Name | The Sapling | ||
Developer | Wessel Stoop | ||
Publisher | Wessel Stoop | ||
Tags | |||
Release | 2019-12-12 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  n/a  | ||
Steam Rating | Very Positive | ||
Steam store | |||
Public Linux depots | The Sapling Linux [149.82 M] |
Improvements to the species detail view: |
This patch is mainly about a huge optimization for algae and lots of changes to the planet editor, but there are lots of smaller things, for which I'd like to thank the players on the forums (special shout out to Uber/Ace and Material Ghost) and the many players emailing me. |
This patch contains a fix for the problem with the forgotten music volume after a automatic reload many of you have reported! Furthermore, it contains various new features related to terrain modification, which required a new savefile format (8). Savefile format 7 is still supported. |
Changes to temperature on your planet: |
This patch is focused on improving the 'late game' experience, adding things requested by the more experienced players. |
Added a 'cinematic camera' menu in the sandbox, which allows you to: |
[h3]Following a series of 7 weekly devlogs, and a period of weeding out the most annoying bugs, the Food & Fire update is now available to everyone. As of today, the beta branch no longer exists and the price has seen a slight increase, as indicated earlier.[/h3]
[h3]Old save files[/h3] The Food & Fire update uses a new save file format. Although I have tried to also support the previous save file format, several users indicate that this was not 100% successful, and they cannot load save files created with the previous update. In case you really want to continue with your old world, you can still access older versions of the game by using the 'previousupdate' branch here on Steam. [h3]New since the previous small patch[/h3] Added 2 new aquatic seed types that sink to the bottom and germinate there; there's an extra explanation text to explain the difference to floating seeds. This fixes two problems: * Aquatic plants so far usually did not survive, because normal seeds die when touching water * ALL grass species just continues growing under water (now they need special seeds) Fixes for disasters: * Fixed the strange, mostly black, colors seen temporarily when increasing or decreasing the ocean level * Tweaked the bloom effect: during the night, made the bioluminescence brighter but fire less bright * Wild fires no longer spread to plants submerged in water * Changes to the soil made by meteorites are undone after some time * Grass now also dies from the fog caused by meteorites * Removed the confusing global temperature drop during the fog caused by meteorites * Made the y position (height) of the volcano model the same everywhere, independent of terrain, so it no longer sticks out sometimes * Fixed global temperature changes causing temperatures above the maximum temperature (which caused perpetually dormant plants) Fixes for the planet editor: * Added sound effects when placing volcanoes * Made the animation to switch from the spherical to the flat planet faster * The toggle button to switch between the flat and spherical planet is now locked during the animation * The terrain overlay button now have a sound effect * The terrain overlay buttons now pulsate 2 times when touching a slider selects them automatically * Fixed various smaller reasons that could cause the volcano position on the spherical planet to glitch out Fixes for the plant editor: * During the mountain level, don't show the root handle below the fibrous root (because you can't use it anyway) * Realized (and fixed) that I never configured the 'provides energy' stat for many seeds * Made the rotation with mouse movement faster Misc fixes: * The list of common death causes in the species detail view now also mentions 'old age' * Fixed the missing texture for the blue iris eye (black in the previous build) * Fixed a glitch with floating plants caused by their ancestors having stilt roots Refactor (changes under the hood): * Gave body parts persistent identifiers, so when new body parts were added and you load an old save file, they are not all mixed up. I often forget to read comments below release notes, so if you have questions or bug reports, feel free to reach out via the Steam forums or thesaplinggame@gmail.com. |
Reactivated the terrain shadows created by organims, and for the rest a lot of UI improvements: |
The Q and E buttons can now be used for vertical camera movement, like CTRL and SHIFT |
The beta is now finally on Linux too! So far, I couldn't get the grass shader to work there (that is, in OpenGL), which I've solved for now by turning OFF tesselation. This means that on Linux, grass will be less pretty with fewer strands of grass. |
Plankton now floats below the water surface! |
Corrected spelling to vOlcano :P |
The content of the next big update will be revealed step by step in a series of 6 weekly devlogs, starting with this one: |
Turns out the ice age fixes in the latest patch actually broke smaller map sizes, which was totally missed during playtests. This should fix it, apologies! |
[h2]Achievement fixes[/h2] |
This is the first video of a new series, showcasing simulation videogame The Sapling, where we follow one planet for a longer time. We study all the ecosystems that all evolve, and how they change over time. |
[h2]Added cheats[/h2] |
Large: |
Large: |
Large: |
Large: |
[h2]Large[/h2] |
[h3]Large[/h3] |
Hey everyone! Other than the title of this post may suggest, development of The Sapling is going incredibly well at the moment: I feel like I'm working faster than ever before, sometimes squashing up to 5 bugs a day. It's super motivating to see the game grow into something stable and trustworthy under my hands. This efficiency I largely owe to the many helpful bug reports I receive every day from players adventurous enough to try the experimental beta branch, so thanks! |
[h2]Large[/h2] |
[h2]Large[/h2] |
Over the last few weeks, a new devlog series was released on the The Sapling Youtube channel, showcasing the upcoming 'Sea & Sandbox' update. It will include, among many other things, a planet editor, a season editor, algae and underwater animals. The first video of the devlog series: |
