TUXDB - LINUX GAMING AGGREGATE
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Update 0.98 Room Levels

This update brings added depth to crew quarters, significant performance optimizations, and substantial gameplay enhancements.

Residence Mood


Crew members now have expectations regarding their accommodations, with room requirements based on skill levels. High-skilled workers need higher room levels, and their mood is influenced by the room's setup and the presence of liked or disliked items in their quarters.

Room Level


Room levels now range from 1 to 5 stars, determined by the rooms appearance, available space, and the number of residents.

Appearance


A new "Appearance" value reflects the rooms aesthetic quality. Many items can positively or negatively impact this value, with some decor items designed solely for visual appeal. A new system lets textures and models be switched, paving the way for future additions.
Sculptures and plants have also been introduced.

Cleanliness


Room cleanliness now degrades with occupancy, impacted further by certain items or hazards like fire. This is visually represented by accumulating dirt in the room.
Everyone on board can now help clean, adding another task to the ship's duties.
Currently, cleanliness only affects visuals, but it will later impact the risk of illness, especially during eating or drinking.

Efficiency improvements


Crew members can now boost item efficiency as a new task. Each workable item has an efficiency value that can be improved based on skill requirements; for example, enhancing a greenhouses efficiency requires biology skills.

Thought Bubbles


To help players understand work delays and crew issues, thought bubbles now appear briefly above crew members. These bubbles indicate why tasks are interrupted or why a crew member may be slow due to low mood or skills.

No more InteriorItemBoxes


A major change: interior item boxes are now removed. After positive playtest feedback, items are now constructed directly at their placement instead of at the workbench, reducing storage needs and simplifying gameplay.

Performance


Finally, performance received a major boost. With many new tasks added for cleaning and efficiency, task load on larger ships was high. By minimizing recalculations and introducing a more efficient pathfinding algorithm with pre-calculations, path checking is now faster and more precise. On larger ships, speed increased dramatically from around 3 minutes per second to nearly 3 hours per second.

Want to see more?


I also post the progress and more pictures to our Discord:
And don't forget to wishlist and follow us to keep up to date. https://store.steampowered.com/app/1638030/Generation_Ship/


[ 2024-11-11 05:55:02 CET ] [ Original post ]

Update 0.97 Crew Traits

This update adds more individuality to each crew member. They now have specific likes, dislikes, and unique traits.

General Traits


Crew members now have various traits that significantly impact their behavior. These traits fall into different categories such as General, Social, Free Time, and more. They influence aspects like work speed, movement speed, sleep needs, and much more.

Likes and Dislikes


Crew members now have personal preferences for activities and interior items. Depending on whether they like or dislike something, their enjoyment will affect their satisfaction levels while interacting with those activities or items.

Recruit Crew Generator


The crew generator has been improved. It can now create new crew members with a specified rating and balance their traits, skills, and fitness levels, allowing you to select members that best fit the current needs of your ship.

Work Speed


Crew work speed has been standardized with a unified calculation, now displayed in the UI. Various factors affect work speed, such as traits, mood, and skills. You can now easily track these factors.

Interior Item Efficiency


To keep your crew occupied, an efficiency system has been added to many interior items. This impacts productivity and can be improved by crew members with the right skills. For example, increasing greenhouse efficiency requires botany skills, while the engine demands astronaut skills.

Skill Requirements


In addition to efficiency updates, skill requirements have been adjusted. They are now displayed alongside tasks wherever relevant. Construction and maintenance tasks now require at least level 2 in the appropriate skills, with higher levels improving task speed.
There is also a full overview of what can be achieved with each skill.

Fitness Schedule


You can now schedule dedicated fitness time for crew members to prevent a drop in fitness levels, which can result in slower work performance.

Want to see more?


I also post the progress and more pictures to our Discord:
And don't forget to wishlist and follow us to keep up to date. https://store.steampowered.com/app/1638030/Generation_Ship/


[ 2024-09-23 01:20:25 CET ] [ Original post ]

Update 0.96 Advanced Person Needs

In this update, weve focused on enhancing the crews experience with new needs and interior items.

Fun Need


A new "Fun" need has been introduced for the crew, along with small and medium items to boost fun. In future updates, traits will be added, allowing crew members to enjoy their favorite activities even more. One of these fun items is the interactive starmap screen, where the crew can explore the galaxy. This screen will also enhance the rooms environment in upcoming iterations.
Another lager one is a home computer where the crew can play games.

Fitness Need


To further enhance the fun, we've added the Treadmill, which not only increases the fun value but also boosts the newly added "Fitness" stat for crew members.
The fitness level impacts each persons maximum carry capacity (ranging from 50kg to 300kg per slot) and their walking speed.

Walking Speed


Crew members now have varied walking speeds on the ship. It's essential to assign tasks carefully, as speed is now influenced by factors like fitness, mood, gravity, and the items being carried. Heavy or large objects will significantly slow them down.

Social Need


Weve introduced a new social need for the crew. When this need decreases, crew members will actively seek out conversations. In future updates, relationships like friendships will develop through social interactions.
Another way to boost social interactions is by doing activities together. A medium-sized table that seats four people has been added, allowing crew members to eat and socialize. This ties into the day schedule from the last update, so now it's more effective to plan shared mealtimes.
Additionally, new animations were created, and many small animation logic issues were fixed in the process.

Other New Items


To support the large amounts of methane and other gases needed for long trips, weve added massive gas storage containers.
Once constructed, these containers can be assigned to different resource types.
Weve also introduced a new storage item for liquids, which currently stores water and waste water. This system is ready to handle new liquids that may be added in future updates.

Want to see more?


I also post the progress and more pictures to our Discord:
And don't forget to wishlist and follow us to keep up to date. https://store.steampowered.com/app/1638030/Generation_Ship/


[ 2024-09-06 07:51:54 CET ] [ Original post ]

Update 0.95 Person Groups

The main part of this iteration focuses on person groups, making it easier to manage large numbers of people and introducing new features to control their behavior.

Person Groups


Each person can now be assigned to a specific group, which you can define yourself. Group members share the same uniform color, which you can customize. You can also adjust the slots assigned to group members.
Configure groups using drag-and-drop in the group editor, the person selection panel, or when hiring them.
The Person Overview has been updated to display group statuses clearly.

Work Priorities


New work priorities allow you to prioritize specific tasks, such as maintenance or transport, within the ship.

Day Schedule


Groups now have customizable day schedules, letting you configure when they work, sleep, or eat. This will be more useful with upcoming social needs, allowing people to eat together and form friendships.
Create shifts for groups, ensuring continuous coverage for tasks like firefighting, maintenance, or crafting.

Day Night


The day-night cycle, which enhances visual appeal and gameplay, can be adjusted in the group setup.

Placement Improvements


In playtests, players often had trouble placing interior items that require walls. Now, these items automatically rotate toward the required walls and snap into the correct position. Additionally, the drag logic for items has been improved, making it easier to place larger objects.
There's also a new preview for doors when placing rooms, helping you see the requirements more clearly.

Configurable Resource Overview


The Resource Overview in the lower-left corner can be customized to meet user needs, with a useful preset available at the start.

Changeable Interior Item Colors


You can now change the colors of interior items like tables and beds. The bed color matches the uniform color for easy identification.

Smaller Changes


Other updates include a Steam login button for new players and improvements to the crafting and storage UI for better clarity and ease of use.

Want to see more?


I also post the progress and more pictures to our Discord:
And don't forget to wishlist and follow us to keep up to date. https://store.steampowered.com/app/1638030/Generation_Ship/


[ 2024-08-06 06:38:58 CET ] [ Original post ]

Update 0.94 Performance

The goal for this iteration was to make the game more stable, playtesting and improving the gameplay with that feedback. It also got a big performance increase in this iteration with three big changes in the simulation.

New Storage Behavior


The logic of storages have been changed, so you have even more possibilities to connect them together. The Problems have been also polished, so it should be more clear why they are not working.

New Pathfinding


Besides many playtests and bugfixes, there was a big performance increase this iteration. One part was to reorganize the pathfinding algorithm, to have more reusable caches and better paths through big ships.

Person automation


The other optimization was the person metrics, so what the persons will do automatically. This is now also shown in the UI, including a detailed calculation, so it should be easier to see why the crew is doing what they are doing.

Preconfigure


There was an internal change of the construction resources, which makes it now possible to preconfigure everything for interior items that are still in construction.

Priorities


The priorities got split up into several different ones. They are now separate for construction, maintenance, transport and work, to make it more clear and easier to prioritize them.

Crafting Drag and Drop


The crafting queue is now easier to change, I added a drag drop here including the possibility to replace the current one and throw it away.

Easy Mode


There is now also an easy game mode, without fire, less metabolism of the persons, cheaper and more things to buy from earth and other factors that makes it easier for the player.

New Tutorial


After some playtest i found that there is a new Tutorial concept needed. The In Game tutorial could not fulfill the requirements and players get lost. The new Tutorial is separate from the regular game now and contains different aspects of the game. This makes it also easier to redo parts of the tutorial later on when having problems.

Want to see more?


I also post the progress and more pictures to our Discord:
And don't forget to wishlist and follow us to keep up to date. https://store.steampowered.com/app/1638030/Generation_Ship/


[ 2024-07-03 10:03:20 CET ] [ Original post ]

Update 0.92 New Resources

Hello Space builders! In this iteration, our primary goal was to inject fresh progression elements into the game while fine-tuning existing features. We've embarked on a journey to enhance resource transportation and overhaul our overlays for a smoother gameplay experience. However, this update took longer than anticipated, as we navigated through vacation time and grappled with various illnesses over the past months.

New Resource Types


To enrich the gameplay experience, we've introduced a plethora of new resource types. From essential "Raw Materials" such as Iron, Copper, Silicon, Lithium, and Sand, to more advanced resources like Plastic, Mechanical Parts, and both simple and advanced circuits, there's now a diverse array of resources to discover and utilize on your cosmic journey.

Expanded Crafting Options


Crafting capabilities have received a significant boost with the addition of new resources and workbenches, offering players more flexibility and depth in their construction endeavors.

Basic Workbench


The trusty Basic Workbench remains a staple in your crafting arsenal, available from the outset of your journey. While it excels at producing fundamental interior items crucial for life support maintenance, its versatility extends to crafting tools and other essentials. However, its efficiency pales in comparison to more specialized counterparts.

Chemistry Workbench


Enter the Chemistry Workbench, a dedicated station for mastering chemical reactions and crafting materials like plastic. Acting as a simplified version of the purification plant, it requires a skilled chemist to operate and boasts a longer crafting time compared to more advanced alternatives.

Advanced Workbench


Evolved from the Construction Workbench, the Advanced Workbench reigns supreme as the pinnacle of crafting proficiency. With its comprehensive functionality, it remains capable of crafting all interior items, offering a glimpse of potential future advancements.

3D Printer


Harnessing the power of automation, the 3D Printer emerges as a vital addition to your crafting arsenal. Capable of autonomously crafting simple items and tools, it allows your crew to divert their attention to other pressing matters. This diverse array of crafting options empowers players to navigate the complexities of resource management and construction with newfound creativity and efficiency.

Resource Type Details


To provide players with a clearer understanding of resource management, I've implemented several categories for different resource types. These categories outline where resources can be ordered, harvested, crafted, or consumed within the game's various interior items. This organizational feature aims to offer new players a step-by-step overview, facilitating smoother navigation through the intricacies of resource utilization.

Improved Transport Mechanism


In this update, I've also revamped the transport logic to enhance clarity and efficiency. Gone are the days of needing reserved boxes in storage units for automation. Instead, all automated tasks are now conveniently accessible through a configuration button located next to each resource type. From there, you can easily set up auto-pick targets with the simple click of a button.
Additionally, I've introduced the ability to adjust reserved amounts directly within this new automation popup or via quick drag-and-drop actions on the resource type itself.

Player Transport Tasks


Furthermore, a new feature allows for the seamless creation of paths between interior items. By simply right-clicking on a potential target, you can access the PiMenu to establish a connection between the selected items, streamlining player transport tasks like never before.

New Overlay


The overlays have received a significant polish too to enhance user experience. A new Overlay button or panel is now consistently visible in the lower right corner of the screen, providing easy access to the current overlay or the option to add a new overlay.
Furthermore, all overlays have undergone refinement: The Resource Holders overlay has been enhanced to display more detailed and visually appealing information.
Similarly, the Container User overlay, which indicates entities utilizing resources such as the ship's energy or those emitting CO into the atmosphere, has been redesigned. Additionally, these overlays now scale seamlessly with the UI for improved integration.
Moreover, the Path visualization feature, initially designed for transport tasks, has been expanded to include non-transport tasks such as maintenance. This enhancement allows for the visualization of paths taken by crew members when performing various actions within the game.

Full ChangeLog


Fixes
  • Preconfigured items have no broken Container Tooltip anymore
  • Fixed crafting the wrong amount in some special cases
  • Fixed error when canceling a room when its close to be inflated
  • Rare exception with Resource Container Tooltip
  • Fixed style for empty Value labels
  • Fixed Sound of Engines to loop nicer
  • Fixed missing click sound on some buttons
  • Fixed Shuttles were not removed when the shuttlebay was removed
  • Rooms were not shown in multi selections
  • Possible nullpointer in storage UI
  • Fixed Done Primary objective could be added to the ui
  • Added missing click sound when changing the choose buttons (like priority)
  • Image for Key 9 is now correct
  • Error when try to report something with 2 games open at the same time
  • Fixed wrong error message related to Hygiene
  • Fixed Display Problem with history when values get out of clamped values
  • Fixed memory leak in new rules engine
  • Reenable Burst mode for x10 performance
  • Fixed Mission have a fixed priority for their containers.
  • Having a connection from dock to a constructionsite, that is abort was not remove the connection
  • Removed wrong shown error related to an empty container
  • Fixed endless simulation loop in a special situation.
  • Fixed Help Tooltip was moving due to the animated button
  • Only show Overlays in the regular Camera (not e.g. in overview camera or free flight)
  • Fixed missing HighTemperature events
  • Fixed warning for Fire creation
  • Fixed some warnings when a fire has been extinguished
  • Fixed some Help Interactions
  • Fixed errors with empty containers in special situations
  • 3D Printer was not working anymore
  • Default Quality is now on Ultra.
  • Fixed Crafting showing an empty bar without need
  • Canceling Workbench causing problems
  • Fixed some World Elements were flashing in the upper right in the first frame
  • Fixed bad performance for OverlayPanel in the sidemenu
  • Fixed Darkness Achievement firing at the start of the game in special cases
  • Fix Warnings when an interior item is finished
  • Fixed some Errors in Dismantle Interior Items
  • Fixed layout of ErrorWarning Panel
  • Fixed duplicate Low Condition markers for interior items with activities
  • Fixed some error loggings related to finishing constuctions in special cases
  • Person keep doing a canceled transport task even if he don't need to
  • Changing priority changes tasks that should not be changed for storages
  • Showing too many resourceTypes in Storage add reserve Tooltip
  • Resource Icons for PiMenu Groups were not shown correctly
  • Adding an interior to a private room now also makes that activity private
  • MainMenu Background not get blured when grahic is set to very low
  • Fixed Overview Camera wobble around when ship is spinning on high game speed
  • Interior Item Condition Problem was not shown for <20% condition.
  • Fixed tasks were not updated when changing accessability in a special case
  • Rare Exception when SupplyShip is empty
  • Fixed rare situation where some container events were not fired correctly
  • Serializion of Achievement Icons
  • Fixed rare race conditions in Achievement system
  • Mitigation of Empty-Container
  • Removed Warning when arriving at a waypoint
  • Delta Values for GaugeElements more resistent to low delta values
  • Fixed showing wrong Recipe in Pimenu selected when no recipe is set
  • Performance Improvement, due to not needed UI Check. Heavy impact on the Craft Queue Popup
  • Fixed emptying a shelf not let person drop it to the same shelf again.
  • Fixed Warning when a room got finished at updating the Thermal effect
  • Fixed warning for Quality related Input Resources in special cases
  • Fixed error when placing Shuttlebay in a not finished room
Added
  • Added new Chemistry Workbench, to do basic chemical things like creating plastic
  • Added Orderable with price and current to order boxes to the ResourceType
  • Added Help button to Storage Panel
  • Added CraftableAt and ingredients also to the interior item buildmenu
  • Added new basic Workbench to build tools and other basic interior items
  • Added a hint when the Lifesupport is not enough tor the new crew members
  • Added several new Resources
  • Update Mechanism for new Game Versions for user stored blueprints
  • Test for missing Images in Translations
  • Show also transport tasks located in other interior items with it as target
  • Possible Task Overlay when a Person is selected
  • Added Highlight Colors for Section overlays
  • Added Overlay for all ShipSections
  • Added new AddOverlay button with categories and search filters
  • Added Overlay Popup, organised in Tabs and search feature.
  • Click on GaugePanel (e.g. energy, or humidity) now sets the Main Overlay, so it keep showing when moving away with the mouse.
  • New Overlay Button and Panel in the lower right above the persons
  • Showing Person Path for other Task types like Maintenance
  • Added new Transport Tutorial including the new mechanisms.
  • Clone also clones the Players Task setup
  • Make Auto Tasks of other interior items toggleable
  • Target Icon to Task Elements
  • Added PiMenu for connecting 2 interior Items with transport tasks
  • Target Image to PiMenu Center Icon
  • Shortcut for enable Cheats sith ctrl+shift+alt+c
  • More Achievements: Bad AI, Firefighter
  • Achievement Popup in Mainmenu and store to see the reached Achievements
  • New Achievement System
  • Make Storage Configurable while in construction state
  • Interior Item Overlays for all Items
  • EmergencyCabinet that stores O2 and CO2 for o2mask and FireExtinguishers
  • Added Battery
  • Cheat resources with mousebuttons (where it works also with mousewheel)
  • Readded Auto-Focus TextBoxes after found a workaround for the unity bug
  • Added Environmental Effects and Factors to the Interior Item Preview
Improved
  • Better tooltip for Interior Item icon
  • ValueLabels can be highlight
  • Resource Tooltip now contains infos about ingredience usages and crafting durations
  • Added Escape Key to cancel Permanent Overlays.
  • Improved Special Event details, to show problems of energy producing elements on energy depleted
  • Improved many Special Event helps to make it more clear, give more hints and add icons
  • Small tutorial improvements
  • Use real Person Picture for the icon in containerUsers
  • Clicking on a Container User in an Overlay now shows the correct user
  • Updated Unity to fix an import bug for some audio files
  • Created new ContainingResources Settings and converted all interior items to it.
  • 3D Printer uses new craft Settings. Tools will be created in bunches.
  • PiMenu is now able to show non auto assigned tasks also and pick what makes most sense
  • Moved overlay of Photovoltaic Panel and External Radiator above the inner box
  • Make Possible Actions Overlay UI elements clickthrough, so the pimenu is working easier.
  • Better logging for simulation problems
  • Set burst off when its not needed for better logging and still high performance
  • Overlay Buttons in AddOverlay Popup now showing a preview (thanks for Ichio)
  • Update Unity to newest version
  • Fixed Sorting of Resource Container Lists (e.g. storage and Dock)
  • Keep showing special connections in the DockingPort, so it's changable
  • Allow adding connections from both sides. Prefere than construction sides and interior items to add the task
  • Improved UI for items with many connections
  • Create Blueprint now shows the old BlueprintName instead of the room name if possible
  • Ship Section Overlay bars are centering the target in the center, so its easier to see problems
  • Section Overlay now got a better design and autoscales with the zoom level
  • Moved ShowOverlay on Selection to Options panel and used now an Overlay for that
  • Better overlay for Fire
  • Condition Overlay has as very high now transparent, so its better visible whats broken. Also mvoed legend to the new Overlay Panel
  • Cooling pipe saturaged got just an info instead of a warning now. High/Low Temperature Event is better described.
  • Layout of Container Users also aligned to the auto scale and new design
  • Improved Overlay for Resource Holders
  • Overlay for ResourceType now shows current connections too.
  • Store Player Task setup for Interior Items e.g. for Crafting
  • Visualize the autopick target mode (room or whole ship) in the task icon and in task tooltip
  • Reserved amount for storages moved to automate settings and to fill bar
  • Moved autopick tasks to separate automate popup
  • Delete Button in the Translate Popup not effecting the game
  • Rules System is able to work on better on multiple Threads
Balancing
  • Updated Missions to harvest raw materials instead of steel
  • 3D printer can now craft also interior items and don't need a worker anymore
  • 3D Printer don't need a worker anymore
  • High Priorities also starts at higher percentages, to prevent doing it too often
  • Rooms are not anymore automarkes as private when adding Residence to it. Now it can be changed in the room selection panel instead.
  • Setup some recipes to use duration instead of normal throughput.
We hope you enjoy these new features and improvements. As always, your feedback is invaluable in shaping the game's development. Stay tuned for more updates, and thank you for your continued support! If you encounter any issues or have questions, please don't hesitate to reach out to us. Together, we'll make this game even better!

