Progress Update 12/18/2021

This week has been relatively more quiet as things have calmed down a little after our rush to throw out a patch for 0.5.6, but we are still going strong! We don’t have much to show off this week outside of our devbuild, but we have been discussing some new mechanics and features behind the scenes which will likely be posted on our forums soon enough; such as current simulations, patch generation, an enhanced process panel, and more. keep your eyes out for when it goes public!

If you haven’t already, check out Thrive on Steam and Itch.io!

Programming

  • New DevBuild for our patrons:
    • Fixed flagellum animation not working in the previous release (was likely caused by the Godot 3.4 upgrade)
    • Converted videos to theora format to fix the stuttery playback on Windows in the previous release (also caused by Godot 3.4 which removed vp8 optimized playback on Windows)
    • Player species is now always first in auto-evo results and other species are in alphabetical order
    • Pressing ESC in game over load screen now closes it properly
    • Disabled multithreaded rendering that didn’t seem to help and perhaps caused some reported issues
    • Randomize species name button is now the same height as the textbox it is next to
    • Music fade time was increased from 0.75 seconds to 1 second
    • Switched to using dotnet tools to install and run the Jetbrains code checks
    • Fixed auto-evo food source classes not being in auto-evo’s namespace
    • Tweaked CI builds
    • Updated translations

Graphics

  • Nothing Substantial

Gameplay

  • Nothing Substantial

Sound

  • Nothing Substantial

Theory

  • Nothing Substantial

Outreach

  • Thim, Maxonovien, and Buckly made an appearance on Sci_Mick’s stream to speak about Thrive and science!

Other

  • Nothing Substantial

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