Progress Update 3/21/2020
As you know our main focus is to port Thrive to Godot and we've kept working on that after last week's release. We already have something to show you, but there is still a lot of work to do.
We've mainly worked on implementing core mechanics, like compound absorption, cloud generation and membranes as well as re implementing the UI, though that one will be changed eventually. Finally, we have a new programmer! TumbledOnyx, who also runs the Thrive Fan Central youtube channel.
Read More →Devblog #23: Engine change part 2
Another release coming at you, here is Thrive 0.4.3.1! Wait, why isn't it 0.4.4? Well that's because after this release we are going to make some huge changes to the project. We are changing the engine once again, and we hope this time is for good.
While this isn't a regular release, and certainly it isn't the biggest one we've done, it brings a few new features for you to enjoy. Read on to see what's new and what have we planned for Thrive's future…
As we said, we…
Read More →Progress Update 3/7/2020
After working on diligent we realized that it would be much harder than expected to make things work, so this week we've tried a different approach: changing the engine to Godot. It's a drastic measure because it would mean rewriting the whole game in a new language but once it's done players with intel graphics cards should be able to play the game properly. There's a tech demo available here so please download it and tell us if it runs well for you. Next week there will be a Devbl…
Read More →Progress Update 2/29/2020
We are still working on the new UI, this time we have new dropdown menus and guidelines for making UI elements. We can't wait to see a full concept of it.
Other things we've been working on are a new galaxy asset, rendering on the new graphics engine and the editor saving function.
- Progress on saving cells in the editor
- Testing rendering on diligent
- Progress on a new Galaxy 3D asset
- More UI concepts
Progress Update 2/22/2020
More concepts for the new UI, since we are using a new aesthetic there are a lot of features (like dropdown menus, timed buttons or checkboxes) that have to be figured out and that's what Narotiza has been working on during this week. We even have a neat concept animation for the main menu.
Though progress on programming is currently going slowly, since our main programmer is busy with college work, he managed to make the UI render on the new graphics engine, which is crucial for fi…
Read More →Progress Update 2/15/2020
This week we've had ideas for a new UI design. This new design would be more elegant and simple, with neutral colors so it can fit different environments more easily and with nifty animations, if we figure out how to implement them first of course.
We have to design a lot of stuff before we can start working on it though. There's also progress on a new saving feature on the editor that will allow players to save and load cells, so at least you won't lose everything after closing the…
Read More →Progress Update 2/8/2020
We are closer to finishing the Star and Planet generator. The UI is fully working, which you can even see in action down below, so if everything goes well it will be in the next release. There are new cutscenes too, the new Unicelular stage cutscene has been finished and there's progress on the Main Game cutscene.
There are a couple of cool concepts too, we have a very extensive concept about the patch map and a Multicelular editor concept.
- More progress on the planet edit…
Progress Update 2/1/2020
There's more progress on the Planet Generator, we have a new UI for it and in the future it will influence patch map generation. Who knows, we might have all this ready for the next release!
There's new concept art, music and discussion threads too. We are also very close to finishing the new microbe cutscene, of which you can see another sneak peek down below.
- Progress on fixing gaps on compound clouds
- Progress on the Star Generator UI
- Concept for futu…
Progress Update 1/25/2020
There has been a lot of work on new features, mainly the patch map which is supposed to be procedurally generated and not just randomly, but according to each planet's conditions.
Since most progress happened on the programming team and we don't want the rest of the sections to look empty, this update's format will be different once again as we talk in detail about the new features.
First off, the patch map is now procedurally generated, we need to make it look like our
Read More →Progress Update 1/18/2020
After a short hiatus we are back! We have a lot of new stuff to show you on this update. So much so that this post's format will be different, as we are going to explain in detail what has been achieved on each team during the past weeks.
But before that, we have some very important news, We have a Patreon now! That's right, now you can finally support the project financially. We have three tiers at the moment with their own advantages, these are:
Supporter …