Want to see more?


I also post the progress and more pictures to our Discord:

Weekly Tester


We have started the weekly tester events. To attend, just join our Discord and get to #-testers-bulletin-board.
And don't forget to wishlist and follow us to keep up to date. https://store.steampowered.com/app/1638030/Generation_Ship/


[ 2024-03-20 14:45:03 CET ] [ Original post ]

Update 0.91 Achievements

Hello Space builders! In this iteration there was a focus on the achievements. Also two new interior items found their way in the game. Sadly i was sick most of the December, so not so much progress as usual.

Updated Achievements


We've given the achievements system a makeover! There are now 18 achievements for you to unlock, and we have more in the pipeline. Dive in and start earning those achievements!

Battery


In our latest update, we've revamped the power system. Introducing batteries, your reliable backup for storing energy in case of emergencies.

Emergency Cabinet


To have an easy access to the fireextinguisher and oxygen masks, i added an emergency cabinet interior item. It will be placed directly on walls, so it can be placed without much space usage.

Interior Item Overlay


For quick access to fire extinguishers and oxygen masks, we've introduced a new emergency cabinet interior item. Mount it directly on walls for easy placement without taking up much space. Safety first!


Full ChangeLog


Fixes
  • Mitigation of Empty-Container
  • Removed Warning when arriving at a waypoint
  • Delta Values for GaugeElements more resistent to low delta values
  • Fixed showing wrong Recipe in Pimenu selected when no recipe is set
  • Performance Improvement, due to not needed UI Check. Heavy impact on the Craft Queue Popup
  • Fixed emptying a shelf not let person drop it to the same shelf again.
  • Fixed Warning when a room got finished at updating the Thermal effect
  • Fixed warning for Quality related Input Resources in special cases
  • Fixed error when placing Shuttlebay in a not finished room
  • Delta Values in History could be wrong.
  • Fixed Blueprints shown multiple times in BuildMenu
  • Another special case where persons fill/empty in the same storage
  • Endless Simulation update in special cases
  • Exception when PluginManager used too early in MainMenu for License details
  • Chart Element of Activity Process was not updated correct
  • Prevent line break in efficiency calculation result
  • Person was not filling a construction site in a special situation
  • Fixed missing serialize of one enity, that might lead to errors on loading in special cases
  • Hide Developer some data for non developers in interior items
  • background for sendToDeveloper in Translate Element
  • Another endless simulation loop
  • Fixing rare history problem
  • Animation Position for Construction and maintain of Bed
  • Construction bar was not updating well
  • Fixed Deserializing when the new capacity is smaller
  • Rare bug on special timing when power is empty
  • Make time more precice to prevent endless loops
  • Fixed Warning when loading game with some special cases
  • Keep Special Event Popup closed
  • ResourceBox Position was not updated in special cases
  • Fixed warning with Timewarps in special cases
  • After placing doors the room was not updated
  • Update the Transport Tasks when the player change the reserved Items
  • Wrong Mood effects on persons after loading a game
  • Endless updates in special situation with person needs
  • Dismantle or abort Room
  • Exception in PersonOverview when a person died
  • Persons perfere now storages instead of close to empty interior items in special cases
  • Warnings for unfinished interior items in unfinished rooms
  • Layout of Special Event Panels were not set to problem or warning.
  • Player command not working anymore with person
  • Rare situation where person was stuck in an activity
  • Duplicate UnitSymbol for Skills in Tooltip of Supply Popup
  • First Person camera did not allow walking through doors
  • Slot items visible when person overview is hidden.
  • Updated Storage Values when they are changing live in UI
  • Wrong shown storage count in special cases
  • wrong no energy problem at hygieneArea
  • Problems for construction places were not readded when the resource got unavailable.
  • Fixed can't put resources to storage in special cases
  • Fixed PiMenu Sound for group selection
  • Fixed very long Crafting Duration timewarps were around 3s wrong
  • Fixed where Doors in interior p lacing were not moving on bad positions.
  • Prevent Doors could be droped over special interior items.
  • Layout of Task Icon at special case with problem and assigned person
  • Dismantle priority was dynamic when changing the priority while in dismantle mode
  • An exception at license the widget
  • Door update wrong when autoplacing doors
  • Some rooms got too the wrong state in some special cases
  • Icon of newly created Blueprints were not updated in BuildMenu when the async generating is finished
  • Wrong ProgressData was shown for constructions in waiting for resoruce state
  • Fixed Some I18nLabels were not linking to the correct TranslatorElement
  • Fixed some Lipsyncs were out of date
  • Translate Element: Not updated content when the list was filtered
  • ForceLive was not done in a special case
  • Timewarp not Stopped when unloading Dock
  • Some not wanted Transport Priorities are fixed
  • Showing Empty box in special cases where it should not be
  • Fixed situation when cheating it could happen that the person had unwanted empty resourcetype in a slot
  • Idle Persons not using not available area
  • Exceptions when deleting the last savegame
  • Fixed error on HistoryGraph without data
  • Fixed Bad sorting of resource recipes e.g. for generator
  • Markers of GaugePanels were not updated in the first rendered Frame when they are shown
Added
  • More Achievements: Bad AI, Firefighter
  • Achievement Popup in Mainmenu and store to see the reached Achievements
  • New Achievement System
  • Make Storage Configurable while in construction state
  • Interior Item Overlays for all Items
  • EmergencyCabinet that stores O2 and CO2 for o2mask and FireExtinguishers
  • Added Battery
  • Cheat resources with mousebuttons (where it works also with mousewheel)
  • Readded Auto-Focus TextBoxes after found a workaround for the unity bug
  • Added Environmental Effects and Factors to the Interior Item Preview
  • Delta History for all ResourceTypes
  • Rightclick on the PersonOverview zooms to the Person
  • Readded Recipes in the Interior Item Popup so its visible what they can do.
  • RightClick on a Report SaveGame now opens the json in a text editor for debugging)
  • Support for Images inside of Translated Text
  • Added Repeat Queues e.g. for Crafting
  • Added Change Recipe in PiMenu
  • Restriction of some Interior Items
  • WorldElement for Crafting interior Items showing the current crafting item and state
  • PiMenu for UnderConstruction for Rooms
  • Readded the Connections also for other interior items.
  • Added Overlay for Electric Energy
  • Priority changes on PiMenu
  • Added Tooltips for PiMenu
  • Change Door State via PiMenu
  • Added Customize to Person PiMenu, opening the dialoge for unitform change
  • Added Open Supply Popup to PiMenu of DockingPort
  • Added PlayerTask for PrimaryObjectives
  • More Direct Help in special events
  • Added Help for Fire and added it to the Nitrogen Help button
  • Click sound when hopening PrimaryObjective
  • Rightclick on the Recipe Queue priorize the item
  • Added Amount of Available Interior Items to the Interior item Build Menu.
  • Added first Difficulty setup to prepare for easy and hard mode
  • Primary Objective Popup
  • Make Intro and Tutorial skippable
  • New Game Dialoge
  • Focus a room is now related to the room size
  • Added Person Slot Icons to the Person Overview Element (lower right)
  • FullScreenMode Option is translated
  • Contextmenu for Interior Items, using the PiMenu
  • Added Double Confirm button for Pi Menu
  • Cheat for Instant destroy an Interior Item (Ctrl when clicking the button)
  • SupplyShip overview got a panel with the current Cargo for easier identify
  • Created custom search field and used it everywhere
  • Added Fancy Tooltips with headline separation
  • Cheating input resources with shift ctrl interior place
  • Changable Recipies for interior items
  • Scrollbars to blueprint list
  • Ask for automaticaly adding door, when a room is placed at another room without a door.
Improved
  • Rules System is able to work on better on multiple Threads
  • Added Help for Residence and Workplace and removed old choosing method.
  • Added Help for StorageManagement and added Images to other Help Texts
  • Move Consultant Picture towards the Target that is highlighted
  • More obvious highlighting for the help highlight elements
  • Improved UI to highlight the effective calculation steps.
  • Separated the HeatEnergy from the Temperature in the ship section, to make it more clear.
  • Using now a I18n Patch to update players translation changes much easier.
  • OptionsPanel is less transparent to read easier.
  • Checking assigned Person of containerTasks and fix it if needed.
  • Use TaskPriority also for Choosing what interior item should be enabled/disabled in case of power cut.
  • Rounding problems with very low values.
  • Prevent filling Storages with very little amount of resources of interior items
  • Only fire HighHumidity Special Event once the limit is hit
  • Old PrimaryObjective Playertasks are removed when done
  • Improved SpecialEvent HighHumidity adding more Details and how to solve it.
  • If a person idles after send to a place by the player, it will first stay on its position and not walking away.
  • License Overview in Options
  • Improved Under Construction UI
  • After Dropping a new Room, the InteriorItem Menu is opening
  • SideMenu auto closes in situations when its not needed anymore.
  • Improved SideMenu Overlay Panel
  • Aligned Camera Buttons to a single chooser button and added First person and Free Camera to it
  • Store last used Tutorial and intro settings of NewGame Setup
  • Updated and reduced the tutorial to a minimum. Interactive help will be added soon to cover the rest.
  • Sorting in Person Selection Panel is now aligned with the rest of the UI
  • Improved PiMenu interaction
  • Better Layout of Lists
  • Interior editing now shows blocker areas in space from other rooms
  • New Design for Bexed Value Label
  • SupplyPopup Resource Table now supports leftclick to add and rightclick to remove (including the modifiers)
  • Implemented Maximum amount Resupply with delta to Supply)
  • Make WorldUIElement for Interior Item preview Scalable to the camera distance.
  • Timewarp behavior switching between speed and timewarps
  • RecipeChooser now using Table layout with categories and filters
  • Changed Blocking Graphics to a nicer one
  • Show the location of existing blueprints and set this by default if choosen.
  • Translator updates now the language files for easier changing the file by hand
  • Add interior Items now can switch rooms to drop.
Balancing
  • Setup some recipes to use duration instead of normal throughput.
  • Efficiency on low mood is now 0.5-1
  • Fixed Crafting Duration of Shuttlebay way too fast
  • More Resources from Missions
  • Supply from Earth now can now be setup in difficulty level
  • Perons can now carry half a box per transport, independent from the weight
We hope you enjoy these new features and improvements. As always, your feedback is invaluable in shaping the game's development. Stay tuned for more updates, and thank you for your continued support! If you encounter any issues or have questions, please don't hesitate to reach out to us. Together, we'll make this game even better!

Want to see more?


I also post the progress and more pictures to our Discord:

Weekly Tester


We also have another announcement to make. We start soon with a weekly tester events. To attend, just join our Discord and get the weekly-tester role to get notified when it starts.
And don't forget to wishlist and follow us to keep up to date. https://store.steampowered.com/app/1638030/Generation_Ship/


[ 2024-01-17 03:03:59 CET ] [ Original post ]

Summary 2023

Hello everyone, let me give you a short update on what happened this year and what you can expect for next year.

January - New Supply and Center of Mass


Revamping the dock and supply ship gameplay marked the beginning of the year. Supply ships gained independence from docks, a new Docking Port Interior Item was introduced, and Mass Balancers became interior items. Another addition was an interior mass balancer for early artificial gravity initiation.

February - New Shuttlebay and Overlays


I worked more on the Overlays, showing a Center of Mass overlay and more advanced overlays when hovering over a resource container, showing routes and more to make it easier to understand what's going on and why it might not work. I also converted the door to an interior item, which again brings a complete new game experience and makes rooms more updatable. The new Advanced Missions including a new Shuttlebay interior item are also finished.

March - Person Improvement


People have improved a lot in March. I improved the complete clothing and generation system and added more clothes and other looks. The Path system now uses more direct ways. Also nationalities have been added with more random names of the persons. Beside that a new History System has been added, so you can now analyze the resource creation, productivity and the Person Activities.

April - Under the hood


In this Month, there were not many new things, but under the hood happened a huge Unity Update and many bug fixes belong to that. It also got a huge fps improvement, by moving the mesh-cutter logic from the px based shader to a once calculated mesh cutting. Besides that many small ui and gameplay improvements. Big steps forward to the first beta test.

May - Air Systems


The Air Systems got a big overhole. Everything related to that has been improved, starting from gaugeelements, markers and more. Also the doors can now be just closed, so people can walk through. Rest of the Month was bug fixes and Polishings, to get the Game ready for the planned Beta phase.


June - Thermal Control


I finished the last 3D Model updates and added one of the last main features: Thermal Control. Its a two step process, to get rid of the heat. Besides that i could finish most of the usability features, to improve the player experience.


July - Infrastructure


This month I was on vacation, so not so much happened related to the game itself. The main focus this month was on infrastructure topics. A better release process, reportings and make the server running on several servers, so it's more reliable.

August - Prepare for Playtest


I prepared for a larger beta phase and a demo phase. I also worked on some rare bugs and worked a lot on the Marketing, including a new Logo and preparations for a Trailer.

September - Fire


I created a new Trailer and also added Fire as one of the last bigger Features for the Simulation. The UI also gets a design that looks more scifi.

Oktober - Person Polish


This month was just a polishing month, adding uniforms for people, visualizing the slots and bringing the UI to the next level. At the end of the month the transportation system got a new logic.

November - Environment


In November the room types were removed, to make the game smoother to play experience. Instead of that, the planned environment feature was added, so interior items interfere with each other and make e.g. noise in the room. It also brings a new Storage system, that is easier to understand for new players.


December - Polishing


In December I was sick most of the time and could not work so much, so just some polishing was done there, no big topics.
Here a picture from one of my playtests.

Plan for next Year


Beta Test and Demo


At the start of the year i plan to make a bigger public beta test. There will be a weekly tester event in Discord to get the last bugs out of the core systems.

Roadmap


The main part of the game is done and working fine so far. If you already have access to the playtest of the game, I would be happy for your comments on the changes. I plan to add more story related events, more achievements. Navigation systems and work more on the persons are planned too.

Wishlist


If you haven't done it yet, please wishlist and follow to keep up to date :) https://store.steampowered.com/app/1638030/Generation_Ship/


[ 2024-01-11 00:30:41 CET ] [ Original post ]

Update 0.90 Environment

Hello Base builders! In this iteration there was a focus on the environment and many improvements in the interaction with the game.

New Room Concept


Every room now possesses distinct environmental values, introducing a rewarding or penalizing system for favorable or unfavorable combinations. The initial addition is the Noise factor, and we have exciting plans for future variables such as Appearance, Cleanliness, Smell, and Space.

Environmental Effects


These values influence activities in the ship. For instance, a loud factory floor might extend the time needed for a meal, while extreme conditions could prevent crew members from sleeping, impacting their mood.
Others will completely stop the activities like sleeping the bed. If the level reaches a certain level, persons cant sleep anymore.
If that happens, some items will cause some thoughts to the person, making a longer negative impact on the mood of the person.

Environmental Factors


There are various ways to influence the ship's environment:

Active Item


Most interior items generate noise when active, contributing to the overall environment.

Finished Item


The completion of certain items can have direct effects on room characteristics, offering another layer of strategic planning.

Placing UI


Understanding the impact of interior items is now more intuitive with the new placement system. It provides a summary of the room's overall effect and displays changes over each affected interior item.

Global Interior Item Placement


With uniform rooms, the need for distinct room types is eliminated. Interior items can now be placed directly without the need to edit the room first.

Automatically add missing doors


When placing rooms next to rooms it will now automatically detect when there is a door missing and place it.

Changeable Recipes


Interior items can now feature changeable recipes. For instance, a gas releaser can switch between Oxygen, Nitrogen, or CO2.
The crafting UI has also been revamped for a more integrated and understandable experience.

New Supply UI


The supply UI has received a visual overhaul for enhanced usability. Now table-based and featuring a search bar, finding what you need is quicker and more straightforward.

Game element Context Menus


Another improvement are contextMenus for the game elements. You can now just right click on an element like an interior item or a person, to show up their context menu. If you select a person before, it still shows the PiMenu for that target, to e.g. grab the resources out. It also got the usual double confirm buttons to prevent unwanted actions as its known from the buttons.

New Objectives


While our original plan to introduce the story has been postponed due to substantial gameplay changes, we've laid the foundation for it. This iteration includes a new game setup mechanism, accompanied by a refreshed New Game menu.

