We fixed a few things this week. Compound icons now have tooltips telling which compound they represent, something new players may need. The editor button can’t be clicked more than once now in order to avoid potential issues. The particles of environmental toxins now stay around for a bit after toxins are removed, instead of being instantly deleted and we are testing rendering the membrane in the editor.
We have a few new things this week. Organelles and hexes now look brighter in the editor. We are also working on a new populations simulation in Godot. This simulation takes into account the quantities of compounds, number of species and how much of those compounds they consume over time.
This week we worked on a new in-game concept art gallery that would appear during loading screens. It will be available in the extras menu too and images will have descriptions telling the lore behind them.
We have a couple of new models, first one for Cytoplasm chunks. As you may know when cells die, their organelles are left in the open water as they rupture in several chunks. Until now those cell fragments were represented by mitochondria but whit this new model we no longer need to use that organelle as a placeholder.
Several fixes were included in the newest devbuild for our Patrons, like improved 4x symmetry rotation, made some texts translatable or decreasing the Organelle moving cost. We are also working on improving the spawn system and on a new cheat …
Slower week than usual, but we always have something new to show you. We tested a new compound cloud spawn system that aims to spawn compounds regularly and based on the compound densities of each patch, unlike the current one that is based on pure chance.
New devbuild for patrons! This time we fixed an issue where a big Thrive logo remained in front of the game. The rigidity slider now shows movement as a percentage to make things more clear and we also added two new languages, Swedish and Latvian.
New concepts for organelle upgrades. Our current idea is to make two types of upgrades: those that change organelle proportions and those that add new properties. Whit this concept we plan to use UI elements we have already implemented, like sliders and selectable icons.