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FISHERY News

development update #114

Hello everyone,

It has been a little while since we have done an update post. I took a little break in January because I completely knackered myself getting the last update finished and on steam. Then I got Covid again in early February so I was not at my best for around two and a half weeks. Though since January I have spent much time researching, planning and testing things for the future of the game which I think will be quite beneficial for future updates.

As you might have been able to tell from the thumbnail for this post, we are finally adding shrimps to the game. Red Cherry Shrimps to be precise. More shrimps will be added as the year goes on.



We are aiming to get the next update onto steam towards the end of March and shrimps will be a part of that update for sure. The paint job on this little fellow is not finished yet but it is good enough to show so you can all get an idea of our progress. These shrimps are pretty small. They grow to a size which is a little bit bigger than a cardinal tetra so you wont see them as closeup as in these pictures unless you zoom the camera way into them during gameplay.



In the next few weeks we are going to be working on the animation which is certainly going to be tricky because there are a lot of legs to animate as well as the antennae. I am looking forward to animating the front limbs especially for the eating animation. I will post an update showing this animation in the coming weeks.



A lot of time will also need to be spent refining how they navigate around the aquarium. They crawl around and swim which is especially tricky because it uses two navigational techniques but I have written some code prototypes which show a lot of promise.



This is a new decoration that will be added in the next update. I think it is quite sweet and I can imagine it looking good in an aquarium with lots of plants and mysterious lighting.


We will keep you updated with the shrimp progress in the coming weeks so keep an eye out for that. This is the year for adding a lot of promised things into the game.

We wish you all a wonderful weekend.

The Fishery Team

bug fix patch #5

Hello all,

Build 76 has been uploaded today. It is a small bug fix build that fixes the following issues.

  • Radial backdrop not saving and loading it's colours correctly
  • Any backdrop would not correctly display default settings when loading a different scene that has the same backdrop type as the previously loaded scene.
  • Water level not being saved and loaded correctly.
  • Gobo settings in the direction and spot light selection UI was not displaying correctly.
  • Both species of pufferfish were missing females



Small fixes but some were pretty annoying and really needed to be fixed. Remember to tell us about any bugs you find and we will fix them asap.

A larger post that talks about what is coming in out next bigger update will be posted in the coming weeks when we have something nice to show.

We wish you all a lovely weekend.

The Fishery Team

development update #113

Hello everyone,

Build 75 has been uploaded! Many many months of work has gone into it and hopefully the game is much better off for it. I have mentioned in previous posts some of the larger changes already like removing the plumbing system so I won't repeat myself in detail about those but a lot of what has changed in this build is due to us realizing that in some aspects of the game we strayed away from what our original intentions were. Over the past year or so we have added some new features which really were bad ideas and made things less fun and creative. The light exposure parameter is possibly the worst thing we have added to the game and I think probably no players will miss it.

We have also tried to free up as much UI space as possible. In the previous versions there were just too many numbers all over the place and too many little widget things in general that made everything feel so cramped. That has been reduced as much as possible and you will see that in screenshots further down in this post.

We cannot show you precisely everything because there is just too much to write about but I'll start with the major changes of note and then list most of the others.



The population UI for fish has been changed to show more than just how many fish are in your aquarium. Now you can see an overall idea of how healthy and hungry they are as well as their dietary requirements, genders and temperaments. It saves a lot of time clicking around on all the fish to get the same picture of how you need to care for your fish etc.



We have added some more artistic controls that have previously not been available to players. Players can now change the colour and opacity of the aquarium glass, it's shadow, the water surface, bubble particles and more. This is useful for creating a cohesive look especially if the background is very dark or very colourful. You can adjust these colours to better integrate the aquarium into the backdrop so it does not stand out as too bright or too desaturated. Or you can go a little crazy and make things extra colourful. It will help players make their creations that little bit more unique.



Reef species like coral and sea sponges have been added... Finally!. We only have one species of each at the moment. Time pressure was pretty hefty these past months but we will be adding much more as time goes on now that the core functionality is in the game. Bubble coral and a sort of generic yellow tube sponge are the species currently in the game. They require players to dissolve some 'reef food' into the water as well as meeting their temperature and salinity needs. Sponges also help clean the water so algae can be prevented from growing.



The info associated with the tank itself have been placed into this nice little ui panel that can be accessed via the main toolbar on the bottom left. This is also where you can rename your aquarium.



The display and overlay toolbar in the bottom right has been expanded to display more things and there is more controls for exactly what is displayed. For instance you can turn on the reef overlay but have it only display sponges if that is what you want.