Full ChangeLog


Fixes
  • Rare situation where person was stuck in an activity
  • Duplicate UnitSymbol for Skills in Tooltip of Supply Popup
  • First Person camera did not allow walking through doors
  • Slot items visible when person overview is hidden.
  • Updated Storage Values when they are changing live in UI
  • Wrong shown storage count in special cases
  • wrong no energy problem at hygieneArea
  • Problems for construction places were not readded when the resource got unavailable.
  • Fixed can't put resources to storage in special cases
  • Fixed PiMenu Sound for group selection
  • Fixed very long Crafting Duration timewarps were around 3s wrong
  • Fixed where Doors in interior p lacing were not moving on bad positions.
  • Prevent Doors could be droped over special interior items.
  • Layout of Task Icon at special case with problem and assigned person
  • Dismantle priority was dynamic when changing the priority while in dismantle mode
  • An exception at license the widget
  • Door update wrong when autoplacing doors
  • Some rooms got too the wrong state in some special cases
  • Icon of newly created Blueprints were not updated in BuildMenu when the async generating is finished
  • Wrong ProgressData was shown for constructions in waiting for resoruce state
  • Fixed Some I18nLabels were not linking to the correct TranslatorElement
  • Fixed some Lipsyncs were out of date
  • Translate Element: Not updated content when the list was filtered
  • ForceLive was not done in a special case
  • Timewarp not Stopped when unloading Dock
  • Some not wanted Transport Priorities are fixed
  • Showing Empty box in special cases where it should not be
  • Fixed situation when cheating it could happen that the person had unwanted empty resourcetype in a slot
  • Idle Persons not using not available area
  • Exceptions when deleting the last savegame
  • Fixed error on HistoryGraph without data
  • Fixed Bad sorting of resource recipes e.g. for generator
  • Markers of GaugePanels were not updated in the first rendered Frame when they are shown
  • Closing Arrived Persons Hint will stay closed now
  • Better Layout for Too fast in Tutorial Popup
  • New Room Button is not highlighted anymore, when a blueprint is selected
  • Flickering Out of Bounds indicator for Tutorial
  • Fixed Problem when Person has too much water, getting to an activity loop
  • Fire spreads out too fast.
  • Some Serializing issues for Productivity items
  • Quality of a resourceBox was shown wrong in some special cases
  • Maybe wrong translations when pluginmanager initialized twice
  • Rounding Errors on some special cases lead to not exact amounts
  • Persons idling didn't do tasks with priority 1
  • Checking now for available Path to the target rooms with pimenu
  • Some Choose Popups were not opening
  • Interior Item Prototype didn't respect ship spinning
  • Rare case where resource Value can get nan
  • Error Logging when trying to render a path between 2 elements without a usable connection.
  • Person not putting things to dismantled storage
  • When working of door, the person was wrong rotated
Added
  • Click sound when hopening PrimaryObjective
  • Rightclick on the Recipe Queue priorize the item
  • Added Amount of Available Interior Items to the Interior item Build Menu.
  • Added first Difficulty setup to prepare for easy and hard mode
  • Primary Objective Popup
  • Make Intro and Tutorial skippable
  • New Game Dialoge
  • Focus a room is now related to the room size
  • Added Person Slot Icons to the Person Overview Element (lower right)
  • FullScreenMode Option is translated
  • Contextmenu for Interior Items, using the PiMenu
  • Added Double Confirm button for Pi Menu
  • Cheat for Instant destroy an Interior Item (Ctrl when clicking the button)
  • SupplyShip overview got a panel with the current Cargo for easier identify
  • Created custom search field and used it everywhere
  • Added Fancy Tooltips with headline separation
  • Cheating input resources with shift ctrl interior place
  • Changable Recipies for interior items
  • Scrollbars to blueprint list
  • Ask for automaticaly adding door, when a room is placed at another room without a door.
  • Shortcut 1-9 now defines different speed option
  • Added a Task Tooltip
  • Support for overtaking Worker Slots
  • Support Overtaking Service Tasks with the pimenu
  • Added TaskPanel to all Selection Panels
Improved
  • Store last used Tutorial and intro settings of NewGame Setup
  • Updated and reduced the tutorial to a minimum. Interactive help will be added soon to cover the rest.
  • Sorting in Person Selection Panel is now aligned with the rest of the UI
  • Improved PiMenu interaction
  • Better Layout of Lists
  • Interior editing now shows blocker areas in space from other rooms
  • New Design for Bexed Value Label
  • SupplyPopup Resource Table now supports leftclick to add and rightclick to remove (including the modifiers)
  • Implemented Maximum amount Resupply with delta to Supply)
  • Make WorldUIElement for Interior Item preview Scalable to the camera distance.
  • Timewarp behavior switching between speed and timewarps
  • RecipeChooser now using Table layout with categories and filters
  • Changed Blocking Graphics to a nicer one
  • Show the location of existing blueprints and set this by default if choosen.
  • Translator updates now the language files for easier changing the file by hand
  • Add interior Items now can switch rooms to drop.
  • Show all problems of a mission instead of just a single one.
  • Game Feedback dialoge is now always on top
  • Construction/Maintenance Bars scale dynamic to the distance
  • Changed Group hotkey usage to Alt+1 and so on, to have space for speed change
  • Construction Sides show now all Problems instead of just the first one
  • Make Help windows easy closable
  • Support larger amount of options
  • Highlight best connection in resource overlay
  • Performance improved for Path checks
  • PiMenu entries of Person with Interior Items can now use Transportslots even more
  • Replaced expensive simulation method to gain simulation speed on large ships
Balancing
  • More Resources from Missions
  • Supply from Earth now can now be setup in difficulty level
  • Perons can now carry half a box per transport, independent from the weight
  • Canceling Crafted items needs to be emptied the containers now first
  • Reduced BoxSize and content to half
We hope you enjoy these new features and improvements. As always, your feedback is invaluable in shaping the game's development. Stay tuned for more updates, and thank you for your continued support! If you encounter any issues or have questions, please don't hesitate to reach out to us. Together, we'll make this game even better!

Want to see more?


I also post the progress and more pictures to our Discord:
And don't forget to wishlist and follow us to keep up to date. https://store.steampowered.com/app/1638030/Generation_Ship/


[ 2023-12-06 00:40:41 CET ] [ Original post ]

Update 0.89 New Storages

Howdy, galactic wanderers! The primary focus of this iteration was to restructure the whole transportation system.

Revolutionizing Storage Management


As Generation Ship continues its journey through development, a key focus has been placed on refining crew management for diverse tasks, prompting a substantial overhaul of the storage system. The traditional resource boxes have transformed into visual elements, simplifying the system and boosting efficiency by eliminating outdated code.

Redesigned Storage Units


With crew members now taking on the task of moving resources themselves, the need for transporting drones is under consideration for future updates. Meanwhile, storage units have been revamped to offer better functionality. The 1x1 storage now accommodates a single box, while the updated 1x2 and 2x3 versions provide space for 9 and 24 boxes, respectively, optimizing storage room layouts.


Resource Visuals Refinement


Resources are now visually sorted by type, allowing for a clearer view of the quantities available. If three resource types occupy three columns, they will stack, simplifying resource tracking.

The new Resource Management


Connections between storages have been replaced with a more intuitive setup. Users can now specify desired resource quantities, configure them as input or output, and crew members will automatically fill or empty the storage. Additionally, a new section in the selected entity enables task prioritization and accessibility restrictions for all in/out connections of a storage.

Grouping Feature for the PiMenu


The pimenu receives a substantial upgrade with a new grouping feature, making item management more intuitive and user-friendly.

Dynamic Bars Visibility


Bars now remain visible for a longer duration and scale with the distance, providing a more dynamic and user-friendly interface.

Easier GameSpeed Control


To enhance the gaming experience during waiting periods, shortcuts have been added for adjusting speeds using the 1-9 keys.

Full ChangeLog


Fixes
  • Closing Arrived Persons Hint will stay closed now
  • Better Layout for Too fast in Tutorial Popup
  • New Room Button is not highlighted anymore, when a blueprint is selected
  • Flickering Out of Bounds indicator for Tutorial
  • Fixed Problem when Person has too much water, getting to an activity loop
  • Fire spreads out too fast.
  • Some Serializing issues for Productivity items
  • Quality of a resourceBox was shown wrong in some special cases
  • Maybe wrong translations when pluginmanager initialized twice
  • Rounding Errors on some special cases lead to not exact amounts
  • Persons idling didn't do tasks with priority 1
  • Checking now for available Path to the target rooms with pimenu
  • Some Choose Popups were not opening
  • Interior Item Prototype didn't respect ship spinning
  • Rare case where resource Value can get nan
  • Error Logging when trying to render a path between 2 elements without a usable connection.
  • Person not putting things to dismantled storage
  • When working of door, the person was wrong rotated
  • Show Fire Risk when a fire broke out
  • Sort Connections Button was not working anymore
  • Wrong Avatar was used for some Helps
  • Out of Screen Indicator was not shown in some cases
  • Overlapping text in intro
  • Engines were on in the intro
  • Fixed Playing speech twice in some cases
  • By default new Player Blueprints not get to the Translation
  • Fire Burning Problem Icon was not fullsize
  • Wrong Problem Icon was shown in the Special Event Panel for unconciousness when the problem changed
  • Percent value of the Report sending was not shown
  • Opening Dynamic Translations not showing the correct value for some special cases
  • Ui disappeard in a special case due to a strange unity bug.
  • Endless simulation loop in a special case with Slots using Cheats.
  • Prevent overlapping of UnderConstruction text in the Progress Element
  • Fixed Exception with ResidentIcon
Added
  • Shortcut 1-9 now defines different speed option
  • Added a Task Tooltip
  • Support for overtaking Worker Slots
  • Support Overtaking Service Tasks with the pimenu
  • Added TaskPanel to all Selection Panels
  • ShipSection can have problems now
  • More Problem Elements to Special Event Panels
  • Game Feedback Dialog
  • Added Special Event Help to the Help Window
  • New Problem Popup with Interactive Help
  • Visualize Usable Person Slots as Model Changes
  • EventHistory ago got a tooltip with the exact time
Improved
  • Show all problems of a mission instead of just a single one.
  • Game Feedback dialoge is now always on top
  • Construction/Maintenance Bars scale dynamic to the distance
  • Changed Group hotkey usage to Alt+1 and so on, to have space for speed change
  • Construction Sides show now all Problems instead of just the first one
  • Make Help windows easy closable
  • Support larger amount of options
  • Highlight best connection in resource overlay
  • Performance improved for Path checks
  • PiMenu entries of Person with Interior Items can now use Transportslots even more
  • Replaced expensive simulation method to gain simulation speed on large ships
  • Tooling for Translation
  • Better placement for some Tutorial Texts and highlights
  • Person stop Balance Task if resources is removed from the storage
  • Border Color for warning, info and success boxes
  • Moved details of Room and InteriorItem down, and added General Problems to all Selection Panels to that place.
  • Padding of upper buttons in selection panels is now dynamic
  • Padding to highscore elements
Balancing
  • Canceling Crafted items needs to be emptied the containers now first
We hope you enjoy these new features and improvements. As always, your feedback is invaluable in shaping the game's development. Stay tuned for more updates, and thank you for your continued support! If you encounter any issues or have questions, please don't hesitate to reach out to us. Together, we'll make this game even better!

Want to see more?


I also post the progress and more pictures to our Discord:
And don't forget to wishlist and follow us to keep up to date. https://store.steampowered.com/app/1638030/Generation_Ship/


[ 2023-11-11 01:38:08 CET ] [ Original post ]

Update 0.88 Person Polish

Greetings, space adventurers! In this iteration, we've concentrated on enhancing the interaction with your beloved crew members and introducing a futuristic user interface design. Let's explore the updates!

Revamped UI Design


We're thrilled to unveil a new look for our UI. Our UI framework has undergone a significant overhaul, transforming it into a more cutting-edge and sci-fi-inspired design. Expect to see more highlights and futuristic elements integrated throughout the game. Here's a glimpse of what's new:


Uniforms


Managing a sizable crew can sometimes be a bit overwhelming, especially when finding the right person for a specific task. To make this easier, we've introduced uniform clothing for your crew members.
Now you can assign uniforms with customizable colors and predefined roles, ensuring that crew members are dressed appropriately for their duties. By default, they will don the smart gray assistant uniform, but the choice is yours.

Slot Visualization


In addition to the new uniforms, we've added 3D models for essential tools: the Tool Belt, Fire Extinguisher, and Oxygen Mask. These items are now visually represented on your crew members, making it a breeze to see what equipment they're carrying and ready to use.

Person Overview


To improve accessibility, we've made your crew members always visible in the bottom right corner of the screen. This handy feature displays their current task and will turn red to alert you when they encounter significant problems, such as running out of food or facing other critical issues.

Problem Help


New players, fret not! We've introduced a dynamic interactive guide that tailors itself to your current in-game situation. This feature provides guidance, helping you understand game mechanics better and showing you exactly what to do.

Full ChangeLog


Fixes
  • Fire Burning Problem Icon was not fullsize
  • Wrong Problem Icon was shown in the Special Event Panel for unconciousness when the problem changed
  • Percent value of the Report sending was not shown
  • Opening Dynamic Translations not showing the correct value for some special cases
  • Ui disappeard in a special case due to a strange unity bug.
  • Endless simulation loop in a special case with Slots using Cheats.
  • Prevent overlapping of UnderConstruction text in the Progress Element
  • Fixed Exception with ResidentIcon
  • Canceling a room in construction didn't create the door item
  • Credits Screen had duplicate entires
  • Fixed Crash on Starting the game, when pressing mainmenu in the error-popup.
  • Error where person keep filling Tool Belt.
  • Delete Button for Autosaves was disabled, when no normal savegames exists
  • Fixed Exception in simulation in special situations when persons died
  • Options Popup error on closing in some special cases
  • Update Popup had wrong version format
  • Walk out of Toilet Animation was wrong
  • Fixed rare Bug with some Exceptions on the Help panels
  • Shortcuts were shown in some cases even when they were disabled in the options
  • PersonIcon was not showing the Activity anymore
  • Bug when adding a normal Storage it added 2 simulation Storages
  • Where effect Intensity were not set in some rare caes.
  • Load Dialog when no savegame exists
  • Rare Exceptions on first Startup
  • Exception in Balance Overlay
  • When Closing a door while person moves though it.
  • Spread out was done too often.
  • Fixed Person was starting with a mounted construction Belt
  • Fixed Tutorial was not highlighting the correct Element, blocking the rest of the tutorial
  • Fixed Exception when opening Loading without savegames
  • Animation Positions for Cooling Plate
  • Fixed wrong detected Problem with supply ships without resource boxes
  • Warning for new Persons triggers an Metabolism Stopped in rare situations
  • When Overtaken a Task by another Person, Both persons were doing the task.
  • Warning when using the AssignWorker buton
  • Fixed some Errors and Warnings
  • Person will stop their Transport Activity if the storage is going empty while walking to it.
  • Construction was possible without Tools in belt
  • Construction Belt can just be done when its filled completely
  • Some Unconcious Problems for the User were not shown
  • Full Slot is not recognised in some rare cases
  • Errors when Mood goes below zero
  • Some rare Exceptions
  • Fixed specialcase in History when Inteiror Resources are moved
  • ForceOpen at door behaves now same as open for connection
  • Medical Bed was not working
  • Some rare UI Errors
Added
  • ShipSection can have problems now
  • More Problem Elements to Special Event Panels
  • Game Feedback Dialog
  • Added Special Event Help to the Help Window
  • New Problem Popup with Interactive Help
  • Visualize Usable Person Slots as Model Changes
  • EventHistory ago got a tooltip with the exact time
  • Added F5 Fix for a bug with construction rooms, till the reason is found.
  • Customize the Persons Cloths
  • Created a Crew Unitform
  • Mute audio when leaving the unfocus the Game (changable in Options)
  • Added Edge Scrolling
  • Person Overview Icon
  • Basic Infrastructure for Advanced Simulation Logging
  • O2 Mask to survive in low oxygen/high CO2 environments
  • Ctrl+Mouse Wheel Cheat support for Person Slots
  • Ctrl+MouseWheel cheats resourceBox fillsize
  • Priority Icon for Tasks
  • Added Problems to Tasks
  • Sounds for PiMenu - Open/Close
Improved
  • Person stop Balance Task if resources is removed from the storage
  • Border Color for warning, info and success boxes
  • Moved details of Room and InteriorItem down, and added General Problems to all Selection Panels to that place.
  • Padding of upper buttons in selection panels is now dynamic
  • Padding to highscore elements
  • Big Dehumidifier also counts now for the Achievement Task
  • Color of OverlayBars for better visibliity
  • Removed Logging on not finished Greenhouses
  • Only check for new Versions, when we not launch via steam.
  • Only mark a help as seen when the help is started
  • Changed all Molecule numbers to subscript
  • Added Special characters to Translator to easy copy paste
  • New Discord IDs are always lowercase
  • Improved Delay of Click sounds
  • Free Movie Camera now rotates with the Ship and alignes correct to the Floor
  • Air Problems go tbetter Icons
  • Colorized Construction, Maintenance and Fire Bars different, to show the difference better
  • Renamed Construction Slot to Tool Belt everywhere
  • Updated to new Unity Packages
  • Better PiMenu Problem for Person
  • Storage OVerview shows single ResourceType of storage if available
  • Faster reacting on critical need values
  • Button for Cancel rooms and interior items
Balancing
  • Reduced needed Photovotaic Panels from 5 to 3
  • Open Doors to space leaking 10x more air
  • The first Month in the game will be no Fire, to have an easier game start
  • Reduced Periority of Working.
We hope you enjoy these new features and improvements. As always, your feedback is invaluable in shaping the game's development. Stay tuned for more updates, and thank you for your continued support! If you encounter any issues or have questions, please don't hesitate to reach out to us. Together, we'll make this game even better!

Want to see more?


I also post the progress and more pictures to our Discord:
And don't forget to wishlist and follow us to keep up to date. https://store.steampowered.com/app/1638030/Generation_Ship/


[ 2023-10-17 09:31:37 CET ] [ Original post ]

Update 0.87 Fire

Hello, fellow space enthusiasts! We're excited to bring you the latest update for Generation Ship. In this iteration, we've added some blazing hot features and made several improvements. Let's dive right in!

New Trailer


One of the significant tasks we undertook was creating a new trailer that better reflects the gameplay. Check it out here: https://youtu.be/3WJcO4HAoZc

FIRE !