* Added arrow keys as an alternative for scrolling in the editors |
* Made the time jump dynamic: the player can now choose how many years to skip! |
* Added option to skip the intro, shown once you beat the first level |
* Implemented a smarter algorithm to decide which animal models will be precomputed during loading a level. It now shows more accurate animals models (instead of mostly early ancestors) AND speeds up loading. |
By popular request, I did another Twitch stream following the release of the Fight & Flight update; this is a summary of the most important things that happened. |
* Optimized walking animations with terrain sampling, which should greatly increase the FPS when there a lot of animals |
For those interested, currently there's a new 7 day livestream going on over at Twitch: https://www.twitch.tv/woseseltops
Following the success of the previous livestream summary video (see below), I plan to make a summary video of this one too. [previewyoutube=flmm-Y5KePo;full][/previewyoutube] |
* Added button to make feet touch the ground automatically |
In this sixth and final devlog for the Fight & Flight update I explain how there is one piece of music in the Sapling that is reused everywhere. |
* Animation files are no longer case sensitive, because Steam did not pick this up (and thus made the game unplayable for existing customers updating the game as opposed to reinstalling). |
* Improved animal sitting positions on branches |
* Added extra 'reintroduce' menu item for both plants and animals |
* Made random mutations for animals less random and more realistic |
* Made leaf models with even fewer polygons, which should greatly increase the frames per second (= a smoother experience) |
* Choosing savegames! |
* The fight & flight update is now out on Linux too! |
Today the Fight & Flight update is available for evolution simulation game The Sapling. This second big update extends the game with eggs, fur, feathers, family trees, an extended combat system, gliding and most importantly: wings.
Besides these new features, there is still a long list of small bug fixes and enhancements, so expect many smaller polishing updates over the coming days and weeks. Once that is out of the way, the 6th and final video devlog for this update, about the game's music, will follow. |
This fifth devlog introduces two new scenarios, to gradually teach the player about all new complexity and minimize frustration and boredom, and showcases the new family tree and soil editing features! |
This fourth devlog introduces something that has been requested numerous times: flight. The community already knew this, because despite me painstakingly blurring all spoilers in previous devlogs, I missed 1 second of material showing a primitive wing, and of course somebody noticed <3 . |
In this third devlog a lot of related new features are introduced, allowing for a lot more niches and richer ecosystems: |
A lot of dev, not so much log this time :). I was so unhappy with the old simple walking system that I completely rebuilt it from the ground up. This new system responds to its environment and gives me a lot more control. |
The next big update to indie evolution sim The Sapling is planned for June 15. The new feature set will gradually be revealed in the form of 6 weekly devlogs, starting today. |
During the development of the flower update, I had to learn a ton of new 3D modeling techniques in a short amount of time. Here's a showcase of what I learned: |
The first major update for The Sapling, the flower update, was released in September. It adds pollination, flowers (obviously), a new scenario, a complete overhaul of the sandbox level, bioluminescence and much more. This is the trailer:
So, now the game is running at >60 FPS all the time, right? Well... it depends. The performance of the game depends on lots of factors: of course, the hardware plays a huge role, as do the quality settings, and any other things the computer might be doing at the same time. On top of that, it really matters what you are doing in the game: how large is the level, is the simulation sped up or not, how fast do the organisms reproduce, is the game camera close to the ground or not (close means more detail needs to be shown), and do you have random mutations turned on? While on the one hand there are numerous use cases where the game went from 0.5 FPS to 60 FPS, on the other it will definitely still drop below 30 if you are playing the sandbox mode (the largest level) with random mutations on, at the highest time speed, with the camera close to the action, shown on max quality settings, on a laptop. Overall, though, the goal was that most players will have a smooth experience with larger levels, and with the optimizations described above I believe this was well achieved. This is why, after three months, I moved on to creating mechanics that were made possible because of these larger levels, which in turn led to the flower update. The things added in the flower update, in turn, open up a whole world of new possibilities, and I can't wait to share them with you. The next devlog will announce a series of short videos; it will be published around a month from now. Follow The Sapling on Twitter or subscribe to the newsletter if you are interested! |
It seemed a rather innocent idea: a week before the release of the flower update, rent a cheap gaming setup in the cloud, let it stream The Sapling with random mutations on, and watch what happens. When testing this idea, however, it turned out that there is a lot of time for things to go wrong when streaming 24/7... so everything that can possibly go wrong will eventually: think of memory leaks that only show up after hours of play, or connection hiccups that make the streaming software stop (switched to StreamLabs last moment, which solved everything). It all resulted in many sleepless hours, but also in many fixed bugs. |
The first big update for evolution simulation game The Sapling will release September 10th, and will extend the indie sim with major new functionality.