Photo mode as a separate mode no longer exists. If players want to adjust some camera lens settings then they are free to do so at any time and the settings will stay that way for that aquarium for as long as players want. The button to hide the whole UI has been placed in the bottom right corner of the screen as part of the display toolbar. Players can hide the UI at any time and take screenshots at any time
.



We removed features around oxygen and CO2 because we could just not get it to work or display the data in a satisfactory way. The way gas interacts with water is so complex and multifaceted that it never felt right or behaved well in our previous attempts. It also served as just another thing that would prevent players from adding things to their aquarium out of fear that suddenly the gas imbalance would ruin everything. If a feature hampers creativity that much then it has to go. That also means air stones had no place in the game anymore but adding bubbles is a must have feature so we have added simple particle emitters into the game that players can place anywhere without affecting the water chemistry. This also opens the door for adding more interesting particle effects like smoke or mist that can be placed around the aquarium. As well as particle systems that look like sand waterfalls, or normal little waterfalls or water fountains that can be placed above the water coming down from rocks. There is a lot of exciting potential with these particle emitters that will be explored in 2023. Their blue box can be hidden via the display toolbar in the bottom right leaving only their particles visible.



There have been some changes to placement settings. Floaty plants are no longer physics objects but they are animated to look like it without spending CPU on physics calculations. They are instead placed by the player on the water's surface. Placing things on the water's surface is a new option added for the placement attachment mask so players can add anything to the surface if they want. This is mostly in preparation for adding more surface plants like duckweed which is coming soon. We currently do not have a mechanism for players to physically attach objects to the water's surface so they can adjust the water level and have the surface objects follow but that will be added soon too. We just could not fit it into this update. We have also added the height offset attribute to the placement settings which allows players to change how far inside or above an object is placed on another object. This is quite useful when placing plants on very uneven or curved surfaces to offset them by a negative value so they are placed deeper into a surface and their edges dont appear to be floating.



The water lettuce roots have been replaced with something that actually looks good. They looked terrible before.



Non-uniform scaling has been enabled. It has to be turned on via the scaling settings menu and then you can squash and stretch objects to your heart's content. One thing to keep in mind is that if you non-uniformly scale multiple objects with the scale pivot set to group you will most likely see a small automatic adjustment to these object's scale after you have finished scaling them. This is tricky to explain but it has something to do with preventing "shearing" which is something that will very much upset the physics collision system so unity automatically adjusts things to prevent a meltdown.



The way fish grow has been changed a lot. In previous versions when a juvenile grew into an adult it would transform into the fully grown version of the adult instantly. This was especially disturbing for the larger fish in the game. For instance the juvenile Oscar fish would grow from a 1 inch juvenile into a 12 inch adult in the blink of an eye and this just did not look good and could cause problems if the juvenile was in a tight space.
The way this works now is that the juvenile changes it's model to the adult version but only scales up by a small amount and over time this adult will grow into it's fully grown form provided there is enough space for it to do so. Also when you get a new fish from the shop it comes as a smaller version of the adult. This allows players to experience a sense of their fish flourishing. As time goes on they get bigger and helps to keep things feel alive and players can see progress in their creations. In the picture above you can see the fully gown adult next to too young adults and two juveniles.



We have added a "mask" to all lights except the ambient light which allows players to choose what types of object a specific light will illuminate. This sort of thing is the basis for lighting in computer graphics as it gives the lighting artists very specific control over the final look of an image and we think this sort of thing would be very useful for our game too. The way it is used in the image above is that we have some very bright spot lights illuminating the tank but when the fish swim closer to the position of these lights they reflect a lot of light and become very very bright indeed. A solution is to have two sets of lights in almost the same position. One set illuminates the tank but not the fish and the other set illuminates only the fish but with less intensity than the first set so the fish can swim up near to the light without looking like they are viewing a nuclear test.




Fish Behaviour Bugs:
There were a lot of problems with fish getting stuck in a sort of behavioural loop especially in behaviour states like "algae nibble" where a fish was unable to reach the nibble location but will keep trying anyway until the player's computer turns to dust slowly via erosion. This has been fixed. In fact the guts of the fish behaviour code has been ripped out and replaced once again and is now many times more robust. However there is always the possibility, though we do not encounter it very often, that fish get stuck due to being a physics object in a tight space that is literally impossible for them to get out of. In that case we recommend acting as you would when seeing a kitten up a tree that cannot get down and help the little fellow out. In fishery, players can use the "Nudge" tool or simply move the decorations trapping the fish.