The highlight of this update is the introduction of fire mechanics. As we teased in previous updates, fire is related to the N (nitrogen) level in the air. Low N combined with adverse conditions will increase the chances of a fire outbreak.
Fires in the game have realistic effects: - They consume oxygen in the air, converting it to CO2, and rapidly raise room temperatures. - They reduce interior item and room condition. - While a fire is burning, interior items in the affected things cannot be used.
We've added visual fire effects that intensify over time when no action is taken.
In case of a fire emergency, there's a special event and some helpful guidance.
If the fire level becomes too high, it can spread to nearby interior items, so swift action is crucial.
You have two options to combat fires: Equip your crew with fire extinguishers, a new equipment slot that utilizes CO bottles to put out fires.
In space, you can open exterior doors to reduce oxygen levels, eventually extinguishing the fire.

Oxygen Mask


Fighting fires in low oxygen environments can lead to crew members losing consciousness due to increased CO levels. To counter this, we've added an oxygen mask slot. When worn, crew members will use their own oxygen instead of the ship's air.

Storable Blueprints


Blueprints can now be reused in other games.
We've also enhanced the user interface for blueprints and added a preview feature.

UI Improvements


We've made several UI improvements in this update. The "Energy Depleted" panel has been rewritten to provide clearer problem identification.

Improve Tasks


Tasks have also received significant enhancements. They now display a more detailed status, making it easier to understand why a task may be disabled or ready.
For disabled tasks, we've provided reasons, so players can quickly identify why a task is not available. Reasons could include the interior item's resource being full or the room being fully maintained.
We've also added a priority icon with up to 5 stars, indicating the importance of a task. Crew members may still choose lower-priority tasks based on their working room, skills, or proximity.

Full ChangeLog


Fixes
  • Fixed Exception when opening Loading without savegames
  • Animation Positions for Cooling Plate
  • Fixed wrong detected Problem with supply ships without resource boxes
  • Warning for new Persons triggers an Metabolism Stopped in rare situations
  • When Overtaken a Task by another Person, Both persons were doing the task.
  • Warning when using the AssignWorker buton
  • Fixed some Errors and Warnings
  • Person will stop their Transport Activity if the storage is going empty while walking to it.
  • Construction was possible without Tools in belt
  • Construction Belt can just be done when its filled completely
  • Some Unconcious Problems for the User were not shown
  • Full Slot is not recognised in some rare cases
  • Errors when Mood goes below zero
  • Some rare Exceptions
  • Fixed specialcase in History when Inteiror Resources are moved
  • ForceOpen at door behaves now same as open for connection
  • Medical Bed was not working
  • Some rare UI Errors
  • Prevent Metabolism Stoped Warning when Person goes on a mission
  • Loading Game with Inflating Walls cause wrong Heat Alert
  • Small inaccuracies storing doubles in Savegame
  • Cylinder Deform was not applyed for Prototypes while place rooms
  • Spinning Engines in Savegames behaved wrong.
  • Tooltip of OperateType of TransportSlot not changed when changing the operate Type
  • Full AutoCorrection throws an Exception
  • Shift for Cheat Resources was not working for Interior Configuration
  • Readded missing Side Connection Model.
  • SpecialCase where Demo Popup was not in front
  • Flickering of ContinueButton while waiting for Login
  • Not starting on some Linux Systems
  • Tutorial was not shown in some rare cases
  • AutoFocus in the whole game is removed, due to a bug in unity with no workarounds.
  • Starting Engine room to have longer O2 support
  • ResourceFinding Tutorial hinted to the wrong place
  • Fixed some special interioritems were not shown in Blueprint storage overview
  • Fixed Dock Storage was shown in Blueprints storage overview
  • Savegame could contain unparsable double Value in very rare cases
  • Logging of Exception Stacktraces
  • Feedback was not send in on special condition
  • Camera was not aligned correct on very low fps and high speed
Added
  • O2 Mask to survive in low oxygen/high CO2 environments
  • Ctrl+Mouse Wheel Cheat support for Person Slots
  • Ctrl+MouseWheel cheats resourceBox fillsize
  • Priority Icon for Tasks
  • Added Problems to Tasks
  • Sounds for PiMenu - Open/Close
  • Additional C, Bar and Humidity Percent Marker Text to the Air Values to make it better readable
  • Focus Buttons instead of click on the icon in Selection Panels
  • Added Ctrl+MWheel on ResourceContainers as shortcut for changing container-value
  • Hardware Check in front of the game with some infos..
  • Auto Balancer Algorithm, to adjust the Center Of Mass as good as possible.
  • Blueprints have now Screenshot Icons
  • Blueprints can be saved in UserFolder, so can be reused in new Games
  • Welcome Text after register was sucessful
  • Ship Generator now using a Savable Playback System
Improved
  • Colorized Construction, Maintenance and Fire Bars different, to show the difference better
  • Renamed Construction Slot to Tool Belt everywhere
  • Updated to new Unity Packages
  • Better PiMenu Problem for Person
  • Storage OVerview shows single ResourceType of storage if available
  • Faster reacting on critical need values
  • Button for Cancel rooms and interior items
  • Added Energy and Heat to Interior Item Details
  • UI for Productivity hides energy and heatenergy when they have no influce
  • Warning Window when Energy is depleted
  • Close also copies the Storage Settings and set the StartRotation
  • Hide Recipes for Workbench that can't be placed
  • Reduced Animation Speed of Items while placing
  • Store Animation Position in savegame
  • Reduced Noise of Rocket Engines when far away
  • Persons PiMenu not show FillsTate with error, when person has the needed resource
  • Placement of rooms don't restrict rotation on manual rotation
  • FpsElement number format
  • Show Needed SkillLevels on Interior Item Preview
  • Moved Skills from Activity to Slots
  • Better Opening Times of Report Window on large ships
  • Big Performance Update for huge ships.
  • Disabled Light, when they are not visible to improve Performance
  • Reduced Lightcount for rooms
  • Removed Startup Camera, so its directly focused after loading a game.
  • Updated Feedback Screen
  • Updated to new Unity Version
  • Improved Building Generators Performance
  • Changed text of dismantle storages, To not intend players to remove all storages.
  • Layout of Blueprint Preview
  • Changed Date Format of SaveGames to ISO 8601
  • Move all GameData to a single spot
Balancing
  • Reduced Periority of Working.
Removed
  • Speed and Efficiency
We hope you enjoy these new features and improvements. As always, your feedback is invaluable in shaping the game's development. Stay tuned for more updates, and thank you for your continued support! If you encounter any issues or have questions, please don't hesitate to reach out to us. Together, we'll make this game even better!

Want to see more?


I also post the progress and more pictures to our Discord:
And don't forget to wishlist and follow us to keep up to date. https://store.steampowered.com/app/1638030/Generation_Ship/


[ 2023-09-20 22:54:51 CET ] [ Original post ]

Update 0.86 Beta Preparation

Greetings, fellow spacefarers and esteemed shipbuilders! I'm delighted to offer you a glimpse into the remarkable strides we've taken in the universe of "Generation Ship." Your unwavering support continues to drive us forward, and I'm thrilled to share our progress over the past couple of months.

Charting Our Course


While I took a well-deserved breather, your voices remained at the forefront of my thoughts. Your feedback and passion have been instrumental in steering our ship on the right trajectory.

Performance and Infrastructure


Efforts have been devoted to optimizing performance, ensuring that your voyage in "Generation Ship" is smooth and immersive. Alongside this, the game's infrastructure has seen enhancements to ensure a solid foundation for the journey ahead. Moreover, there is a new commit-based changelog system, keeping you informed about every change in small patches we make in Discord as soon as its ready to download.

From Logo to Trailer


I've been busy crafting marketing materials, and you might have already spotted the fresh logo design. Additionally, I've given the website a stylish update, and I've been diligently setting the groundwork for a new trailer. This trailer is in the works, aiming to spotlight the latest features and advancements.

Full ChangeLog


Fixes
  • UI is not rendered when switching Scenes
  • Exit Button was not working in Developer Mode
  • Plant Grow animation in Hydroponic box was not working anymore
  • Bad aligned Tooltips
  • Some wrong formated Changelogs
  • Quality is not removed for construction and maintenance
  • Fixed Stacktrace for Developers for warning/errors in tooltips
  • Fixed exception with bad savegames
  • Stop using Energy when workbench already finished
  • Remove Empty Popup when resource container is removed while the popup is open
  • Wrong rotated arrow in Tutorial when its out of the screen.
  • Wrong movement of Tutorial Highlihter in some special cases
  • Missing Lipsync in some help dialoges
  • Termal Control tutorial showing wrong text in special case
  • SaveGame Text of Version overlapping for Test Releases in Save/Load Dialoges
  • Memory leaak
  • Logout not working in game on License Restriction
Added
  • Add developer option for server debugging level
  • Autosaves toggle for Load Dialoge
  • Debugging option An additional field to hide technical details. Separate Debugging options can be still set. Thanks to Ichao
  • EULA is reviewable in options
  • New Commit based change logs
Improved
  • More reliable cache usage when loading games after a new Version
  • Big FPS increase for large Ship
  • Make Loading Text translatable
  • Better Game Loading Status
  • Reduced Filesize of Savegame
  • Updated to new Unity Packages
  • StartScreen
  • New Splashscreen on startup
  • Construction overlay for rooms is hiding on lower zoom levels
  • Environmental help to make partial preassure more clear
  • Changed Hallway Achievement to build an Engine room instead.
  • Rearanged Tutorials to respect new room construction time
  • Adjust position highlight of Dock
  • Changelog box Nicer styling Support for old changes
  • Removed warnings for workbench crafting
  • Timewarp for persons now estimate the ending time better.
  • Resource Tutorial now disables the overlay earlier to make it easier to click.
  • Updated Eula to new regulations
  • Japanese Translation
  • Developer OAuth Login
  • Error Messages for Register User
  • ChangeLog box in StartScreen has been improved
  • Align GameVersion
  • Select and Highlight correct Entities in ResourceUsers
Balancing
  • Removed the second storage in starting ships engine room
  • Workbench producing also heat
  • Energy Achievement done now earlier
  • Increased Construction Time of Rooms

Future Horizons


While I can't reveal all the details just yet, I can tell you that beta testing is on the horizon. I prepared the Game to be ready for this. If you are interested in this, join our Newsletter on https://scifanstudios.com or join our Discord Server. Your involvement will play a vital role in shaping the final journey.
As we continue to forge ahead, I encourage you to keep your wishlists active on our Steam page to receive the latest updates and news. Your unwavering support is deeply appreciated, and I'm committed to keeping you informed as we navigate toward the next chapter of "Generation Ship." Stay tuned for more exciting news and developments, and thank you for being an integral part of our cosmic odyssey. https://store.steampowered.com/app/1638030/Generation_Ship/


[ 2023-08-24 22:37:24 CET ] [ Original post ]

Update 0.85 - Thermal System

The primary focus of this iteration was the development of the new Thermal System. Additionally, several old interior items in the factory have been replaced with brand new models. Furthermore, numerous playtesters contributed to this iteration by identifying bugs and enhancing the tutorial.

Thermal System


While one might assume that space is cold and constant heating is necessary, the actual challenge lies in managing heat. In space, where there is very little matter, heat cannot be transferred to the surroundings like it can on Earth. Instead, your vessel is heated by the sun, as well as the heat generated by humans and electrical devices. In this iteration, we have introduced the General Thermal Architecture of the ISS, consisting of two layers connected by a cooling pipe, into the game. Each ship section has its own temperature, and the environment system aims to maintain it at an ideal 22 degrees Celsius for human comfort.

Layer 1: Heat Collectors


The first layer serves as heat collectors, responsible for gathering heat from the rooms. To achieve this, you can construct Cool Panels that utilize internal Peltier technology. These panels do not require external power and efficiently transfer the heat from the Ship Section to the Cooling Pipes.
Additionally, a Stirling engine has been introduced, which can extract energy from the heat. However, it necessitates frequent maintenance.

Layer 2: Ship Radiators


The second layer consists of large radiators that extend into space. These radiators effectively dissipate the heat from the cooling pipes into space. To prevent overheating, they are positioned 90 away from the sun.

Construction Slot


Another significant gameplay change involves the introduction of specialized slots. In order to construct or maintain rooms and interior items, each person now requires an equipped Construction Slot. The person must then gather and place tools into the slot to use during their work. As the person works, the quality of the tools gradually diminishes, and when it reaches zero, they are converted into Garbage Iron, which can be recycled.

Effects


Furthermore, several new effects have been incorporated into the game. One notable addition is the representation of air leaks, which are now visually displayed on the exterior of modules.
Additionally, doors can now be opened to the vastness of space. There is a force open mode available, causing the air to rush out. While it serves various emergency purposes, its primary usage will likely be more prominent in upcoming releases, particularly when fire mechanics are introduced.
Another effect modification relates to the rocket engine's flame, which now accurately reflects the corresponding thrust.

Scene Tooltips


Hovering over objects in the scene now displays a helpful summary of their details. Similar to other tooltips, you can fix them in place using the middle mouse key and interact with them, such as turning them on/off or accessing additional information.

Notification Bell


Thanks to a suggestion from the community (special thanks to Revolus), an alert feature has been added to notify you when something is completed. This feature operates similarly to the Arrived Supply Ship Notification and can be activated for rooms and interior items. It pauses any running timewarps and displays a notification in the upper right corner, allowing for easy selection of the completed room or item.

Ship-wide Resource History


Global resources now have their own history, providing a comprehensive overview of, for example, food or oxygen consumption. This feature offers a better understanding of resource management throughout the entire ship.

New Electrolytics Machine


Continuing with the graphic updates, the new Electrolytics machine has been introduced. This machine utilizes electricity to convert water into oxygen and hydrogen.

New Smelting


The Smelting process has also received a visual upgrade, featuring a new model. This machine can transform garbage metal into new plain steel.

New Purification Plant


Introducing the Purification Plant, another new model in the game. This plant serves as the primary recycling machine for water, purifying garbage water into biomass and clean water.

New Sabatier Machine


The Sabatier machine has been updated as well. Using the Sabatier process, you can now create methane by combining hydrogen and CO2, offering an effective way to recycle CO2.

Single Click Chooser


To enhance UI interactions and make them faster, I have improved the chooser buttons. You can now use them with a single click by holding down the mouse button. This functionality is similar to PiMenus.

Tutorial Updates


Throughout this iteration, additional playtesters were invited to try out the game, resulting in minor releases. These valuable playtesting sessions have allowed for further improvements to the tutorials. A big thank you to all participants! The tester queue has now been cleared, but if you are interested in participating in a playtest, please join our Discord community.

Other changes


Fixes
  • Fixed an issue where ResourceContainer was not shown on Docking Port.
  • Fixed smooth updating of World Ship Section Gauge elements.
  • Fixed a bug where the next speech was not initiated.
  • Fixed the preview of InteriorItems not hiding when moving the mouse over the menu.
  • Fixed calculation of Gravity.
  • Removed the old ThrowAway Action.
  • Fixed wrong amount displayed in PiMenu for Empty Transport Slot with containers.
  • Fixed Action Point of Mass balancer.
  • Fixed a special case where transport was possible when it should not be.
  • Fixed slightly wrong rotated ConstructionShader.
  • Fixed multiple MiddleClick actions creating empty tooltips.
  • Fixed a bug where persons took a long time to shower (thanks to gthbryce).
  • Fixed crashes in special cases (thanks to gthbryce).
  • Fixed an exception and changed it to a warning (thanks to Frayboy).
  • Fixed rounding issue with percentage values.
  • Fixed a problem when exiting the scene while an async savegame was in progress.
  • Fixed a problem when using Esc to close Loading Popups.
  • Fixed a warning for the workbench.
  • Fixed wrong Storage Warnings in special cases.
  • Fixed wrong Ship Rotation.
  • Fixed a special case for wrong Auto-Balancing to Optimum.
  • Fixed Walls being droppable when the neighboring tile is blocked.
  • Fixed overlapping placement of rooms allowed in a special case.
Added
  • Added RightMouse functionality on Marker to timewarp to the reach time.
  • Added the option to show tutorial Help as Dialogue in the Help Section.
  • Added Construction World Elements to show progress without selecting.
  • Added the shortcut Del to cancel or dismantle multiple selected items.
  • Added iterative naming for rooms and interior items (adding numbers to the name).
  • Added animation to Help Button to increase visibility.
  • Added Tooltips for Building Selection Panel Buttons.
  • Added the option to hide resources to prevent overflow for new players.
  • Hide interior Item Boxes when interior items are hidden.
Improved
  • Improved opening positions of hover at gauge elements.
  • Improved Mission Timewarp for PersonTimewarp.
  • All InteriorItems activities stop working when condition is below 10%.
  • Hide Condition, Gravity, and Player effect in Productivity if the item has no effect for a cleaner UI.
  • BuildMenu Room Tooltip now shows possible interior items instead of possible activities.
  • Using a PiChart for Person History.
  • Prevented Person from walking to the neighbor Section.
  • Right Click on TargetMarker now also timewarps to it.
  • Hide Storage for Dock to indicate it is part of the ship.
  • Highlight area of Rooms with more precision.
  • Close Blueprint submenu of BuildMenu when nothing is selected (thanks to FriendCalledFive).
  • Special Event now uses ScrollView to support more elements.
  • Prevented PiMenu on Itself, making it possible to create looping connections.
  • Skipped asking for Target-Dock when only one dock exists.
  • SpecialEvent-Panels now recover at save/load.
  • Removed "MainDoor." The construction door is chosen when the construction starts.
  • Air Bar Arrows are now more visible (thanks to Relgimi K).
  • Live update of Person History.
  • Added Problems to PersonPanel.
  • Reduced light of hygiene area.
  • Added support for new Discord IDs (thanks to Ichao and Frozzie).
  • FillBars in Icons now also adapt to new Markers.
Balancing
  • Condition Effect on Interior Items is now exponential until zero.
  • Balanced Humidity Air Leak with other Air Values.
  • Kitchen now uses less Electrical Energy (thanks to Frayboy15).

Playtest


The Game Core is nearing completion and will soon be ready for its first public Beta release. In order to ensure the best possible experience, we are looking for playtesters to help us identify any remaining bugs and assist with further polishing. If you are interested in participating, we invite you to join our Discord Community. Additionally, we regularly post updates on the progress of the game and share more pictures there. If you would like to see more, feel free to visit our Discord community.
And don't forget to wishlist and follow us to keep up to date. https://store.steampowered.com/app/1638030/Generation_Ship/


[ 2023-06-21 06:46:50 CET ] [ Original post ]

Update 0.84 - Air Systems

The main focus of this update is to improve the Air Systems and overall polishing. Along with numerous smaller bug fixes, several UI elements have undergone significant improvements. We are also pleased to welcome Mark, a new employee responsible for Pictures and Marketing. Additionally, we have overhauled the Steam Page and created a new fancy logo!

