development update #5
Hello everyone,
It has been a very busy week. We have been making artwork for the content update at the end of the month, Researching and planning the completely new fish AI system, Redesigning how the simulation and visualisation of algae and waste will work and of course working on some nice shiny new features that are actually going to be in this update. Unfortunately there are some smaller quality of life tweaks that could not be added due to time but we will try to get them into next week's update.

yes we have added the capability for players to change the type of material that the substrate is made out of. We only have 1 new material at the moment but it was more important to just get the actual feature working then spend time making lots of textures. Now all we need to do is spend time painting textures and we can just drop them into a the new builds. We will try to add at least one new material every week depending on what else we are working on.

Some sort of brush creation tool is a feature we have been asked to put in on numerous occasions. Finally I have had enough time to properly implement it. It is still marked as "Experimental" which is a special way of saying that this is our first version of the tool and we need players to test it as well as ourselves so we can get a feel for what works, what doesn't and what can be made better about it. but it is of course stable and wont crash the game.
There were also some small changes made to the particle systems. there are less bubble particles being emitted and less waste particles when things get dirty. this should help improve performance and not be so annoying. This is just a place-holder for a proper set of game options where players can control with a slider the amount of particles that are present in the world. That and lots of other small tweaks will come very soon.

We have also made another iteration of the UI organisation. Whenever we add new features or tools we end up needing to add more and more UI. Which usually means that the existing user interface cannot fit the new settings very easily. Therefore things must move around. As a result things become more organised and it starts to feel like things are more solid and logical. It is a sort of reverse entropy.
For those of you with sharp eyes. yes it does indeed say "Shop Name" in the shop window. It should say something like "Plants". Time was a bit short this week and as usual our time is taken up with the big things and the small things of little consequence always slip by.
One day I shall write a post about user interfaces and why about 80% of all the game code is user interface code and why it drives me to madness.
On a happier note. The new algae and waste system is coming along. It is not present in this update but I hope it can be part of the game in the coming weeks. One thing that is irritating about the current systems are that they are more or less the same visually. If players get too much waste, things turn brown, if algae gets too high, things turn green. There is not a lot of difference and it feels a bit boring. So last weekend I did a bit of fiddling about with some code to generate polygon meshes that are stuck onto objects. The whole point being that when algae grows out of control players can actually see fluffy bits of algae grow on the surface of objects just like in real aquariums. After about two days of prototyping I found a very nice way to do this. The image below is not much to look at but it shows the essence of what is being done. These little algae tufts grow in stages, 5 in total, so players will see the growth gradually as the algae level increases. The actual algae models, shaders and textures will of course be made properly to look more algae like and put terror into your hearts as it does to anyone who owns an aquarium.

The Fishery Team
It has been a very busy week. We have been making artwork for the content update at the end of the month, Researching and planning the completely new fish AI system, Redesigning how the simulation and visualisation of algae and waste will work and of course working on some nice shiny new features that are actually going to be in this update. Unfortunately there are some smaller quality of life tweaks that could not be added due to time but we will try to get them into next week's update.

yes we have added the capability for players to change the type of material that the substrate is made out of. We only have 1 new material at the moment but it was more important to just get the actual feature working then spend time making lots of textures. Now all we need to do is spend time painting textures and we can just drop them into a the new builds. We will try to add at least one new material every week depending on what else we are working on.

Some sort of brush creation tool is a feature we have been asked to put in on numerous occasions. Finally I have had enough time to properly implement it. It is still marked as "Experimental" which is a special way of saying that this is our first version of the tool and we need players to test it as well as ourselves so we can get a feel for what works, what doesn't and what can be made better about it. but it is of course stable and wont crash the game.
There were also some small changes made to the particle systems. there are less bubble particles being emitted and less waste particles when things get dirty. this should help improve performance and not be so annoying. This is just a place-holder for a proper set of game options where players can control with a slider the amount of particles that are present in the world. That and lots of other small tweaks will come very soon.

We have also made another iteration of the UI organisation. Whenever we add new features or tools we end up needing to add more and more UI. Which usually means that the existing user interface cannot fit the new settings very easily. Therefore things must move around. As a result things become more organised and it starts to feel like things are more solid and logical. It is a sort of reverse entropy.
For those of you with sharp eyes. yes it does indeed say "Shop Name" in the shop window. It should say something like "Plants". Time was a bit short this week and as usual our time is taken up with the big things and the small things of little consequence always slip by.
One day I shall write a post about user interfaces and why about 80% of all the game code is user interface code and why it drives me to madness.
On a happier note. The new algae and waste system is coming along. It is not present in this update but I hope it can be part of the game in the coming weeks. One thing that is irritating about the current systems are that they are more or less the same visually. If players get too much waste, things turn brown, if algae gets too high, things turn green. There is not a lot of difference and it feels a bit boring. So last weekend I did a bit of fiddling about with some code to generate polygon meshes that are stuck onto objects. The whole point being that when algae grows out of control players can actually see fluffy bits of algae grow on the surface of objects just like in real aquariums. After about two days of prototyping I found a very nice way to do this. The image below is not much to look at but it shows the essence of what is being done. These little algae tufts grow in stages, 5 in total, so players will see the growth gradually as the algae level increases. The actual algae models, shaders and textures will of course be made properly to look more algae like and put terror into your hearts as it does to anyone who owns an aquarium.

The Fishery Team





