this sort of game it is so important. As I have mentioned before most of game logic code that has been written is related to the user interface simply because so much of the game data has to be seen, accessed and modified by the player. But from this point onward we can handle it.
What is next?
Glad you asked. Next week the guts of the simulation system will be ripped out and replaced with something much better (we hope). The simulation system governs how things like, C02, oxygen, nutrients effect everything else and how those resources are used or released.
Everyone, including us agrees the current system it is crap and not fun in it's current form. It is overly complex where it should not be and in most cases only partially does what it should do. This is usually somewhat expected in an Early Access game but it should not be like this for very long and players have given great feedback on what they expect so we now have a better idea of what is important as well as where we can fit in some of our more creative ideas.
To avoid delaying a release again we may release the updates in stages. For instance we only update the algae and waste system one week and then update the C02, oxygen, nutrients system in the following week. It depends how crazy things get. Doing massive changes can often be like going down a rabbit hole and it is very important for us that we don't delay an update very often. Stay tuned and have a great weekend.
The Fishery Team
We have had another productive week and are ready to update the game but there are a few small things we could not fix in time for Friday but we will be able to have it ready and uploaded for this coming Monday instead. It is rather annoying delaying things again but this will be the last delay for this update.
We can however talk about what the heck we have been working on for the last two weeks. As I have said in earlier posts we have been ripping the guts out of most of the game. We have finished that process for the user interface and can move forward.
The biggest problem that we had with the old user interface was that it had everything in the same place with lots of lots of buttons. We struggled to not have so many windows overlapping with each other and the overall space the UI took up made things feel very cramped.
This also made us realize that as we add much more features to the game the UI clutter would get even worse. So we had to come up with a solution for making the UI expandable but smaller overall. The solution was to have various UI "modes".

There is a small drop-down menu where players can switch to a mode that specifies the sort of actions they wish to perform. These modes can also be switched to via keyboard shortcuts. And yes there will be a "screensaver" mode added to this menu in the future. There will be a lot of new features and modes added and it wont disrupt previous ways of doing things or encroach on the other tasks players might want to perform.
So lets have a look.

Inspect mode is the mode you switch to when you want to see how everything is doing and view the statistics of the aquarium. Oxygen, C02 and nutrients etc has been moved to the bottom of the screen and overall made smaller. This serves a few purposes. Showing these values as percentages confused some players because there was not indication of what 100% actually meant and how could water contain 100% oxygen at the same time as 100% c02. This is our failure to communicate how it works so it is simplified to merely show the levels graphically and reduce confusion.
At the moment this new UI takes up a small amount of space. This is on purpose because there will be a lot more water attributes added in the near future. Like PH, salt, disease, hormones for breeding and stress etc. and more. This new arrangement simply makes it easier to expand without needing to redesign the UI to make things fit. The little widgets on the left are also going to be added to. At the moment they only display the number of fish and plants in the aquarium and selecting them shows the lists of each. In the future there will be widgets showing the number of coral, crustaceans, newts, jellyfish, snails, food, etc.

The shop/build mode will be added to the most and it is possible that players will spend a lot of their time here so things need to be organised. There are two menus. Category and sub-category. This helps us organise items better for players so there is no need to spend long searching for items to add into the aquarium. When we can spend less time fixing the current problems we plant to spend a lot of time making new items so these inventories will fill up fast. And yes the mouse scroll wheel now scrolls the main inventory.
When players select an item there will be no pop-up information that displays their status. That only occurs in the inspect mode. Leaving players free to just be creative without being bothered by all this pop-up UI. All creative tools will appear at the top of the screen and we will be expanding on them in the future too.

Substrate will become more important in the future. Each substrate type will effect the simulation in some way. For instance each substrate could add some nutrients or C02 or even oxygen into the water depending on what it is made of or perhaps it might even add heat. We want to get very creative with all of the choices of substrate but will also be adding the realistic variations. This is why we have have the large inventory for it.
The choice of substrate will effect the happiness/comfort of the fish and other animals. For instance some tropical fish may not feel at home with a very earthy/muddy substrate but would rather have lovely sand. But we want to be careful with that kind of functionality though because we don't want to limit the creativity of player too much by making it difficult to keep fish happy. We do not want players to be forced to place fish only in their preferred habitat because it wont be as fun and I think it is more interesting for players to figure out how to bend the rules a little.
The sculpt tool UI has also been made smaller and more out of the way. At some point the sculpting tools will have a major upgrade and there will be more sculpting options.

Photo mode is another example of simplification with a view to expanding features in the future. There will be controls for changing the overall look of the images created as well as features for slowing down time so players can spend time properly framing a shot. I personally would love to add a feature for recording a little .gif because those are always fun too.
That is a quick look at the new user interface layout. UI is never very interesting but for this sort of game it is so important. As I have mentioned before most of game logic code that has been written is related to the user interface simply because so much of the game data has to be seen, accessed and modified by the player. But from this point onward we can handle it.
What is next?
Glad you asked. Next week the guts of the simulation system will be ripped out and replaced with something much better (we hope). The simulation system governs how things like, C02, oxygen, nutrients effect everything else and how those resources are used or released.
Everyone, including us agrees the current system it is crap and not fun in it's current form. It is overly complex where it should not be and in most cases only partially does what it should do. This is usually somewhat expected in an Early Access game but it should not be like this for very long and players have given great feedback on what they expect so we now have a better idea of what is important as well as where we can fit in some of our more creative ideas.
To avoid delaying a release again we may release the updates in stages. For instance we only update the algae and waste system one week and then update the C02, oxygen, nutrients system in the following week. It depends how crazy things get. Doing massive changes can often be like going down a rabbit hole and it is very important for us that we don't delay an update very often. Stay tuned and have a great weekend.
The Fishery Team