Partial Pressure


The primary change in this iteration pertains to the ship values. Through experimentation, I discovered that the atmosphere within the ship behaves differently from reality. As a result, I have made adjustments in the game to account for this. The focus now lies on partial pressure, meaning that it doesn't matter if the atmosphere is 100% filled with oxygen as long as it's at 0.21 bar. Consequently, nitrogen is not as crucial as previously thought and will serve a different purpose in future iterations.

Gravity Details


Gravity has undergone a significant rework and now features the same attributes as other resources. This includes displaying the interior items that influence gravity, a comprehensive history, and more. The calculations have also been adjusted to reflect a more realistic approach with rotational energy. This means that the thrusters need to be adjusted when mass is attached to or detached from the ship.

Advanced Doors


The doors now have an additional state. They can be open, closed, and sealed. The closed state allows individuals to walk through, but it stops the airflow. Essentially, closed doors act as airlocks.

Section List


You can now get an overview of all sections by hovering over the section name and reading the tooltip. Additionally, it is now possible to select the section. Currently, only basic features are available, but more will be added in future updates.

Keep Tooltips Open


To address a problem where new players were unable to see the reasons for disabled tasks, tooltips can now be kept open by clicking with the middle mouse button. This provides an opportunity to solve the issue. Special thanks to grantedthree for reporting this problem.

Markers


The Resource Tooltip Bars have received a complete makeover. They now have a unified style and are easier to use. Critical fill states, such as air values, are now indicated by markers. The markers also display the time to the next critical point.

Other Mass Balancer


To make balancing the ship in the late game easier, I have added a new Mass Balancer that functions similarly to the previous one. This new feature allows for the redistribution of mass away from the ship.

Game Time-based Autosaves


In addition to the existing "Every n Minutes" autosave option, a new Game Time-based autosave has been introduced. This can be configured in the options menu and will create a savegame by default every 7 days of in-game time. Special thanks to Bluesky-wr for reporting this. Furthermore, more metadata and a small screenshot have been included in the savegame to facilitate easier identification.

Mass History


The Mass now also includes a history feature, making it easier to track the magnitude of ship leaks.

New Soil Machine


As part of the ongoing updates to old models, I have created a brand new Soil Machine. Like before, it uses Bio Garbage, CO2, H2, and energy to produce Prepared Earth, which can be used for growing plants later on.

Other changes:


  • Fixed an issue where restarting the game with Dynamic Brightness would result in a workaround for a Unity Bug.
  • Resolved a problem where the Tutorial Tooltip was overlapping the white highlight box (thanks to hackerintraining).
  • Fixed the display of the correct amount of interior items in Blueprints.
  • Addressed missing values in Blueprints and various other UI elements.
  • Corrected the calculation of updating Moon Places with more than one crew member (thanks to Mark).
  • Fixed the Help feature when Gravity was not yet activated (thanks to Mark).
  • Resolved broken Person Animation Data (thanks to Mark).
  • Fixed an endless loop in the loadTransportSlot function when the transport slot is full (thanks to Mark).
  • Fixed the pimenu, preventing a person from filling up something when they are already carrying something else (thanks to Mark).
  • Fixed a sound issue with effects.
  • Fixed effects not starting after loading a game.
  • Fixed a problem where a box turned in the Stacked storage before moving in.
  • Fixed the placement of the Highlighter, ensuring it is sometimes not behind the UI.
  • Fixed doors not being multiselectable.
  • Fixed the Energy overlay not being displayed.
  • Fixed the Unconscious Animation not being used in certain cases.
  • Fixed a missing Delta label in a special case.
  • Fixed the pause not being stopped in a special case with some popups.
  • Fixed the Seal button not changing when unsealing in a specific situation.
  • Adjusted the SaveGame Progress to be in front.
  • Fixed special cases for PopupPanels.
  • Improved the error resistance of WorldElements.
  • Prevented a person from receiving a walking command when unconscious.
  • Fixed a flickering issue with food on the table while placing it.
  • Fixed a problem where a person would not stop being unconscious in special situations.
  • Fixed the canceling of Walking, which would move the person to the next position.
  • Fixed a selection problem where the MassBalancer was unintentionally selected.
  • Corrected the mass calculation while constructing a room.
  • Fixed some dismantle storages not sending resources.
  • Fixed the positioning of Resource-Overview elements for constructions (thanks to BurritoBotV3000).
  • Disabled tasks for interior items when the storage becomes empty.
  • Fixed WorldElements being shown at the wrong location when behind the camera.
  • Fixed the 3D icon for the mass balancer floating in the air.
  • Resolved a broken Camera Overflow feature (thanks to BurritoBotV3000).
  • Fixed the zoom on the HistoryGraph to prevent scrolling.
  • Adjusted the Person timewarp for Crafting to use the processing time as the target.
  • Implemented autocorrection for model problems to prevent spamming warnings.
  • Balanced the SupplyShip so that 12x 1t steel can fit into the 12t cargo (thanks to grantedthree).
  • Stopped the HelpElement when clicking on it again.
  • Showed the created Report ID when creating errors or feedback.
  • Included the resource type in the StorageProblem if it has only one resource type.
  • Changed the MassBalancer to show the TargetValue as Mass instead of Percent for easier setup.
  • Allowed the Optimal Resource to be cheat-able.
  • Adjusted the rotation of persons' idles to not always be the same.
  • Saved the CameraPosition, Zoom, and Current Selection in the savegame.
  • Hid Storage Hints for the Person Need overlay.
  • Remembered the last overlay when it is changed to improve usability.
  • Moved the ability to drop multiple rooms to the Shift key for easier dropping of single rooms.
  • Notified the player when humidity is low and explained the implications.
  • Included the Target Container Value as part of the container and added a special marker for it
  • Improved the readability of rounding for all values, preferring non-comma values.
  • Showed the Leaking Buildings instead of a general AirLeak amount.
  • Prevented connected doors from being removable (thanks to grantedtree).
  • Showed the reason for interior items and rooms being not dismantlable.
  • Prioritized workplace tasks for Transport, Construct, Maintain, and Working.
  • Increased the person's carry capacity from 20kg to 50kg (0.3g max) for improved efficiency.
  • Ensured that persons lay in their own beds and not in beds assigned to other persons.
  • Included the ConstructionState of construction sites in the priority list to prioritize their completion.
  • Increased the update of mass on SupplyShip and Shuttle arrival.
  • Made Maintenance dynamic, depending on the construction effort.
  • Restored the tooltip for Construction Effort.
  • Improved the sound of engines for the SupplyShip and Shuttle.
  • Removed the history of a resource when the container is removed.
  • Aligned the item size of storage buttons.
  • Reduced the occurrence of bad person models at medium zoom levels.
  • Displayed the Room Target of Construction in the Activity panel.
  • Enhanced the tooltip for activities on workbenches.
  • Improved the view with many ResourceFilters on a storage.
  • Made the location of ResourceContainers clickable to select the storing entity.
  • Enabled hiding overlays (like resource paths or container elements) in First Person View.
  • Hid non-buildable or deprecated interior items from the SupplyShip and Workbench (thanks to BurritoBotV3000).
  • Added a tooltip for Repeat Mission (thanks to BurritoBotV3000).
  • Increased the impact of high humidity on rooms and interior items.
  • Implemented autocorrection for problems with wrong AirVolume (thanks to Mark).
  • Implemented autocorrection for Storage Problems.

Want to see more?


I also post the progress and more pictures to our Discord:
And don't forget to wishlist and follow us to keep up to date. https://store.steampowered.com/app/1638030/Generation_Ship/


[ 2023-05-23 21:33:59 CET ] [ Original post ]

Update 0.83 - Person Improvements

This iteration focuses on improving the experience of individuals in the game. Along with some updated visuals for the crew, I have also enhanced the history system for each person. Additionally, the created statistic system can be easily extended to other uses, which I will show you below. Furthermore, there has been a significant update to the underlying framework, resulting in better graphics and improved performance.

History


A general history system has been added to the game that can store changes in the simulation. It has been integrated deep into the core of the game, designed to be efficient and save memory. This system has been implemented in several parts of the game, including:

Resource Charts


Each resource container now has its own history chart, showing the value over time, as well as increases and decreases over time. This makes it easier to track the status of resources in the game.

Ship Systems


The history system also works for ship and air systems such as energy, humidity, oxygen, and more.

Productivity


The new system now monitors the productivity of interior items, allowing you to see a graph of the item's usage in the details panel. Clicking on it will expand it.

Person Activity


The old history system for individuals has been replaced. While it no longer shows what kind of activity a person was doing at a specific time, it provides a good overview of the different aspects of a person. Additionally, you can now get a statistic for a week or month.

More Animations


A new animation has been added to the game: the bath door.

Person Improvements


The Person system has been enhanced with bug fixes, performance improvements, and better rendering quality. Specifically, I added LOD (Level of Detail) levels and other generator improvements, which means that person models will now switch depending on how far the camera is away from them, resulting in a better performance with only 10% of the vertices being handled by the GPU.

More Person Clothes


In addition to bug fixes, I have also added many new clothes, haircuts, beards, and more to the Person system, as well as improved the rendering quality.

Backpacks


The main reason for these changes was to add backpacks to the game, making it visible when a person is carrying something.

Person Customizer


To test and debug the new systems, I have created a Person Customizer Tool that works directly in the game. Although not yet perfectly finished, players can test it by enabling cheats and right-clicking on the person icon.

Consultant Avatars


Consultants in the game, who raise quests and show things to the player, are now animated persons that move their lips to the voice.

Consultant UI


The UI of the consultants has been converted into speech bubbles next to the element avatars, providing more space in the lower right corner. I plan to add some person-related features here to make them more easily accessible.

Nations


Each Person now has its own nation in the game. I have also added more random names, depending on the selection and the number of names in that speech region. Although I did not add it for all ~250 Nations, the game will pick random names from a similar region to get as close as possible. It is easy to add more names, and players can contribute in the Discord.

Organization


In the Storyline, nations have joined together to form larger countries. I used real data for all of the nations and tried to group them together from different perspectives and balance their GDP. Although not perfect, this is a start, and I plan to add a starting screen where players can choose this and get persons mostly from the nations of this organization in the future.

Supply Crew


As a result of these changes, Nations and Profile pictures are now visible in the supply popup with a nicer style.

Better Path calculations


The pathfinding algorithm has been improved, resulting in more direct routes for crew members.

Updated Framework


After a long process, the fourth attempt to update to the new Unity and Entities package was finally successful. The update comes with a brand new rendering pipeline and more features to come in future updates.

Special Thanks


To show appreciation to the community, contributors have been added to the Credits Window in the MainMenu. If they've configured an Avatar, they will also spawn in the game as crew members.

Other changes


  • Fixed Unit for Energy
  • Added Persons LOD levels to improve Performance for large ships
  • Persons not created with underwear.
  • Added Progress bar to Tutorial Achievement
  • Sending more debugging in Crash Log
  • Added Unity RichText support to I18n Elements (more next iteration)
  • Improved InGame Tooltips are not over the mainmenu anymore
  • Improved Error reports and Feedbacks sending to the server for better debugging
  • Popups also closing with rightclick
  • Improvements to Translation Editor
  • Added caching to persons animation creation
  • Added caching to persons avatar pictures

Want to see more?


I also post the progress and more pictures to our Discord:
And don't forget to wishlist and follow us to keep up to date. https://store.steampowered.com/app/1638030/Generation_Ship/


[ 2023-04-19 20:36:55 CET ] [ Original post ]

Update 0.82 - New Shuttlebay

There have been some significant changes in the game. The shuttlebay has made a return with an upgraded version, and the Planning and Blueprint system has undergone a significant overhaul. Additionally, Interior Items now have a pi menu for more straightforward connection of storages or resource transfer. On top of that, there are numerous other fixes and improvements that you will notice.

New ShuttleBay


The shuttlebay has made a comeback with an updated version that now utilizes the new interior item system and features new graphics. Personnel now fill up the necessary resources for the shuttlebay, similar to other interior items.

Mission Places


The Missions have undergone a significant revamp with updated models and new locations that offer different resources to gather. It's now possible to add story events to the Missions, such as collecting old or spying satellites, or mining abandoned generation ships.

Configurable Missions


The Mission system has also been improved. The duration and number of crew members can now be adjusted. There's also a Repeat Mission feature that allows players to make gathering resources a routine activity, such as flying to the moon.

Advanced Missions


The mission places can be upgraded to enable faster resource gathering, though this requires additional resources and time. Different locations have varying levels of upgrades, allowing players to maximize their efficiency. The developer may also add new shuttles in the future. When a shuttle is on a Mission, players can see the resources increase and decrease when the shuttlebay is selected.

Removed Planning Mode


In earlier versions, players had to drop numerous buildings without the aid of interior items or room configurations. This aspect of the game has become obsolete and has been simplified. Players can now directly place rooms.

New Blueprint System


The Blueprint system has also been simplified. Instead of associating each room with a blueprint to hide the button, players are now prompted to name their blueprint via a pop-up. If a blueprint already exists, players will be notified and given the option to overwrite it.

Clone Room Button


To simplify the process, a clone feature has been added. Players can now plan an identical building again with a single button press, including all its interior items and configuration.

Configuration of Unfinished Rooms


Previously, players could only configure a room after it was finished. To make this more convenient, players can now see inside of unfinished rooms and select the unfinished interior items inside. They can also add and remove interior items inside of them.

Interior Item Pi menu


The Interior Items now feature a Pi Menu that makes it faster and easier to connect storage or send resource boxes. This menu also works for Rooms under Construction, allowing resources to be sent out.

Panels restructure


All Selection and most Tooltips now have an aligned layout and have been restructured. New Tooltips have also been added, such as the Person Activity Tooltip, making it easier to understand the different parts of the icon.

Other changes


  • Fixed Room Configurator
  • Fixed placement of new Rooms sometimes not auto-rotating correctly
  • Fixed "Choose Workplace" action not stopping with right-click due to Pi Menu
  • Fixed flickering animation due to rounding errors
  • Fixed Pi Menu for Services being active even when there were problems
  • Fixed Thought Summary having no date indicator
  • Fixed destroyed Interior Item being visible after loading the game
  • Fixed Tutorial in Savegame having no highlight area
  • Fixed Savegames for Player Groupings
  • Fixed Large Dehumidifier tile settings
  • Fixed InflatableWalls not supporting the hideTopOfRooms in special cases
  • Fixed flickering overlay in some cases
  • Fixed some Room Icons moving on timewarp
  • Fixed finished Storage not updating the interior containers
  • Fixed finished Storage not updating itself to request resources
  • Fixed another Savegame bug where duplicate entities were added
  • Fixed not updated UI for activity in some cases
  • Fixed bad rounding for energy in productivity Container causing confusions
  • Fixed space-tiles not being updated when the interior was dismantled
  • Fixed last piece of a crafted interior item not being transported to the original target
  • Improved automatic IconPositions for Problem Icons
  • Improved Icon Placement for Construction Hints of Rooms
  • Added ability to cancel constructing Interior Items like Rooms with Delete key and multi-selection support
  • Removed DragDrop Selection of Rooms, to focus more on persons and interior items
  • Not existing Text values in I18n Json files are now prefilled with empty text to make it easier to edit by hand
  • Improved Performance of Supply Popup
  • Added Shuttlebay and Gravity icon to Storage Room
  • Skipping tutorial directly starts the next one
  • Workplace choosing is now possible for all rooms, not only the ones with working places
  • Edit Name now marked when starting to edit
  • Overlay of Energy not showing connection hints anymore
  • Switching from Pause to another state now rechecks for possible resources to send to the Interior Items or Rooms
  • Make PiMenus closeable with Esc-Button
  • Transferring resource boxes to ConstructionSides now only shows the matching resource type
  • Feedback Popup pauses the game
  • Photovoltaic Panel was not hidden at the start of the game
  • Use nicer Stop Button for Help System
  • F1-F4 can now be used to skip time like the button upper right
  • Make Savegame more error-tolerant
  • Restructured internal error reporting to deal easier with reports
  • Aligned all Mass Calculations in Grams to use these base units everywhere and fix issues
  • Improved Selection Bounds for MassBalancer
  • Make Interior Items selectable by used Tiles instead of drop position
  • Show more detailed Content Value when the value is close to 0% or 100%
  • Mass Balancer Overlay always shows the Perfect Mass to make it easier to adjust
  • Dehumidifier versions now have different speeds
  • Hide the Massbalancer's tube while in construction
  • Allow multiple connections for storages via the choose action
  • Auto Choose ResourceFilter for connections without showing the popup if one has only one option
  • For single ResourceType Storages, show the ResurceType instead of the all Resources icon
  • Aligned all ValuePanels, so there is a similar style everywhere
  • No pause on asking for confirm multi-removal
  • Adjusted AirVolume of rooms
  • Reduced steel amount for rooms
  • Added detailed icon to ProblemIcons
  • Not showing useless overlay for condition-value
  • Big refactoring of the Room Creation Process to fix several issues
  • Take Resources now possible when the container can be emptied
  • Removed wrong error for ResourceBox garbage disposal

Want to see more?


I also post the progress and more pictures to our Discord:
And don't forget to wishlist and follow us to keep up to date. https://store.steampowered.com/app/1638030/Generation_Ship/


[ 2023-03-17 06:00:47 CET ] [ Original post ]

Update 0.81 - Overlays

One big thing this iteration was to adapt the overlays to the new gameplay and improve them to the next level. I changed these overlays in different places, to gain more overview of what's going on and where the resources are.

Overlay - Resource Overview


When hovering over the Resource Overview Items below, it shows not only the connections for that resource Type as before, it also shows all resources the people have or interior items that consume, produce or store this resource.

Overlay - Storage Connections


When having a storage selected, it will now better display the connected storages, by showing animated lines with the resource types that can be transferred. It now respects the new filter on the connection and on the target storage.

Overlay - Interior Items


When having a storage selected, it will now better show the connected storages, by showing animated lines with the resourcetypes that can be transferred. It now respects the new filter on the connection and on the target storage. To have an overview about the possible input or output storages, it now also displays all storages with potential problems, why the crew cant transfer them. For example, here is one of the storage empty, the others in the crew room are not accessible because of the configuration.

Overlay - Air in Section


The last overlay I want to present to you is for the Air-values. Hovering over the Air values at the bottom side of the screen now also shows an overlay which displays where the consumers and emitters are.