[previewyoutube=_aglK-7GFCI;full][/previewyoutube] Solo dev Wessel Stoop made good use of the current quarantine situation and spent 3 months to completely rewrite and optimize the underlying engine, making scenarios that are 100 times larger a possibility. It took a lot of blood, sweat and tears (okay, only sweat), and resisting the urge to not implement pandemic functionality instead, but when Stoop found himself accidentally playing and enjoying the game again instead of bugfixing, he knew something was right. The larger terrain is what made the rest of the features possible; mixing genes does not really make sense in ecosystems so small that they are fighting for space to grow. More details on the flower update will be revealed gradually over the coming weeks on https://thesaplinggame.com/flower:
Useful links (that is, useful to me, but you might also like them):
|
Writing game code and creating game graphics are two fundamentally different beasts, and what is fun about them is very different. Programming has the clear advantage when I'm inspired by another game and want to see if I can replicate a particular idea. For example, if I encounter a game mechanic that I like, I can do a quick internet search and the result is most likely a tutorial on how to build this kind of technology. If I like the graphics in a game, on the other hand, there's not much I can do other than endlessly combining tricks I already know and hope this by chance achieves the graphical style I was trying to reproduce. |
Furthermore, I discovered that using strings in unisono with octave intervals (playing the low and high versions of the same note at the same time) worked quite well to give the mix a more epic feel. In the end, I used this together with the bass as the player is looking at his/her creations from a distance: as the player zooms out, the bass and unisono fade in. The button below categorizes the musical fragments above, and for the fragments in the background category adds an option to 'switch on' the epic version. If you make sure that for every category only one fragment is playing, you get something that could also be played in game. One final question you might have is whether these musical fragments are completely random sequences of notes chosen by chance from a static scale. The answer is 'of course not': to satisfy my own desire for hummable melodies I actually did write a main theme for the game, and to give the game some musical coherence I echo parts of this theme in various fragments. This button below plays the main theme as you hear it in the main menu. Can you identify which of the musical fragments contain hints of this theme? And that's all there is to it! By the way, if you want to do more with these pieces of music, you can! Both the individual fragments and the layers of the main theme are availale to be used in your own projects, as is the sheet music for the main theme. See this devlog for more info on that. Want more like this? I write articles like this roughly once per month; you can subscribe for email reminders here! If you want more fine-grained info on my game development work, there also is a Twitter account. |
As of today, The Sapling is available as an Early Access title on Steam (and soon on itch.io, GameJolt and Kartridge). Let's celebrate with a microtrailer: |
As the release date of The Sapling is coming closer, it's time to give you some more insight in the game. Therefore, I am releasing six models created by playtesters of The Sapling, using the plant and animal builders. They can be looked at from all sides, or they can be downloaded to incorporate them in your own 3D creations. |
The Sapling was built from the ground up with community interaction in mind. This interaction goes both ways: players can take stuff generated by or for the game, and use it in their own creations, or they can add their own creations to the game.
|
Today, the main theme of The Sapling was officially released on SoundCloud. It's an attempt to mix an ambient music like sound with a recognizable melody - and if you listen carefully, you will indeed recognize this same melody throughout the game. Have a listen on SoundCloud: https://soundcloud.com/wesselstoop/the-sapling-main-theme . To further encourage other people playing with the material, I will hand out free Steam keys for every serious cover and remix attempt . E-mail me at thesaplinggame@gmail.com . |