Today we bring you a new bugfix release! It should fix most crashes and some bugs, like the rigidity slider using MP when it shouldn’t. It also brings some minor GUI and graphical improvements. You can check the patch notes here. We also updated our launcher to a new version, which, as always, you can use to download the new release.
Another release, another feature discussion thread. For now, it looks like we are going to improve the spawn system (which hasn’t been worked on since 2014), work on a tutorial, add a proper population algorithm and add binding agents, among other things.
It’s been around 2 months since we first changed over to the Godot engine and as may have been noticed, the developers have begun to lose a little steam as of late. We have not made as much progress as we would have liked, but fear not! We are still around with the intent of working on Thrive, many devs have simply been caught up in other things, such is life. With that said, we have decided to go ahead and release the changes we have made so as not to keep everyone waiting!
When we first designed the patch map there was a consensus about not showing an actual map of the world to the players, after all cells don’t know anything about geography. But this idea has been questioned lately, and today we have several concepts to explore this new approach.
Saving is getting fleshed out, there’s a new saving and loading menu accessible from the main menu and the game itself. ATP bars have been improved too, now segments can be hidden and there’s a new palette so they look better.
Today’s highlight is ATP bars. The original idea behind them is that they showed how much ATP each process produced or consumed so the player had a better idea about their cell’s viability and built better organisms. These new ATP bars match that concept and they even allow you to hide individual segments to see what happens when one or more processes are inactive or to compare different builds.
Saving is finally working, those donating to Hh’s patreon can download a new dev-build and test this new feature. There have been some changes on the spawn system too so it doesn’t spawn too many cells at once.