New CO2 Scrubbers


The CO2 Scrubbers got a complete remake to fit the new graphic style.

New Dehumidifier


The Dehumidifiers Models are now also updated to the new graphic style, hope you like it :)

GarbageDisposal


A new Interior Item has been added, the Garbage Disposal. It can be used as a normal Storage Connection or as a target for the Empty Transport slot, like regular storages.

Translator Tool


More and more people from the community want to help translate the game to different languages. The game already supports directly adding or changing live the translation json files, but to make it even more convenient I migrated my tool to the game itself. It can be found at the language chooser.
It will show the outdated text parts and show the current English and current language to translate. It also has an auto-translate button, that uses the google translate api, to have a first suggestion. Above it has some filters and a search field to find things faster that need to be changed.
To make it easy to translate special things in the UI, its also possible to open the specific Text with AltGr + MouseClick.

Zoom Related Resource Overlay


To respect the new multi-filter storages, I adapted the Overlay, to see more icons at the same time. Its now zoom based, so zoom closer will show more resource icons.

Other changes


  • Fixed ResourceBoxes could be transferred to Dock
  • Fixed warnings when dismantle Mass Balancer
  • Fixed not all water was transferred out from the Mass storage on Dismantle
  • Fixed not requesting boxes for resource waiting building lot when door is finished
  • Prevent Walk Activity to not finished rooms
  • Improved visualizing paths to support more connections and show nicer less connections

Want to see more?


I also post the progress and more pictures to our Discord:
And don't forget to wishlist and follow us to keep up to date. https://store.steampowered.com/app/1638030/Generation_Ship/


[ 2023-02-20 21:28:35 CET ] [ Original post ]

Update 0.80 - New Mass Balancer

This time I reworked another feature of the game, that was not touched for a long time and needed an update to the new gameplay.

Center of Mass Logic


I updated the Center of Mass, to make it easier to see what's going on. The old possible area was not very intuitive, so I added a manual logic and an acceptable offset to the perfect mass balancing. The Player can now change the Target Mass and the extension of the Mass Balancers Water Balloon.

Center of Mass Overlay


To visualize this, I reworked the Overlay for it. It will also become visible, when the Mass Distance is changed by the player with Drag&Drop. Then it also shows the Center of Mass of the Ship when the Mass Balancer reached its target fill level. In case of the normal overlay, it shows the ships Center of Mass when all of the balancers reached its target fill level.

New Mass Balancer


This iteration I migrated the Mass Balancer to the new Interior Item System. Its similar to the Dock reaching to the outside of the ship, to not disturb the player. The construction is made out of a big balloon that can be filled with 100T of Water. The Balloon can be extended via pipes that can be moved out. Similar to drilling oil, the pipes get mounted or unmounted when moving further. The tube storage and a connection is in the inside of the ship, so the crew can easily maintain it.

Early Artificial Gravity


The artificial gravity was a late game feature till now, due to the mass balancers moving their mass to the outside of the ship. But in reality it's also possible to use that technique for a small ship towards the other direction. This makes it now also possible to start the artificial gravity for the small new starting ship. I added an Achievement and Explanation later in the game as to not overload new players too much.

Improved Help System


To show that system to new players, the help has been changed. The Help menu now contains the old help for the activities, as to have one central place. Instead there are now context relevant help buttons, shown in green if they have not been seen by the player.

Door Interior Item


All testers asked about adding doors in finished buildings, so I had to support that and created a door interior item. It also has the effect that its easier to open and close the doors. All new rooms must get a door interior before they can be built.

Time Warp shortcut


To improve the playing speed and make it more convenient, you can now start the time warps by just pressing the Tab Button. It will timewarp if there is a useful timewarp, e.g. it will timewarp to the end of the sleeping when the person is selected; or when a construction site is selected, to the end of the construction.

Better Interior Item Resources Interface


Each interior item has Containers and they were all shown without a logical structure. The condition has been moved to its own place, and the others are now sorted by the input and output storages. When the interior has Recipes like the workbench, the items are split by a Progress element, to make it even better to see whats going on.

Outside Ambient Occlusion


To make the outside of the Ship better visible in the shadow of the sun, an ambient occlusion for the outside of the ship has been added.

Dynamic Star Background


Players have reported feelings of dizziness when engaging in the time-warp feature while rooms are visible. To combat this, I have implemented a feature that allows players to adjust the background brightness. By default, the background brightness will be dynamically calculated to match human perception, providing a more comfortable experience while time-warping.

Speed visualization


Analoge spinning clock to the timewarp overlay. This was a suggestion from the growing community, thanks to Revolus for the idea.

Other changes


  • Fixed wrong Door button
  • Fixed special cases for Transport Tasks not updated Task (Thanks to ichio)
  • Fixed ship was not spinning anymore when it should be
  • Fixed mouse capture was not working in special places on bars
  • Fixed wrong offset at dragDrop a bar
  • Fixed Engines start effect when the first engine is on.
  • Fixed duplicate resource container visible in ch4 engine
  • Fixed Not centered Problem Icon over N2Releaser
  • Fixed HideTopOfWalls Mode changed after adding the first interior item
  • Fixed Creating a room with preadded interior items takes too long time
  • Fixed Box arrival with small boxes still not starting the interior construction in special case
  • Fixed position of Room Problem icons in Scene
  • Fixed Part of the StackStorage Model was in the floor
  • Fixed Recipe not stops assigned persons activity
  • Added better Spawnpoints for DockingPort
  • Improved Intros Camera at the end not aligned good
  • Move Dock to separate interior Item category
  • Take Resources From Storage is sometimes shown 0.0x. Dynamic adding more numbers there.
  • Adapted stats for old Hydroponic Box (thanks to EkuDza)
  • Show the Construction Bar on top also for rooms.
  • Hide not needed containers for interior items in construction/dismantle phase
  • Added Warning for Paused Constructions
  • Added Storage Setup to the Blueprints
  • Hide Delete Recipe Button in output state, due to it has to be first emptied
  • ConstructionStorage should always merge automatically on arrival
  • Remove input and Progress container when recipe is done instead of later when its finished
  • Wrap line when too many resource Filters are active in a storage
  • Closed a hole in a room part mesh when ceiling is cut.
  • Better SupplyShip Speed when flying away

Want to see more?


I also post the progress and more pictures to our Discord:
And don't forget to wishlist and follow us to keep up to date. https://store.steampowered.com/app/1638030/Generation_Ship/


[ 2023-02-08 10:34:42 CET ] [ Original post ]

Update 0.79 - New Tutorial

This time it goes a huge step to make the game playable for new players. The complete tutorial has been redone to adapt to the new Gameplay. You may also notice that there are a lot of bug fixes, this was due to the huge changes the last time, it should get less after each iteration till the playtest will start.

New Tutorial


Due to the changes in the last year, the tutorial got more and more outdated. It didnt show the new gameplay anymore. Due to the gameplay getting more final, I completely renewed the tutorial.

New starting satellite


With the tutorial, the starting satellite has also been renewed. The new gameplay makes it also possible to reduce the size, so you can now build more things by your own.

New Docking Port


The Dock has also been migrated to the new Interior Items. The logic there has now also been changed. Before every Dock had their own supply ship, what led to an easy way to get lots of supply ships by just building more docks. Now the Supply Ships can be managed separately. More supply ships can be bought and for each supply request the dock can be chosen.

Storage Filter


The storages can now be setup to support multiple Resource Types. This makes it easier to manage the resources in the ship.

Storage Transport Options


The storages can now also be configured, to allow the usage of the persons, to prevent the persons filling up the storage or empty it when you dont want that.

Improved Problem Overlay


After all of these changes, the old setup was not useful anymore, so I changed again the logic of the problems, to hint better to the problem. For example the machines now hint to the needed resource types and not just showing a resource is empty icon. There is now also a problem added for no recipe set, low interior condition and resource container specific problems.

More Problems


To hint at potential problems, new warnings have been added. One is the low condition for interior items. The condition has an influence on productivity, so it's better to see it earlier. It's shown as a warning, when it has an influence and error when it's very low.

Other changes


  • Fixed not rotating Photovoltaic Panels
  • Fixed missing shadows in First Person Camera
  • Fixed annoying camera rotation when zoom to other camera
  • Fixed persons idling on used tiles when adding interior items
  • Fixed person not moving around when idle
  • Fixed person not start "real" idle when forced to walk
  • Fixed error when person try to pick up from a removed resource box
  • Fixed rounding Bug for InteriorItemBoxes arrived
  • Fixed creation of Empty ResourceBoxes at Transport
  • Fixed Exception when removing bed in configurator
  • Fixed SealButton not hiding (thanks to ichao)
  • Fixed SectionUI not change when selecting an interior Item
  • Fixed Input connections resource count not filters correct (thanks to ichao)
  • Fixed RoomConfigurator allows removing an part that should not be (thanks to ichao)
  • Fixed RoomConfigurator now allowed doors to other rooms
  • Fixed Exception in Updating special parts of the UI (thanks to ichao)
  • Fixed endless loop when person get unconscious when constructing a room (thanks to ichao)
  • Fixed Warnings on build, due to different materials
  • Fixed missing select sound not played anymore for single selection
  • Fixed wrong align of some Tooltips
  • Fixed Idle persons staying very long
  • Fixed Error on illegal Savegame FileNames
  • Fixed Maintenance Priority for Rooms not just updated when air-leak is starting (thanks to Bluesky-WR)
  • Fixed not showing names of renamed interior items in the room overview
  • Fixed rare exceptions in productivity visual element(thanks to Bluesky-WR)
  • Fixed some rare exceptions in simulation (thanks to Bluesky-WR)
  • Fixed RoomIcons are not changable
  • Fixed Bug in assigning Residents
  • Fixed Bug in Room Creator special case for some doors (thanks to Bluesky-WR)
  • Fixed Problem with Popups where Esc not opening Menu (thanks to Bluesky-WR)
  • Fixed Persons transported Resources to unfinished Storages (thanks to Bluesky-WR)
  • Fixed abort construction of interior in special case not finish (thanks to Bluesky-WR)
  • Fixed some rounding errors, where constructions were not finished (thanks to Bluesky-WR)
  • Fixed bug where building lot starts when some resources still in transit
  • Fixed Dismantle can create Empty resource Boxes
  • Fixed some Boxes started at a wrong position
  • Fixed Room construction person animation seems not working
  • Fixed Not Possible to let person fill up empty interior item with transported resources
  • Fixed Filllevel of H2O and H2O Brown were wrong visualized
  • Fixed Empty transport slot to a Storage shows 0g in PiMenu
  • Fixed OCD MODE in savegames
  • Fixed showing wrong connections on hover over ResourceOverview
  • Fixed Wrong Problem shown for empty resource container activities in private rooms
  • Fixed end of visualisation connection for special interior items (thanks to ichao)
  • Fixed Endless loop, related to an null AnimationPathEntity (thanks to ichao)
  • Mark current Residents in the resident window
  • Click on empty recipe opens add recipe popup
  • Hide some outdated blueprints and interior items
  • Improved SupplyPopup lower bars are broken
  • Add Door marker when placing Blueprints (thanks to ichao)
  • Only show center of mass overlay in overview perspective
  • Auto start Achievements to prevent players who dont know what to do
  • Changed Color of Credit Text in Supply popup when running out of credits
  • Forced using Weight for Interior Item Boxes in Supply Popup
  • Improved Selection of Persons
  • Sort Choose Resident
  • Added WorldElements for Choose Resident Action
  • Added more AutoCorrections for usual problems
  • Updated UnderConstructionProblem WaitingForResources and make it as a warning, when the boxes are on the way
  • Zoom while adding interior only use the room-areas
  • Better Default Animation Position for Storage Interior Items
  • Added Missing ResourceType to BuildingLots
  • Custom SelectionBounds for CH4 Engine to prevent problems clicking on things behind
In this iteration I want to give special thanks to BurritoBotV3000 from our growing community, to help with the new Docking Port model and also for improving the text for the new Tutorial. Also to Ichao and Bluesky-WR this iteration for the good testing and bug reports.

Want to see more?


I also post the progress and more pictures to our Discord:
And don't forget to wishlist and follow us to keep up to date. https://store.steampowered.com/app/1638030/Generation_Ship/


[ 2023-01-25 19:45:09 CET ] [ Original post ]

Summary 2022

Hello everyone, let me give you a short update what happened in this year and what's you can expect for next year.

January - Interior Items


The Year started with a improvement of the Graphic performance. The main part was using LOD levels for some of the models and adding support for this to my systems. I improved the highlighting, selection and other systems, to improve the performance. I also converted all buildings to the new Interior System and finished Templates, so players can create their owns now.

February - Person Metrics


In the second month was planned to add more person features but it was needed to refactor the simulation. Moving the activities out of the building and doing the person metrics and activity updates more async helped to add these new features. It was a big effort, but it also leads to very high performance improvements what was planned for later, so it was switched.

March - Performance


The March was planned to do the Person Skills more needs and Environment, but end up in another big performance update, now back to 100fps at the starting ship and several optimisations and fixes, due to some really good testers building very large ships. I could finish the Residence feature and moved the activities to the Interior, to get an easier workflow and ui for the players.

April - Skills


In April the rooms has been restructured and all activities have been moved to the interior items. This should make it more clear and easier to use. The rooms were restructured, so more things can be added to a room. The Persons got Skills and the interior items can require some minimum skill.

May - Vacation


The May started with a 3 week vacation after the 2.5 years working close to every day :) The rest was smaller polishing bugfixes and post processing improvements. I also changed the font and make more languages possible. At another good Playtest i fixed a lot and got good feedback to polish everything more.

June - Better Graphics


In June i tried to hired the first employee for the game. But it didn't went as expected, cause i needed a lot of effort for communication ending up in stopping that experiment and continue alone. I played around with substance painter and it got way better and faster results than i had before. I also added storage options and refactored a lot to make this work.

July - New Models


The July went pretty fast without much time for large features. I worked a bit more on my sideprojekt for money to have more time for further development. I painted a lot of models and did a new room type. I also bring the animations to the next level to make e.g. the toilet work well and fix some blending issues between them.

August - Room Configurator


In August i created the room configurator, where the player can setup their own room designs. I added more features to support interior overlapping to the outside like solar panels, and their animation towards the sun. The rest of the month i was very busy, due to we moved from Germany to china for some years.

September - Migrating Engines


In September i moved to china with my family for some years, after a long quarantine i was just able to finalize the latest release and more models. I also started to migrate to a new Version of Unity, what was a big mess, due to they add breaking changes that completely ruins my current architecture, so it took a long time to adapt to it. I was able to bring the spinning engines to the new architecture.

Oktober - New Rooms


In Oktober i worked most of the time on the new design of the rooms. I removed the underground layer and let the boxes drive on the floor and created a complete new room design and a room-building. The framework of unity I'm using is also getting closer to the final release. I tried to update, but there are still too many problem with it. But in general it seems i can update end of the year to it.

November - Crafting


In November the main purpose was to change to a new gameplay. The Persons become way more important and are now moving resources around, constructing rooms at the room location and maintain things by themself. The Interior Items got their own resource box, that can be crafted at the old construction workbench.

December - Room Update


In December i did the last change of the gameplay, to make the rooms updatable. Also Pi menus have been added, so you have a Sims like Interaction with the crew. It affects close to all parts of the game and took a bit time to polish all of this. I invested some time to prepare for a large Unity update and got everything stable.

Plan for next Year


Release


Following the original plan we would get now close to the release, but the game changed so much, that it will not be possible. The original gamedesign plan was to build just the buildings but changed to manage the interior items and persons. Due to i am still alone developing on this game, i have to move the release one year further, to get you a good game.

Roadmap


At the start of next year, i will be busy to readd all features that were in the game before and outdated due to the last updates. One example is to migrate the Dock and supply ship to the new Interior Item approach. The starting ship will also be updated including most of the tutorials. When this is done, i will work on the storyline and more content. In paralell a new Playtest-Phase will start. If you are interested, you are welcome in our discord :)
When all of this is done and the game is stable enough, i plan to launch a Demo while adding more content like Temperature Systems, more Resources and Interior items, till the final 1.0 release.

Wishlist


If you haven't it done yet, please wishlist and follow to keep up to date :) https://store.steampowered.com/app/1638030/Generation_Ship/


[ 2023-01-03 03:30:11 CET ] [ Original post ]

Update 0.78 - Polishing

The main part of this iteration was a huge update of unity and the related packages. It had around 50% fps improvements, but there were many crashes when building the game and also on runtime, so I had to downgrade again. But I prepared for all necessary changes, so I will try it again next year.

Interior Item Construction Shader


I changed the interior item shader to make them more visible. Its essentially the same as the rooms, but more visible and detailed.

New Interior Model


To improve the development speed I have started purchasing 3D assets. I used several tools to integrate it to my workflow to keep a consistent style. As an example, I updated the N and O Releaser. The gas bottles are the same as from the boxes and will show the internal filling state inside of the interior item.

Visualize Resources of Interior Items


To visualize the amount of a resource that's inside of the machine, it's now possible to show this by the amount of visible e.g. Gas bottles.

Hydroponic Box


To test another kind of asset I added a hydroponic box, where plants can grow. It can also show the progress by visualizing plants growing inside of the item.

Plant growing


Similar to the gas bottles, I also added some visualization of the progress to the new Hydroponic Box.

Multi select Interior Items


Multiple Interior Items like bed can now be selected at the same time. It shows an overview about the resources inside, the workers or residents and much more.

Colorizing Resource Overview


I added colors to the Resource Overview, to hint if it's increasing or decreasing.

Other changes


  • Fixed Savegame not working
  • Fixed not working Interior Configurator (thanks to Ichao)
  • Fixed bug when person died
  • Fixed bug when person stop causing other person to update, doing the same task
  • Fixed hiding selection panel when start transfer resources
  • Fixed several other bugs found with automated tests
  • Fixed wrong positioned Barrel icon in Problem Icon Overlay
  • Fixed not working working-lights and effects
  • Fixed not able to assign eating with PiMenu in a private room for residents
  • Show Private hint also in Activities
  • Add "Create New" Button at the top of Blueprints in Buildmenu to make it more clear
  • Don't stop timewarp when person arrived. Should be till the end of the activity.
  • Don't update the door in the interior editor, so the door stay open.
  • Tooltips in PiMenu causing closing PiMenu (on hover)
  • Added a "No Action" for PiMenus
  • Removed activity icon from ProblemIcons, due to outdated
  • Reduced size of problem icons in scene
  • Moved Public Private Activity to an icon with tooltips
  • Make Interior Items renamable
  • Added description for Mood (thanks to Ichao)
  • Prevent opening PiMenu when click on the ui

Want to see more?