Fish Navigation:
Fish do not swim around and around scraping against the glass anymore. Now fish behave very curiously and seek out every part of the tank while generally attempting to stick to their swim level in the process. We have also changed how they detect and go after food. Now they will seek out food that is actually within viewing distance and that is not obstructed by anything so there is much less chance of them having trouble navigating through a maze of objects to get to a piece of food that is partially hidden under a rock. This is also aided by their new behaviour to explore their tank more which allows them to get a good look around the place for food.

Plants and fungi:
Plants and fungi do not die in a irreversible way anymore. Before this release if a plant or fungi dies then it must be deleted and replaced which is terrible because it could mean hours of careful work placing all these things is wasted and must be repeated. Now these organisms can be brought back by simply getting the water chemistry right again and all will be well. The same is also true for coral and sponges. We have also added some new species of plants. Sea Lettuce and fern seagrass.


There are of course a lot of other things we have changed. More or less everything got tweaked in some way and I am happy to say that a lot of code got deleted which was no longer needed or it was rewritten to be faster and smaller. In general the game should run a lot better than previous versions. this is especially noticeable on slower machines. I'm still using a 7+ year old quad core as my primary machine for the reason that I notice when things slow down. Players can of course easily slow the game down a lot by adding many hundreds of fish and a lot of lights so there is always performance improvements that can be made so players can do that sort of thing.


And now for some reflection.

2022 has not been a great year. if 2022 was a meal served to me at a restaurant I would politely ask the waiter to send it back along with my insults to the chef. Though after finishing this update as well as our new trailer we feel that Fishery is in a good place. Still lacking a lot, still with a lots of work to be completed but way better than it was a year ago.

Things have been made more difficult now that we have quite a few more competitors making aquarium games. When we first announced the game there were none and now there are close to 5 I think but that is the way it goes and I think the style and direction of those games is quite different from that of Fishery and without trying to be insulting I think we have done certain things significantly better and that gives us a lot of drive to keep going.

The previous years have seen a lot of time wasted by us tweaking how water chemistry works and adding features that seemed like interesting ideas but ultimately caused the game to become more complicated, more tedious and ultimately require even more work to get them to be finished, like the plumbing system. But I think we have learnt our lessons in that regard and the way forward is a lot clearer.


We hope many of you take advantage of the discount currently on Fishery during the winter sale and we hope the remainder of the year is happy for you all.

The Fishery Team.

development update #112

Hello everyone,

Just thought it would be nice to show you all the progress that we have been making over the past few weeks. We have been mostly spending time working on art content for the game. Creating new content as well as fixing up some old content that is not holding up that well due to it's age.

Some of you might remember a few posts ago I teased some of the new fish by showing the dark silhouettes of them and asking viewers for guesses as to what they might be. There were quite a few guesses that were correct.

I think pretty much everyone guessed the copperband butterflyfish.


There were a few who guessed one was the lemon tetra.


I think perhaps one person got correct the identity of the last fish but I have not painted it yet so I shall just keep you all guessing in suspense.

The paintjobs for the black moor goldfish have been finished. They come in two slightly subtle variations.


A bit of time has been spent improving some existing fish. For instance the neon tetras currently in the game are among the first fish we made and they look a little outdated so we repainted them to look nicer.


The same was done to the tiger barbs. We were about to paint a set of emerald barb textures on the tiger barb models but realized the models were a little too fat and had some other shape issues we did not like so we adjusted the models and repainted their textures. Now there is nothing stopping us painting emerald barbs, gold tiger barbs, albino tiger barbs etc.


We have not just been making fish. We have been making some new decorations too.

This first item which most people would certainly not consider to be a decoration is the sort of thing that I have seen all my life when I go for a hike near a stream or river. We are going to be adding more "trash" decorations into the game over time so expect to see things like bottle caps, pieces of circuit board, broken glass etc in the future. As I say it does not make things prettier but it does give players more options to tell more types of visual stories in their aquariums.

There are so many types of rock that we want to add to the game that we could spend half a year just making rocks but we of course cannot do that. We can however do our best to sneak them into the game every month if possible.

Hakkai rock/stone is an interesting style of rock that is looks like it has been smoothed by erosion but also has lots of weird holes and dimples in it which apparently have been caused by bugs eating them. These types of stones are used a lot in Japanese style aquascapes.


We are still aiming to get the new build on steam in early to mid December which means November will be very busy for us indeed. Lots of tweaks and fixes are still needed and there is still plenty of art content to work on but it will be worth the effort. The next update post we do will probably be around the first of December where I will show you more of the larger feature changes and quality of life improvements we are making.

