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This week we’ve had quite a substantial amount of discussion about the graphics side of Thrive. Topics such as terrain generation, convolution surfaces, creature textures, and more have passed by in a storm of excitement.
In addition, our prototypes continue to expand, now with a functional society stage with resource gathering, building, and citizen simulation!
Programming
- New DevBuild for our patrons:
- Added finished graphics and icons for the axon and myofibril to replace the placeholders they had
- More work on the society stage prototype: buildings can be placed, they generate resources, there’s some creatures moving around to look busy, and added camera moving
- Tweaked the visuals of button focus highlights, along with a few other element types
- Warning on editor confirm is now also shown for disconnected hexes
- Improved the features of our GUI focus grab system
- Updated translations
- Experimental work has begun on world and terrain generation for later stages.
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- Society prototype now features rudimentary gameplay
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- Began discussion of tiling methods for world generation and representation.
Graphics
- 3D animated backgrounds are now being developed for the game start menu.
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- Graphics Programmer, Nunz, has pronounced Womp as a perfect representation of how creature editing may look once convolution surfaces are implemented in the game. This is because Womp itself uses convolution surfaces to allow users to sculpt!
Gameplay
- Nothing Substantial
Sound
- Nothing Substantial
Theory
- Nothing Substantial
Outreach
- Nothing Substantial
Other
- Please welcome our newest programmer, Leinourdian!