I also post the progress and more pictures to our Discord:
And don't forget to wishlist and follow us to keep up to date. https://store.steampowered.com/app/1638030/Generation_Ship/


[ 2022-12-22 22:08:33 CET ] [ Original post ]

Update 0.77 - Update Rooms

The last huge step for the new Gameplay is now done.

Construction of Interior Item


Interior items (e.g. furniture or machines) are now built after the room is created. Once the room finishes completion, interior items will be constructed by a person.

Dismantle Interior Items


Interior items can now be disassembled. When removing interior items, you are given a boxed up version of that interior item. It is now required to deconstruct or disassemble interior items inside of a room before deconstructing a room.

Update Rooms


Rooms can now be re-furnished. There is an interior items button in the building UI to re-furnish the room.

Improved Pi Menu


Another small improvement I made was to add affected units to the PI menu as well as general improvements to the PI menu.

Other changes


  • Fixed exception with multiple dropped Storages (thanks to BurritoBot for report)
  • Fixed wrong Pi menu entries in some cases
  • Fixed missing interior count in blueprints menu element
  • Fixed problem where resources were not moved out of a dismantled building
  • Fixed walking command had no scheduled ending time
  • Fixed missing Activity and Storage in Room overview
  • Fixed Exception on general empty resource slot
  • Fixed Put Action is not allowed for non-resource containers
  • Improved Resource weight format for ui elements
  • Replace arrows for Exit with "Door" (thanks to BurritoBot for idea)
  • Persons are now assigned to Beds instead of the Rooms
  • Added Cheat for Resourceboxes of Generic Storages
  • Added Cheat for Changing ResourceContainer values
ps.: For Playtesters: Like the last iterations, the build will again be just available in the Latest Branch, but i will try in the next iteration the update again and hope they fixed the bugs.

Want to see more?


I also post the progress and more pictures to our Discord:
And don't forget to wishlist and follow us to keep up to date. https://store.steampowered.com/app/1638030/Generation_Ship/


[ 2022-12-09 22:00:53 CET ] [ Original post ]

Update 0.76 - Crafting

The next huge step for the new Gameplay is finished.

Interior Item Resource Box


The Interior Items now need the matching Interior Item Resource Box. Each Interior Item got their own box. Inside are the prepared things to construct the Item, so the person can assemble it in the building, or disassemble it to the Resource Box.

Construct Task


The person can now create the Room without the need of the construction Workbench. He is walking to the building lot now.

Maintenance Task


The maintain Task got also updated like this, so the old Maintenance Table is also outdated now. Its all added to the Pi Menu of the Person.

Interior Item Condition


To split up the interior items more from the building, i added also a condition effect on the interior item. Its similar than the one from the room, but sure not causing air leaks. Instead it influence the activity as worse the condition gets.

Crafting


Due to the old workbench is not constructing things anymore, i made a huge extension of the working logic what can be explained as crafting. I added Recipies to create different Interior items. The work contained 3 steps. Filling up the needed input resources, processing and clearing the output resources.

Queueing


A requested feature by the community was to queue up the building tasks. I added this now to the new Construction Table, so you can setup up to 30 items to be crafted. As usual, there is also a timewarp button to jump at the end of the crafting.

Other changes


  • Fixed BoxCount in Storage Connections
  • Fixed several Transporting Issues
  • Fixed wrong change icon for some resource container icons
  • Fixed wrong height of Bars with text
  • Fixed PiMenu popup on wrong position in special resolutions
  • Fixed Scrollbar for PersonUi and Supply Popup
  • Fixed not animated Photovoltaic Panels
  • Fixed persons not idling outside of the ship
  • Improved UI for Person Overview: Group Activities together
  • Transport Activities are now always at the Interior
ps.: For Playtesters: Like last time, the build will be just available in the Latest Branch, till the savegame problem related to unity is fixed.

Want to see more?


I also post the progress and more pictures to our Discord:
And don't forget to wishlist and follow us to keep up to date. https://store.steampowered.com/app/1638030/Generation_Ship/


[ 2022-12-04 00:01:43 CET ] [ Original post ]

Update 0.75 - Person Transport

Hello friends, the last weeks i worked on more gameplay related features, to make the game more interactive. It's the first part of the last huge gameplay change, i plan to work on the rest of this year.

Interior Resources


The connection between the storages and the interior items were not so intuitive, so i split them up. Each interior item has now their own resource container included. In the next iterations, i plan to do this more visual, so showing the state of it by changing the look of the interior item.

Person Transport Slot


The game was also lacking some interactions of the crew. Till now, the crew just worked on the interior items and using the services to serve their needs. With this update the crew got more important, due to they are the only one to fill up or empty the new Interior Item Resource container. To make this work, the persons got a Transport Slot, where they can transfer some resources.

Pi Menu


Due to a person have now way more interaction possibilities with interior items, i created a pi menu like in Sims, where you can force the person to do something. Its opening by holding the right mouse key down. The major usage of the items will be in the center, so its just a simple right click to e.g. let the person eat on the table.

Transport Actions


The persons will automatically transport the Items to the interior items or empty their garbage/production resources. For special cases i also added other actions to fill up or empty their transport slot, to make sure they are not stuck somewhere.

"Walk to" Command


Another possibility i could add with that pi menu is to command the crew member to move to a specific place inside of the ship. For now, this has no gameplay usage, but later when the ship gets damaged or a virus is spreading around, this will get more important.

Separate Storage


Due to this update, the logic of the interior items with the activity/storage has been changed. The Interior items are now more independent from the building and will be split up in the next iterations. This makes each interior item has their own storage, so they can be setup individual. To make it easier to setup the storages, i created a large box storage with storage of 15 items with one interior item.

Animation System changes


Another more internal change in this iterations is the animation system. It now deal with the interior positions by itself, so the persons are directly move to the target position and just start the activity when they arrive at the position. I could remove a lot of the old code and removed a lot of special cases.

Emergency Lights


Due to the last updates, i was also able to add some emergency lights when the power goes off. Its turning the complete ship in a dark red light.

Other changes


- Fixed flickering of Room-Configuration - Removed Delay of WorldElements - More error tolerant savegames The bad news at last: There is a new unity bug related to the savegames caused by the current unity version. Downgrading takes too much time. The related packages got a huge update to 1.0 these days, but still got big bugs. So the plan is to update when this is more stable hopefully at the end of this year. In that time, i will just release on the test branch (for the Playtesters) and keep implementing the new features.

Want to see more?


I also post the progress and more pictures to our Discord:
And don't forget to wishlist and follow us to keep up to date. https://store.steampowered.com/app/1638030/Generation_Ship/


[ 2022-11-26 21:51:00 CET ] [ Original post ]

Graphics III - New Room Design

New Rooms


A thing what i always struggled were the design of the rooms. I want to show you the reasons and some impressions of the new design here.

New Design


They had several problems, like when the ship is spinning, it causes motion sickness looking outside. Due to the "cut ceiling" feature i added latest, its now possible to create fully closed rooms. Another point was the general design, to have a better pressure capsule, a cylinder design is way more effective. So in case of realism it should be changed to this kind of design.

New ResourceBox Design


To create this new tube design with the old logic was complicated, due to the resource-rail system below. Due to that i changed that completely, so the resources are now above robot, that will move the boxes over the floor, where also the persons are walking.

Room Configurator


The main thing was now, that the tile based old room configurator was outdated, and replaced by an easy to use room configurator. The player can drop the start of the building and can than extend the tube or attach others next to it to extend them. There is a maximum of 3 tiles per tube and 3 tubes per building, to prevent too large room. The system supports more room styles, so the old Greenhouse design or a design with a glass roof can be added easy.

New Storages


Due to the resources are not moving below, all the storages needed to be updated. The wall height was also reduced from 3m to 2.5m, so the large storage wasn't fitting anymore. To still support that, i restyled them. The new Buildings can have a bit less space, so i also added an outside storage. This feature is also needed later when i change the shuttlebay and supplyship landing to the new interior items.

Hallways


The old Walkway had many special cases and was not included in the interior drop system. But it would be great to be able to let the player to customize them too, so i also used the new Room Configurator for them. Till now, this is the only way to create multiple exits at the rooms. The other advantage is, that it now way easier to create the whole circle of the cylinder, by "just" dropping large hallways blueprint the user can create. The disadvantage is that the player need to plan the exits in front, so it cause more early planning.

Animation System


All of that change also affected the Animation System, that i completely refactored several times, to a now more easy code without the need of the old special cases, that caused a lot of complexity.

Want to see more?


Thats the last update of the Graphic update. Hope you like the new graphics and i will continue with more gameplay now. I also post the progress and more pictures to our Discord:
And don't forget to wishlist and follow us to keep up to date. https://store.steampowered.com/app/1638030/Generation_Ship/


[ 2022-11-22 05:15:37 CET ] [ Original post ]

Update 0.74 - Graphic Update

Hi there, you may noticed, that the last update was a longer time ago, but there was a lot of work done in that time, i want to present you. The major change this release is the new Graphics. Like you can also see in the latest News, it brings the game to a new level of detail. Here some impressions. Resource Boxes and their content were rewritten

and became a randomize position and rotation.
Many interior items were updated. Here just few of them



There are also new Interior Items, like the new Hygiene area (inspired by the ISS)
Interiors can be place inside of walls, like the Spinning Engines
The Photovoltaic Panels are migrated too and extends depending on the electricity usage
are rotating towards the sun
The Animation System has going through several large refactorings. Persons now directly move to their target positions through different rooms.
As you see, the Resource boxes are now also moving along the walking areas now. To do that, they get a small robot below.
Due to the missing underground level, the resource storages also got a remake
The reason for that were the big change of the rooms. They got now a cylinder shape.
Beside changing the Floor, the wall color can also be changed now
You can create these rooms with a new customizer tool when placing a new room
The Walkway is also replaced by the room Configurator, using blueprints, its now way faster to build the circle for the artificial gravity.
There is also a possibility to cut parts of the rooms away. This is used now for a new storage type, that can be placed in the wall to save space and later for shuttle bay and the dock interior item.
In the end, i could finally add the Lens flares for the sun.
Besides that more larger changes: - The savegame is now smaller and the save and load process got way faster. - Interior dropping has been improved, showing better problems and are animated - Cut top of Rooms - One big Unity Update with tons of breaking changes - Another big Unity Update with even more breaking architecture changes, but compile was broken in this version. But i prepared the architecture to update soon. - And for sure a lot of UI Changes

Want to see more?


Or have any questions, feel free to join our Discord.
And don't forget to wishlist and follow us to keep up to date. https://store.steampowered.com/app/1638030/Generation_Ship/


[ 2022-11-03 12:46:34 CET ] [ Original post ]

New Graphics 2 - Interior Items

New Interior Items


After the last article, where i presented the new resources, i'm proud to present you some new interior Items and their new Design:

Photovoltaic Panel


The photovoltaic Panels are updated to the new Graphics
They are now also interior items, that can be dropped in an electrical room. They causes a large change. Its now possible to add outside interior items to the rooms.
The idea of that interior item is to have them extendable, to be able to easy maintain them in the inside of the ship. As before, they extend depending on the energy needs, so you can see that at the model.
Another feature is, that the solar panels will orientate towards the sun, what brings a bit more movement to the timewarp.

Engine


Another outside interior are the new Engines. They replace the old spinning engines and can now also be used later for accelerating the ship.
You have to build engines in spinning and against the spinning direction and the system will detect the orientation and turn them on when needed for the artificial gravity adjustments.

New Storages


To achieve the target to make as much things as possible to interior items, i also enhanced the General Storage. You can now drop Storage Interior with general storage or special storages not related to the activities. Means, you can setup a complete custom storage by yourself. Here the new General Storage with also 14 box space like the old one as a room.
It also causes a rework of the UI in that part, but that i will show in a separate article when its finalized.

Methane Generator


The first update was for the Methane generator. Here a comparison from old to new.

Water Pump


Pumps water to the ship pipes, to be used everywhere in the ship, like toilets, water dispensers and more

Fuel Cells


Using H and O to generate electricity

3D Printer


This machine can create Tools. It just get a new painting.

Toilet


The Toilet got a complete redesign. Its now opened on the side, and includes a slidable door to close it. While doing that, i improved the animation system to have nicer and smoother animations

Hygiene Area


The old sink got replaced by a hygiene area. This is also used in the ISS, due to normal washing would not work well on 0g. It contains a towel drying area, mirrors, a small water dispenser and some private closets for the astronauts with toothbrush and others.

Small Table


The small table with chair got a more futuristic design and more colors that the old plain steel one.

Water Dispenser


The water dispenser got another update, that makes it easier to see and more colorful

Bed


The bed just got a painting update to look similar as the other interior items.

Medical Bed


The Medial bed to increase the health of the crew also got nicer painting

Want to see more?


So far to this part, i also started to rework the Buildings and the rest of the game. All of that are huge changes in the design and effects a lot of the code. I'll create a post like this when the rest is ready. I also post the progress and more pictures to our Discord:
And don't forget to wishlist and follow us to keep up to date. https://store.steampowered.com/app/1638030/Generation_Ship/


[ 2022-10-30 04:49:21 CET ] [ Original post ]

New Graphics - Rooms and Resource Boxes

What happened the last months


The last months i worked on new graphics, models and some other larger changes. In this post i will show you the new graphic style that brings the game to a new level of detail.

New Resource Boxes


New Painting


Lets start with the Resource Boxes, some i just updated a bit, like the gas bottles or the steel and glass boxes shown here. They got a detailed painting, labels and signs on it:


New Models


Others got a complete new model like Biomass and Iron Garbage.

For the liquids i added an industry like container that can show the filling state as before.

Random Details


To make it look a bit more realistic, i created a shader that is moving and rotating the single items in the box, what is nice visible here at the new cooked food model:

The first feedback i got was to add an OCD Mode, so i made it possible to turn it off in the options :)
Here you can see all Resource Boxes i updated:

New Room


Design


The Rooms got also a complete rework, they have thicker walls and have some panels outside. When spinning or increasing the game speed very fast, some players reported some motion sickness, what was even worse in the first person mode. So i keep the new Rooms completely closed.
Later i plan to let the player choose some parts of the building, so he can exchange some walls or roofs to ones with windows.

Hide Top


To make it possible to hide the top part of the rooms. I added 2 different heights, like in many other games.

Customize


The system is designed, that the player can later exchange different walls through walls with windows or do other customizations. Till now, the player can customize the wall color, maybe I'll add more colors to be picked later.
A big new feature what i did while creating the new design was to make the Floor space can be setup by the player. Till now there is a maximum size given (~20 tiles). Maybe i need to add some downsides for larger rooms later, like the persons will not like it, or additional interiors need to be placed to enlarge it.

Lens flare


The new Unity update finally supports the Lens flares for my experimental renderer i use, so i could finally create it!

Want to see more?


So far to this part, i also started to rework also the interior. I'll create a post like this when everything is ready. I also post daily the progress with pictures on our Discord Server:
And don't forget to wishlist and follow us to keep up to date. https://store.steampowered.com/app/1638030/Generation_Ship/


[ 2022-09-23 13:53:17 CET ] [ Original post ]

Productivity matters

The simulation of the game has a detailed algorithm to calculate the efficiency of an Activity. To make this better visible, i am proud to introduce you to the new Interface for activities. Due to the feedback, i received from some playtesters, i thought about the layout of the activity ui and found a good way to merge the productivity, storages, workers and more together to one single interface.

The new Interface


At the headline its still similar, showing the title, and the main Problem. Below there is the current Productivity where the player can turn it off, or setup the productivity. If there is a target, the state is also shown below with a smaller line.

What influence the Productivity


Below are the new items showing several details of it. Its split up in single items that have 3 columns: The first column has a large icon, showing the type of the influence. Clicking there can navigate to the items or change them. In the followed column a short headline with details are added. At the end of this column are some details. It ends with the influence change.

Condition


The first influence is the condition of the Building. Its reduced over time and can be increased by the maintenance activity.

Gravity


Some Activities are influenced by the gravity. It belongs to some internal processes of the interior item are more efficient with gravity. Also when workers need to do something on the machine, on low gravity it took more time.

Player


Here the player can set a maximum efficiency, to e.g. reduce the amount of energy or other resources are used. He can also turn it off completely.

Resource-Boxes


If the Activity creates or uses Resource Boxes from storages in the rooms, they are also shown. In this line, there is also shown how much resources are used and how much would be used with 100% productivity.

Ship Section-Resources


Some Activities using from or adding gas to or using it from the air of the section. The maximums here can be controlled by the ship section, to adjust automatically the amounts in the air.

Ship-Resources


Additional to the Ship Section Resources, there is also Energy, used by the whole ship. If there is not enough energy, or the batteries are full, this value will be regulated by the ship automatically.

Target


Some activities have targets, like the maintenance or construction activity. Usually the distance to the Target influences the efficiency.

Workers


If the activity needs workers, they are shown here. Some need special skills, that are shown next to the headline. The mood will influence the productivity a lot, so if that is low, they will not work well.

Users


Service activities will increase or decrease values of users of the activity. E.g. a Dringing activity will increase the HO value of the person.

Calculation


There are different calculation methods used for every line. They are applied from top to bottom, showing the total efficiency till the row.
  • Multiply
  • Multiply Average
  • Minimum
  • Minimum Average
  • Subtract Relative

Thanks


to the growing community for all the ideas and feedback. Thank you for reading. we would be happy to welcome you on our discord.
and don't forget to wishlist and follow us to keep up to date. https://store.steampowered.com/app/1638030/Generation_Ship/


[ 2022-07-30 08:54:36 CET ] [ Original post ]

Why general Storages are better

Storages are one of the main gameplay elements, so its important to make them act understandable are easy configurable.

Old Storages


Since the last iteration, the there existed input and output storages, that are related to the activity. Activities needed an input storage for consuming and output storages for producing resource boxes. Beside that there are general storages that can have in and out behaviors, special storages e.g. for the dock or the shuttle bay and many more. The old design had several hardcoded behaviors, depending on the type of the storage and how they are used. It was build at the start of the development and being improved a lot of times, but the major design survived till these days.

New Storages


Now all of that has been replaced by just one kind of storages with several options. These options replacing the old special behaviors and make them way easier to understand and as a good side effect, the player can change them to their needs. It depends a bit on the kind of storage what options are changeable by the player or not, due to for some special storages, it doesn't make sense to change them. To make it easy, the activity storages get automatically options, depending on what interior items are placed in the blueprints. So if activities just using it as an input storage, the storage will be preconfigured as only input behavior, but it can be changed later afterwards.

