Progress Update 09/23/2023

We’ve had a flurry of activity throughout this week, with returning developers and new faces alike coming together to push forward a great amount of progress. Looks like our next release will be seeing improved UI, less crashes, more part customization, and an overhaul to the physics and autoevo performance.

Naturally, this is happening at a time where we are in middle of a significant code refactor. So despite the exciting changes being made, it’s actually beginning to push our next release to a later date due to the testing of these features demanding attention that would otherwise be focused on the refactor. So as a result, we are unfortunately looking at a release now slated near the end of October.

If anyone out there might be interested in dedicating their time and experience playtesting and reviewing code for countless PRs, we would greatly appreciate it!

Programming

  • New DevBuild for our patrons:
    • Pilus can now be upgraded into an injectisome.
    • Organelle tooltip osmoregulation costs now correctly show the adjusted value based on game settings and current membrane type.
    • Art gallery slideshow now works for models.
    • Spawned multicellular colonies now keep their initial compounds in order to not immediately starve.
    • Added a prompt to ask about disabling 3D menu backgrounds if performance is not good in the menu.
    • Fixed global timeline not showing total populations correctly.
    • Fixed save load being able to trigger twice leading to a crash.
    • Moved enzyme description keys to JSON configuration.
    • Updated YamlDotNet from 13.3.1 to 13.4.0.
    • Updated translations.

Graphics

  • Some UI upgrades are currently in the works, with indicators for upgradeable parts, and a new look for the statistics panel.

Gameplay

  • Nothing Substantial

Sound

  • Nothing Substantial

Theory

  • Nothing Substantial

Outreach

  • Nothing Substantial

Other

  • Check out this art made by community member Mr!

Made using a program called Womp, these soft looking creatures are composed of convolution surfaces, the very same method of graphics rendering that we intend to some day use for the creatures of Thrive! So these images are a very accurate window into what the future of Thrive may look like.

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