When we first designed the patch map there was a consensus about not showing an actual map of the world to the players, after all cells don’t know anything about geography. But this idea has been questioned lately, and today we have several concepts to explore this new approach.
Saving is getting fleshed out, there’s a new saving and loading menu accessible from the main menu and the game itself. ATP bars have been improved too, now segments can be hidden and there’s a new palette so they look better.
Today’s highlight is ATP bars. The original idea behind them is that they showed how much ATP each process 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.
Saving is finally working, those donating to Hh’s patreon can download a new dev-build and test this new feature. There have been some changes on the spawn system too so it doesn’t spawn too many cells at once.
There’s more progress on saving and work on another features. Chemosynthesis, movement and respiration have been buffed so they are now more efficient. And we also have a new auto evo prototype based on some of Tjwhale’s old work.
As usual, we discussed what new features are going to be in the next release. We want to make a bugfix patch before a bigger update, but we aren’t sure how easy that would be, so for now we can’t tell if that’s going to be released.
We are getting closer to the next version, in fact the 0.5.0 public beta is already here! You can download it from this thread and test it. Let us know if you find any bugs or have any issues. We also set May the 16th as a provisional release date, there are a few remaining issues to be fixed, but as you can see Thrive 0.5.0 will be ready soon.
We have a new feature today, a settings menu. With it you can tweak things like graphics, cloud resolution, sound or to enable cheat keys so testing the game isn’t as tedious. Hopefully this can help the game go smoother for those who had issues with performance.
Last week we took our first steps on particles and today we have some fancy effects to show you! We worked on new ways to represent toxins, currents and new environmental effects. Eventually every biome will have its own particle effects and lightning, making the game prettier than ever.