Progress Update 5/15/2021
During this week we kept discussing about the Auto-Evo algorithm. We are trying to figure out a way of species populations to change according to the energy they consume in their patch. We are also working on adding the hex grid back to the editor, this time with a fancy fading effect.
- Working on adding a fading grid to the editor
- Nothing Substantial
- Nothing Substantial
- Nothing Substantial
Progress Update 5/8/2021
We fixed a few things this week. Compound icons now have tooltips telling which compound they represent, something new players may need. The editor button can't be clicked more than once now in order to avoid potential issues. The particles of environmental toxins now stay around for a bit after toxins are removed, instead of being instantly deleted and we are testing rendering the membrane in the editor.
- Released a new Launcher version
- Added tooltips to compound icons
Progress Update 5/1/2021
We have a few new things this week. A bug was fixed where a light in the editor was deleted making organelles look darker than they should. We are also working on a new populations simulation in Godot. This simulation takes into account the quantities of compounds, number of species and how much of those compounds they consume over time.
- Fixed the uploader API for the new DevCenter
- Fixed a bug where a light was deleted on the editor making organelles look darker
Progress Update 4/24/2021
This week we worked on a new in-game concept art gallery that would appear during loading screens. It will be available in the extras menu too and images will have descriptions telling the lore behind them.
We fixed some issues like a bug where cells still existed long after dying and increased the thickness of scrolling bars to make them easier to click on. We also started working on a new GDD for the multicellular stage and we reached $500 on patreon! We are now closer than ever b…
Read More →Progress Update 4/17/2021
We have a couple of new models, first one for Cytoplasm chunks. As you may know when cells die, their organelles are left in the open water as they rupture in several chunks. Until now if cells only had cytoplasm those cell fragments were represented by mitochondria but with this new model we no longer need to use that organelle as a placeholder.
The other model is for Chemoreceptors, an organelle that isn't implemented yet but that will aid the player with finding compounds. We are…
Read More →Progress Update 4/10/2021
Another new devbuild for our patrons, it fixes some issues with translations and the AI. We are also improving the toxin particle effects and we started working on a new cilia animated model.
We keep working on the sound effect for ice damage, now it sounds more like ice crackling. And finally we have two new members on our team, GwenBenzschawel and NathanB!
- Added a delay to toxin particles so they don't disappear just after hitting a cell
- New devbuild:
- Fix…
Progress Update 4/3/2021
Several fixes were included in the newest devbuild for our Patrons, like improved 4x symmetry rotation, made some texts translatable or decreasing the Organelle moving cost. We are also working on improving the spawn system and on a new cheat menu.
New sound effects are being worked on, these are for ATP starvation and ice damage, you can listen to them down below. And we also have a new concept for 3D membranes, a topic we talked about in the forums during this week.
- New
Progress Update 3/27/2021
Slower week than usual, but we always have something new to show you. We tested a new compound cloud spawn system that aims to spawn compounds regularly and based on the compound densities of each patch, unlike the current one that is based on pure chance.
We also have a new theorist on the team, Bird, who researches about the origin of life on Earth and about astrobiology. Welcome to the team!
- Thermoplast tooltip now says it's not implemented
- Updated the editor Tutori…
Progress Update 3/20/2021
New devbuild for patrons! This time we fixed an issue where a big Thrive logo remained in front of the game. The rigidity slider now shows movement as a percentage to make things more clear and we also added two new languages, Swedish and Latvian.
We keep discussing about hiding locked organelles in the editor tab. It looks like the community likes this feature and we are now deciding how these organelles should be hidden.
- New Devbuild:
- Fullscreen effect f…
Progress Update 3/13/2021
This week we discussed about several topics, like unlocking organelles. Our current concept is that organelles will be unlocked by following certain conditions.
Another topic we talked about was terrain generation. We thought about making different terrains for each type of patch, so tidepools would be walled spaces while iceshelves would be more open.
- New Devbuild:
- Fixed Microbe using wrong rotation axis lock.
- Updated translations
- Thrive Launcher is…