Progress Update 01/06/2024
It's a brand new year, and development has been picking up once again to bring along fresh new features and bugfixes. Better yet, our paid employee is now off winter vacation and will be returning to development, meaning you can look forward to a steady pace of development here on.
There's still a little bit of work to be done fixing the post ECS-refactor issues that arose from the previous update, but once that is done and out of the way, you can look forward to some updates to our game launcher. In addition, we've got some hands on the long awaited unlocking mechanic as well.
Here's to a great start of the year!
Programming
Thrive now uses .Net 8.
New DevBuild for our patrons:
Added middle mouse button for panning to the list of rebindable keys
Added new setting to control the number of native executor threads(affects physics performance)
Reduced density of big iron chunks to make them pushable by cells again
Fixed regression in entering engulf mode in a colony where other members could engulf but the player couldn't
Fixed toxin projectile visuals not loading properly from saves
Fixed saving not working in the editor if a save made in the editor was loaded and the stage was not entered in between
Fixed the metrics panel entity counts not making much sense with the ECS changes
Middle mouse button can now be used to pan in the society stage
Late multicellular speed now depends on the amount of myofibril metaballs
Added some extra safety checks to task executor based on one recent crash report
Wrote an overall Thrive ECS architecture describing document
Implemented dependent entity delete for future use in Thrive
Updated our scripts to run on .NET 8
Updated translations
Graphics
- Nothing Substantial
Gameplay
Easteregg ideas
Continued discussion on gameplay
Refined thoughts on combat in Thrive's cell stage.
Further discussion on the matters of multicellular scale.
Sound
- Nothing Substantial
Theory
- Nothing Substantial
Outreach
- Nothing Substantial
Other
- Nothing Substantial