We have some very good news this week, the pilus is finally implemented! Now all your fantasies about stabbing your fellow microbes to death will be satisfied. Although you’ll have to wait untill the next release to satiate your thirst for bl… cytoplasm.
This week’s spotlight is TJwhale’s progress on the planet generator. In the current revision, you can choose different features for your system, such as planetary size, distance to the star, or different gas concentrations. Of course, if you’re a fan of the one you’re on, Earth-like values are already loaded into the system. We even have a concept for the accompanying UI.
This week we’ve discussed about a new feature, ATP usage bars. They are supposed to show how much ATP your cell will use and consume and also divide it for organelles and processes. With this we plan to make cell creation a more thoughtful process where the player can create the optimal cell for their environment… or just make a toxing shooting monstruosity that can be viable, whatever you please.
After deciding which new features will be in the next release we’ve been brainstorming ideas about how to implement them both on Discord and the dev forums, you can check the full list here if you want to know what’s comming.
Last weekend was the 0.4.2 release, we hope you had fun with it and enjoyed its new features! Unfortunatelly, there were some things that didn’t make it, particularly the new UI, but we’ve been working on it during the past two weeks to make sure it will be included in the next release.
This week has seen a lot of progress from the programing team. Patches are now implemented, there’s a new more efficient auto evo framework (though it’s not perfect but it causes less lag than before) and there has been progress towards creating a procedural patch map generator.
There has been a lot of discussion about how should the game transition from the current 2D environment to a 3D one. As you may know, the multicelular stage will be 3D and we need this question answered before we start working on it.
While this week has been a bit slow there has been quite a bit of progress behind the scences. Most notably, we have a new wiki wich unlike the previous one can be edited by all team members. This will make it easier to keep everything up to date.