We hope you had fun with 0.5.4, many players have shown us their new cell colonies and the biggest one that we know of has 20 members. Can you beat that? Currently we are discussing what we’ll work on for the next release, starting with a patch that will hopefully fix some crashes related to binding agents. For now it looks like we’ll focus on fixing several bugs and issues for the next version but we also want to work on an organelle upgrade system or a cell abilities hot bar.
For the past few days we have made some further progress on binding agents alongside various other improvements to Thrive. We are still aiming to have binding agents ready to release around the 19th. For that we now have a …
This week we have made a few miscellaneous fixes to Thrive as we work our way to the completion of 0.5.4. Which we are aiming to release sometime around the 19th of June. We are also looking into donation options …
Lot’s of backend work has been accomplished this week, such as progress on updating Thrive to Godot 3.3, CI updates, and so on. We are also still working on hiring a paid developer now that we have reached our patreon …
A lot of new stuff during this week. We’ve implemented many new features like Glucose decay over time, concept art during loading screens or membrane preview during the editor sessions. Some of these are in the newest Build of the day for our patrons.
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.
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.
We have a few new things this week. Organelles and hexes now look brighter in the editor. 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.
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 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 those cell fragments were represented by mitochondria but whit this new model we no longer need to use that organelle as a placeholder.