
Work on the Godot conversion continues, this time we don’t have any new big features to show you since all the work consisted on porting small things, like shooting agents, the name generator or some UI functionalities.
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Work on the Godot conversion continues, this time we don’t have any new big features to show you since all the work consisted on porting small things, like shooting agents, the name generator or some UI functionalities.
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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.
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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…
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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 Devblog explaining all these changes.
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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.
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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.
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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.
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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.
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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!
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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.
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