We wish you all a good week and good beginning to November.

The Fishery Team

development update #111

Hello everyone

It has been quite a while since we have updated you all with the latest goings on with Fishery. We did say we had planned to release a new build the first week of August. That date came and went with no update.
We have both gotten a bit burnt out lately and we sat and evaluated the state of the game and we found that there are just some aspects of it that are not working well and we should really fix them sooner rather than later.

The biggest feature on this list of things that were not working is the plumbing system. That has been completely removed. It was fairly interesting and made our game different to the other aquarium games that have recently come onto steam but it became a bit of a monster. We had some bigger plans for it that included much more plumbing devices that did interesting things but from the start it confused players a lot and perhaps was a little too much of a mini-game within the main game. I was personally was quite proud of it because how it works is fairly complicated and the code was quite tricky to get to work. Ultimately it became too much of a distraction for players who just want to focus on what is inside the aquarium and not what is in this abstract parallel dimension of artificial life support that the plumbing system was. It also became a little too much of a distraction for us making the game because what we planned for it took up a fairly sizeable chunk of art content, programming and our attention. It is unfortunate that it has to go but when things are just not working despite our best efforts then it has to go.



The first thing we did after removing it was to replace the two main things that the plumbing system allowed for. Artificial filtration and temperature control.



All of these devices are to be placed within the aquarium itself now and they come in three sizes that fit nicely in all our various sizes of aquariums. These devices would have run on power produced by power generators in plumbing system but power is no longer part of the game either because that was getting tedious too. We could have players pay for power consumption but adding virtual energy bills into the game as an exciting new feature would not be a good idea right now.

Light exposure is also gone. Why? you ask. Because it was so utterly terrible. I think no player liked it at all. It just made things annoying and tedious. We also hate it. Since light exposure is gone there is no reason to have a day and night cycle. Therefore the day and night cycle is also gone. We have kept the fish sleeping behaviour and now they take little rests at the bottom of the aquarium when they feel like they need a rest rather than when players turn the lighting to night lighting. This allows players to just focus on what they want to create and not be interrupted by the need to turn the light off or have the lights automatically turn off and things become dark. Lighting is still in the game and players only have to focus on one set of lighting rather than two.

Well enough about what is deleted. You are probably more interested in what we have added:



We added more visual overlays allowing players to see all the plants, food, dissolvables without looking at boring numbers. We will continue to add more visualisations like this.



Food the replenishes itself. Herbivorous fish will come and nibble at this special plant and so long as the water chemistry is what this plant wants it will regrow and provide more food in an endless cycle. We are going to have a carnivorous equivalent too.

One other change we have made for plants is that they cannot actually die the way they do now. Their health will go down to zero, they will turn brown etc but once the water chemistry is habitable for them they can fully recover. This means players who kill their plants do not have to delete the dead ones and replace them all which is not fun or interesting at all especially if you have hundreds of plants.



Tube sponges! This is Aplysina Fistularis and it acts as a natural filter for marine aquariums. The natrual filters for freshwater aquariums are the fungi which are already in the game but we are making them work more affectively in the next version.



Some of the old decorations in the game need replacing. The above image is the new versions of the stick decorations. The old stick decorations look like they are made for a playstation one game. They were made at a time when we had not much confidence in unity's ability to render large amounts of objects without slowing down. As time has gone on we have increased the quality of our art content because Unity was in fact able to handle it with all the other things we are doing in the game to degrade performance like navigation and collision detection. We will be doing this with more of our older decorations.



We are also adding some new stuff like this stone age head carving. We imagined that this is the sort of thing archaeologists might find at the bottom of a riverbed near to an old crossing point.

We are also adding more fish of course. We have been modelling a lot more fish and are making progress painting them. These fish are unfinished but they are looking nice enough to show nonetheless.

Harlequin rasbora wip:


Black moor goldfish wip:


I cannot say with too much accuracy when the next update will be available on steam but it will be before the end of the year. It is rather big and has a lot of changes including bug fixes and many of tweaks to animation, physics, particles, new object types (including coral). There is a lot more than what we have shown here. Things have changed so much that we have to redo the trailer and a good number of screenshots as well as parts of the steam page description. We don't like doing that too often because it takes some time to complete. Therefore we are doing as many changes as we can now that would require such changes to the steam store page so we don't have to do it again in another month or so.

In the meantime we will keep you posted on our progress and we hope you have an enjoyable Sunday.

The Fishery Team