development update #119
Hello everyone,
We have uploaded our 80th game update to steam and it comes with some nice new content and a nice new feature.
I can now reveal the identity of the mystery fish that was present in the last update post:

Dory.... I mean the Blue Tang, or Palette Surgeonfish or any of the other eight-ish names it has.
I suppose thanks to pixar if we do not have this fish in our game it is not worth playing. Much like making a dinosaur game that does not include a T.rex or a velociraptor. Anyway it has been on our list for some time and we try to add saltwater fish whenever possible to get a better balance of fresh and saltwater fish in the game.
Crystal Red Shrimp:

Another nice shrimp to add to everyone's collection and there are still more to come.
Giant Duckweed:

Another highly requested plant that we have had on our list for a long time.
We changed how algae works and in so doing also figured out a very nice way to solve another problem.
Players have asked for a way to paint algae in their aquariums. The problem is that the common method of doing this would affect performance quite a lot due all the data that has to be read, computed and then written. It would also quite drastically increase the size of the aquarium files that players save and load. So we came up with a way to do it that requires none of that but instead allows players to use simple spherical volumes to determine where algae is placed.

This gives players a lot of power to quickly experiment with where they place algae as well as how much is placed. You can have up to 32 of these volumes placed in the aquarium at one time which should be enough to make things very interesting and complex. Algae volumes can be found in the Utilities section of the shop/inventory. They can also be hidden via the overlay UI panel in the bottom right of the screen.
This does mean that algae is no longer a simulated thing in the game. It was another one of those features that was not very satisfying and more than a few players expressed a desire to control it in a more decorative sense. We do favour art direction over simulation in a lot of cases because it allows for more creativity and more things to do in the game.
Some of you may also be thinking that we could use the exact same technique for applying different substrate materials to the terrain and you would be correct. This pretty much solves a lot of the problems we have had with having more than one substrate material. We have been working on more advanced ways to sculpt and change the shape of the substrate but we encounter a lot of problems when we factor in substrate painting features on top of them. They just have different requirements and they clash which would require us to do some very complicated and ugly things that slow everything down in order to get it work.
So essentially the technique for having more than one substrate material painted onto the substrate model is solved and we hope to have that ready for the next update we do. This now allows us to get even more creative with our new substrate sculpting/generation tools because the systems are independent of each other and we can focus on making them good.
I did promise that we would have a new decoration this update but I woke up with the idea of how to do these algae volumes and therefore how to solve the substrate painting problem and I had to just code it and put it into the game because I was just too excited. But I promise the next update will include more decorations.
The next game update we do will probably be towards the middle-ish of June. We are adding another much requested feature into the game and we want to get it right. We also want to focus on adding more coral, decorations, substrate materials etc. into the next update. They always get pushed back when we are under time constraints so this time I want to make sure we don't delay them further.
We will of course show you all sneak peaks in the weeks to come ;)
And with that we wish you all a very happy Friday and a lovely weekend.
The Fishery Team.
We have uploaded our 80th game update to steam and it comes with some nice new content and a nice new feature.
I can now reveal the identity of the mystery fish that was present in the last update post:

Dory.... I mean the Blue Tang, or Palette Surgeonfish or any of the other eight-ish names it has.
I suppose thanks to pixar if we do not have this fish in our game it is not worth playing. Much like making a dinosaur game that does not include a T.rex or a velociraptor. Anyway it has been on our list for some time and we try to add saltwater fish whenever possible to get a better balance of fresh and saltwater fish in the game.
Crystal Red Shrimp:

Another nice shrimp to add to everyone's collection and there are still more to come.
Giant Duckweed:

Another highly requested plant that we have had on our list for a long time.
We changed how algae works and in so doing also figured out a very nice way to solve another problem.
Players have asked for a way to paint algae in their aquariums. The problem is that the common method of doing this would affect performance quite a lot due all the data that has to be read, computed and then written. It would also quite drastically increase the size of the aquarium files that players save and load. So we came up with a way to do it that requires none of that but instead allows players to use simple spherical volumes to determine where algae is placed.

This gives players a lot of power to quickly experiment with where they place algae as well as how much is placed. You can have up to 32 of these volumes placed in the aquarium at one time which should be enough to make things very interesting and complex. Algae volumes can be found in the Utilities section of the shop/inventory. They can also be hidden via the overlay UI panel in the bottom right of the screen.
This does mean that algae is no longer a simulated thing in the game. It was another one of those features that was not very satisfying and more than a few players expressed a desire to control it in a more decorative sense. We do favour art direction over simulation in a lot of cases because it allows for more creativity and more things to do in the game.
Some of you may also be thinking that we could use the exact same technique for applying different substrate materials to the terrain and you would be correct. This pretty much solves a lot of the problems we have had with having more than one substrate material. We have been working on more advanced ways to sculpt and change the shape of the substrate but we encounter a lot of problems when we factor in substrate painting features on top of them. They just have different requirements and they clash which would require us to do some very complicated and ugly things that slow everything down in order to get it work.
So essentially the technique for having more than one substrate material painted onto the substrate model is solved and we hope to have that ready for the next update we do. This now allows us to get even more creative with our new substrate sculpting/generation tools because the systems are independent of each other and we can focus on making them good.
I did promise that we would have a new decoration this update but I woke up with the idea of how to do these algae volumes and therefore how to solve the substrate painting problem and I had to just code it and put it into the game because I was just too excited. But I promise the next update will include more decorations.
The next game update we do will probably be towards the middle-ish of June. We are adding another much requested feature into the game and we want to get it right. We also want to focus on adding more coral, decorations, substrate materials etc. into the next update. They always get pushed back when we are under time constraints so this time I want to make sure we don't delay them further.
We will of course show you all sneak peaks in the weeks to come ;)
And with that we wish you all a very happy Friday and a lovely weekend.
The Fishery Team.









