Today’s highlight is ATP bars. The original idea behind them is that they showed how much ATP each process and organelle produced or consumed so the player had a better idea about their cell’s viability and built better organisms. These new ATP bars match that concept and they even allow you to hide individual segments to see what happens when one or more processes are inactive or to compare different builds.
There’s also a concept for a similar feature, the Processes menu, which shows how much resources the cell consumes and produces in the same way. We also made a new chromatic aberration effect so the game looks more realistic and gives the feeling of looking through a microscope.
Programming
- Progress on segmenting the ATP bars
- Working on a loading screen for saves and polishing saving
- Decreased membrane wobble effect for cell walls
Graphics
- Testing a new chromatic aberration effect
- Concept for the processes menu
- New ice crystals
Gameplay
- More discussion about Photosynthesis
- Balance changes
Sound
- UI sound effects
Theory
- Nothing Substantial
Outreach
- Nothing Substantial
I really enjoy the chromatic aberration. I also think you should make a spherical distortion as well as depth of field. These effects may increase with speed and lower with size?
I forgot to add, I am assuming all the colors are of chemoreception recognition, but once photoreception is a thing, I’d imagine duller colours of browns, grays, and light blues. Intense colours would probably be by adding more cells, rather than more colour. More of the color is a tiny space means more concentration, which can either mess with pressure, or intoxicate your organism.