The Options


Input Storage Option


Not Allowed No Input connections are allowed. Request Only Full Boxes This is the default behavior for the Activity storages. They just request boxes when they are full, so not so many transport actions are triggered. Request Partial If Empty In some cases the other box is filling very slow, but its essential to get that as fast as possible, to get the activity to be able to work. This will be only triggered when the storage has no more boxes, so its not filling all up. Request Partial This is a special option that is default for construction storages to be able to grab all resources they need at the building lot.

Output Storage Option


Not Allowed No output connections are allowed. Auto Send Only Full Boxes This is the default behavior for Activity storages. They just send boxes when they are full. Auto Send Unused In some cases it can be useful to send a box out, when its not used by the room anymore, e.g. when an activity stopped. Force Empty This is a special option and is used e.g. for the Dock or dismantle building lots.

Problem Option


There are 2 different problems that can be configured. Full storage and empty storage. After several playtests i figured out, that players use the storage in different ways, so sometimes, the "full" is good, sometimes its bad. For each Storage, the player can now configure them depending on the usage:
  • Error (Red Icon)
  • Warning (Yellow Icon)
  • or nothing should be shown

Choose Connection Overlay


To round the storage changes up, i also improved the Connect Storage Overlay. I used the new approach what i developed for the Person Activity and added also existing ones and show problems e.g. for maximum connections.

Thanks


to the growing community for all the ideas and feedback. Thank you for reading. we would be happy to welcome you on our discord.
And don't forget to wishlist and follow us to keep up to date. https://store.steampowered.com/app/1638030/Generation_Ship/


[ 2022-07-01 10:42:02 CET ] [ Original post ]

Update 0.73 - Storage Update

Assign Builder


To make the builder assignment easier, i added a popup-button to the Construction Sites. It shows all possible Builders and an easy assign button, so its not needed anymore to assign it on all construction rooms in all interiors, what was a bit much work.

Assigned Workers


After the change of the working places it was not easy visible how many workers are assigned to a room. To make this visible, i added a list of all persons, assigned to the selected room to the details panel.

Hide Top of Rooms


To have a better view to the inside of the ship, there is now a button to hide the upper part of the rooms. I'm thinking to close the normal rooms in general, so its more realistic and they can be darken better when adding a night mode.

Construction Priorities


Due to a lot of feedback to the construction Priorities, i added more priorities to let the player differenciate easier. It also contains a Pause Option, so the building is not automatically choosen anymore.

Player Group Hotkeys


Like in most Strategie games, you can now use Ctrl+(1..0) on the keyboard to save the selected things and restore it with a simple press on the (1..0) Keys. Thanks to BLUESKY-WR for the idea.

More


This are just the smaller changes of this new Version. Larger things will be published from now on in more detail besides that updates.

Smaller changes


Changes


  • Always show the Unseal Buttons even when the building is not selected
  • Better text alignment in FillBars (Thanks to Revolus for report)
  • Add Arrow-Keys to WASD to move camera (Thanks to Revolus for Report)
  • Shift For SupplyRocket to completely fill/empty (Thanks to Revolus for Report)
  • Using lower value check for Air-Values to check for equals
  • Added Support for Click on the Buildings in the Resource-Overview Tooltip
  • Added Support for Click on the ContainerUser Window
  • Added General Burst to options for debuging hard crashes
  • Set Minimum Center of Mass Distance for spin to -1m to make Mass Balancers optional
  • Hide +-0 at gaugepanels when not updated
  • Improved Light setup for BigHemisphere
  • Shortcuts for Select or Choose are now correct shown in the current Shortcut area

Performance


  • Improved performance for Supply ship Setup

Bufixes


  • Fixed Unity Bug where space was used as mouseevent on a not shown button (thanks Glitch for report)
  • Fixed missing Unit in GaugeElements
  • Fixed Empty Area of Configurator blocked dropping Interior Items (thanks to Revolus)
  • Fixed Interior Items can't be dropped when over 0 cylinder position (thanks to Revolus for report)
  • Fixed Crash using the delete button in the interior Item list (thanks to Revolus for report)
  • Prevent Autosaves when game is already removed to prevent broken savegames (thanks to Revolus for report)
  • Fixed Crash like UI Update after special kind of big bugs due to History (thanks to Revolus for report)
  • Fixed Endless update Loop where a patient wanted to heal himself (thanks to Revolus for report)
  • Fixed not shown Storage at Mass Balancer
  • Fixed overlapping Resource-Overview Panel (lower left) to all resolutions (thanks to Revolus for report)
  • Fixed Buildmenu could open in first person mode

Thanks


to the growing community for all the ideas and feedback. Thank you for reading. we would be happy to welcome you on our discord.
And don't forget to wishlist and follow us to keep up to date. https://store.steampowered.com/app/1638030/Generation_Ship/


[ 2022-06-23 06:14:47 CET ] [ Original post ]

Release 0.72 - Skills

Release Video


[previewyoutube=VcA1CTndbhY;full][/previewyoutube] This release took a bit longer, due to a 3 week vacation after working every day over the last 2.5 years.

Skills


This iteration skills for the crew was added. They have now 5 basic Skills that have different impacts. A general skill is the astronaut skill. As higher it is, as less impact the 0 gravity will have and as better the person is in navigating and steering the shuttles. The other skills are for the specialized machines and activities. As higher, as faster they can do the work and some are restricted with a minimum skill.

New Layout of Supply Request Adding the skills also caused a rework of the Request Supply Ship. It has now way larger items and the summary is better to see. It also prevents to change the size of the popup and showing larger icons.

Better Person List


The List of Persons have also been improved to show the new Details and the current Activity. It also shows the Basic needs to prevent choosing ones that are in a bad state. I'll add filters and sorting options in another iteration also to easier choose from groups of larger persons.

User and Worker layout


For Activity Users there are now placed in lines instead of single icons, so its also shown the other needs of them and a written name. For Workers its similar, but it shows the relevant things that influence the efficiency.

New Choose Icons including Problems


To make the choose of the Activity more easier, i enhanced the choosing mechanism with icons, showing above the interior items. It indicates the kind of activity. If its not available for some reason (like all slots used, no resources or private room) its showing now also but with a reason icon behind with a tooltip on hover.

Prepare for more Languages


To make more languages available, the possible languages are now scanned. Adding a new language can be now done with just adding a new file in the Locales folder. To make Languages with non latin characters possible, i added an option to change the font and added some predefined fonts for chinese and japanese for now.

Graphic improvements


I added a bloom effect and changed the lighting inside of the Base Buildings. They use now separate Lamps to enlightned it. The fake lights i used before sometimes made the lighting unreasonable strange.

Hide upper part of Buildings


The upper part of a building is now cut off in the configuration mode. I'll add also an option, to cut the buildings as an option the player can choose to see more in the other parts of the gameplay.

Other smaller changes


Changes
  • Better color for Choose Resident
  • Add resourceType to the storage icons in configurator
  • Fixed Warning: Entity didn't have interior bounds (dock module for new persons)
  • Partial Boxes are send also out to construction sites
  • Added TextShadow to Bar-Text to make them better readable on all backgrounds
  • Using workhours as an estimation for a underconstruction without an active builder.
  • Increased Icons in Container UI Elements
  • Increased Readability of Shortcuts
  • Allow some tooltips to over with the mouse over them
  • Better readable Red for Error-Hints
  • Changed behavior of Assign WorkSlot (was still workplace behavior)
  • Randomize output of supplyship to make probems with not unloaded more rare
  • Layout of Shuttlebay Storages are now aligned
  • Added Bloom for nicer look
  • Hide BuildingButton when clicked to make clicking easier
  • Improved layout of Blueprints in the Buildmenu to show grouped InteriorItems
  • Show Problems on Choose Activity for Private Rooms and No Slots
  • Added Person Details popup to all Person-Icons
  • Make the Font changable in the Language file to support more languages
  • Added font for Simplified Chinese and Japanese
  • Make use of similar work InteriorItems random, so everything is used more equal.
  • Click on the Resource Type Icon in a Storage will now start transfer of all resources of that type
  • Added Cutting of upper part of the building, to make the Hemisphere BaseBuilding better usable
  • Added Wall Lamps for the Basic Buildings to improve lighting
Bufixes
  • Fixed General Storages not shown in Resource Overview when only in transit boxes
  • Prevent Assign Worker with the Working Slot button when its not possible
  • Fixed possible crash when assign a person and shuttlebay is ready to mission
  • Fixed disabled camera controls in special cases of popup closings
  • Fixed wrong icon at Low H2O at metabolism Stopped
  • Fixed not not showing details of storages in blueprint configurator
  • Fixed Storage Problem of general storage sometimes not shown
  • Fixed wrong highlighting when transfering resources
  • Fixed Wrong iconshown for some blueprints
  • Fixed flickering of Tooltips at first frame in some cases
  • Fixed some Resource animation starts at 0,0 when split up
  • Fixed highlight problems of transfer resources stayed on in special cases
  • Fixed Hemisphere Basebuilding
  • Fixed Problems of MultiSelect Itenerior Items (thanks to Glitch for report)
  • Fixed Wrong Shadow Distance when switching to another perspective


[ 2022-05-25 06:38:00 CET ] [ Original post ]

Release 0.71 - Room Update

Release Video


[previewyoutube=j-xKmRdCrMI;full][/previewyoutube] The main change this time is a larger change on the rooms. They are now not activity oriented anymore, to make it easier to build them up. Instead the interior items are the main thing in rooms now. Each of them have their own activity and that leads to larger changes also in the UI and interactions. Due to that large changes i couldn't add so many new needs as i wanted. Instead just the hygiene and a med bay has been added for the persons.

Combined Rooms


The main change this iteration is a new approach for the activities. Instead of having the activities to be choosen in a building, now each interior item can be dropped to add an activity. Each one has its own to make it easier to understand. To make it easier to find interiors, i combined some of the rooms. Before the rooms than would have had too many activities to choose, but now its way cleaner to do so. When opening the configuration, there will be a interior item build menu, where all possible interior item are grouped in categories. When an interior item is dropped the needed storage will appear in the first "storage" category. Later i plan to let also other storage droppable in that category.


Choosable Room Icons


The change to have all interiors possible in one room made the Icon obsolete. To make this still useful, the player can change the icon to some preconfigured icons.

Interior Problem Icons


Due to the new Gameplay with exactly one activity on one interior item, its now possible to move the problem icons directly above the interior items. Also problem markers for storage have been added to hint better to potential problems.

Choose Activity


The choosing of the activity of a person also needed to be adjusted. The Player can now directly choose the interior of the activity to send him to this. Only possible, not blocked ones are shown. While updating that, i also fixed some performance issues with that topic, leading on some point to lower fps.

New Workplace


With the new systems it become not useful anymore to assign a person to an activity whats not a single machine. This part has been changed a lot in this iteration, so now the persons can search ship wide for works to do. Its possible to filter these tasks for each individual person by assigning a workplace. This is now a building, and you can assign as many as you want. The person will than just work in this building. In later iterations its planned to add more filters, like activity type specific, so you can let him only grow plants or maintain the buildings. Maybe also to assign a daytime range when he should work, to have kind of shifts in the game.

Construction Calculation


The Construction and Maintenance activity can now work paralel on the same item. This was neccessary, due to its no more possible to build one big construction activity, but having many small ones instead. I added a "Effort" unit mesassured in wh (working hours) and used the usual container logic to represent the build. Each worker now just adds deltas as all other systems and use events from the building instead of precalculated times.

New Room: Med bay


Big thanks to BlueSky-wr to design the medical bed. Its directly added to the only interior item for a new room (more will be added later). The healing is a new kind of activity, what needed a small change in the simulation, so customers can also go there, even if there is no worker attached.

New Need: Hygiene


The person now also needs hygiene. To add a washing activity without gravity, astronauts using simple washcloth. So i used the sink to show that in an easy way. The Drink activity now uses a new water dispenser instead.

Resource Quality


To add the new Wash activity to increase the hygiene, it was needed to add content of the resources. Brown water contains nutrition, that can be filtered by the purification plant. Till now, this amount was fixed, due to it was just created by the toilet. The wash activity now should also create brown water, but with way less biomass inside. To make this work a quality has been added. In case of brown water, higher quality means more biomass contained. Later this can be also used for food quality or harvested iron ore.

Other smaller changes


Changes
  • Force a person to do something will now just increase the metric so he working longer
  • Prevent Persons idling in buildinglots
  • Added Ambient Occlusion effect
  • Better layout for Configurator
  • Added edit-button to all changable Names
  • Changed Worker Color to orange, to make the type better visible
  • Shuttle bay send also partial resources out automatically
  • More possible crashes are converted to Error Logs
  • Also stop sleeping when being on a mission, to prevent emergency sleep while mission
  • Use a large Storage for the starting Toilet module, to make the start easier.
  • Prevent transferring empty boxes (due to leads to other problems and useless)
  • User nicer and smaller on/off button as a phone like button
Performance
  • Prevent updating not shown things in the UI
  • Improved UI for storage with many connections
  • Improved UI performance for Choose Actions
  • Improved UI performance for Person Overview
  • Better cutting, to use less verticies for buildings
Bufixes
  • Fixed Visual cuts in buildings
  • Fixed Partial full Boxes are not send out by general storage
  • Fixed Crash when assign a person to multiple Missions
  • Fixed Effect of Shuttle not stopping when load a save game where shuttle is gone
  • Fixed Wrong visual position of collected boxes
  • Fixed Person not hidden after loading when was on a mission
  • Fixed I18n Mixed Texts for Fuel Cell and Electrolytics (thanks to Erosis)
  • Prevent showing warning when person goes to fulfill a low need at 10%
  • Fixed special case where UI didn't detect the cursor is on the scene.
  • Make RequestIfEmpty to minimum 1% to prevent problems and too much transfer.
  • Fixed Problem with loading wall materials
  • Fixed not animated Resource box when moving it inside of a building


[ 2022-04-14 05:04:25 CET ] [ Original post ]

Release 0.70.0 - Residence

Release Video


[previewyoutube=mDERJr8Ev-A;full][/previewyoutube] Special Thanks to BlueSky-WR for the good testing this iteration! Due to the changes in the last iterations the demo got really short. I added more stuff to the playtest demo version. The registration ended in the last week and i keep adding more and more playtesters every release, to get feedback to the newest changes. If you still feel the demo too short, you can get the community license by joining our Discord at https://discord.io/generationship

Residence


The main simulation feature this Iteration are the residences. Crew rooms with beds can be converted into private rooms by assigning the persons to them. Private crew rooms can just be used by the owners. Later the interior of this room will also effect the person. For the start, the person will just get a mood panalty if there the person has no residence assigned. I improved the UI for the Person, so there is a big resident and workplace area to choose it.

Thoughts


The next new simulation feature are thoughts for persons. They are added when the person is in a special state like he has no resitence or an event happened like he pee himself. Thoughts can have a duration and effects the mood over time. Later a news from earth or other things would also be added as thoughts to effect the mood. New Crew members got also an additional bonus when they arrive in the station.

Walk in Station Camera


There are new cameras added to the game: The Walk in station camera will allow the player to move inside of the ship in first person view. Its a part of a further planned feature to add player controllable drones, to repair buildings in case of emergencies or push persons to work harder. Till now, it's just another view angle that can be entered with Num-4.

Free Camera


Another new camera is a free that is active when holding the mouse-wheel down. Than the player can look around with the mouse and move with WASD. There is no gameplay planned with it, its just due to it can be nice to look around :)

Visualisation of Connections


To make it easier to see and configure the building connections, i added a visualisation. Its following the box-paths the connections will use, so they directly start and end at the storage. Its selection sensitive, so when a storage is selected directly, its just showing the connections of it. Similar for interior showing all related storages to the activity the interior belongs to. By hover over a connection, it just shows the connection, to identify them faster. Its also possible to see all connections with a given resource by hovering over the resource overview in the lower left. I also added a walking path to the person, to have a nice visual.

Cheat option


The cheats i used in the editor for development are now also available in the compiled version. It can be enabled in the options. Enabling it results in no more steam achievements and high scores. Also future stats (steam and for the player) will be also disabled than. The cheats are a bit hidden implemented, most of the time its using the regular ui with some modifier keys. E.g. with Ctrl and click on an empty resource box will fill up the storage. A ctrl click on the Start Planning cause an instant finish the plan. Holding additional shift will fill up all storages in the buildings and alt let workers spawn. The idea of that is to have kind of a sandbox mode, so the player can quickly build large ships or what he wants. (thanks to ichao for the sandbox idea)

Distance specific productivity


To prevent having one big maintenance building for the whole base, i added a distance panalty. As further the target to maintain or construct is away as more panelty will be added and as longer it took.

Worker use idle time


Till now, workers were just working in the buildings if there was something to do or not. Now, they will just go to the building, when there is realy something to do so they can fill up their mood till the next task starts.

Warnings and Error Report


I started a while ago to migrate the crashing exceptions in the simulations to simple errors, so the player can keep playing. Also some auto repair features, so the bugs will not cause an unplayable state of the game. To make it visible to the player whats happening i added a small warnings and errors element to the UI. Its shown at the debug section and a popup with details will open. It also contains a one click report option.

More Performance


As started at the last iterations i also improved the performance again this time. I recalculate the positions for most of the entities less often and added a dirty mechanism also to other parts. I changed the approach to change the walkways to allow them also to use different LOD levels to reduce more verticies to draw on further distances, added camera frustrum culling to the self rendered objectes and render also less things separate from unity. I also moved some systems around, to make them work on other cpu cores while long running unity processes are executed. All in all i could increase the speed for a large ship in the editor by a factor of 2. It should have a bigger effect as less cores the player has.

Other smaller changes


  • Fixed Problems with the Tube System (thanks to BlueSky-WR for report)
  • Make a rare case not crash the game for no need (thanks to BlueSky-WR for report)
  • Fixed a rare UI bug happend when seal a building in a special situation (thanks to BlueSky-WR for report)
  • Fixed missing route check when sealing in a special condition (thanks to BlueSky-WR and ichao for report)
  • Improved Shadow quality
  • Readded Photovoltaicpanels curving to ship shape (thanks to BlueSky-WR for the hint)
  • Fixed rare problem at the TaskManager at end of a gameyear (thanks to BlueSky-WR for report)
  • Max size for worker/customer panel for large buildings
  • Fixed wrong calculation in build menu templates (thanks to BlueSky-WR for report)
  • Fixed Name of normal buildings didn't use the correct language (thanks to BlueSky-WR for report)
  • Using the real name of the building if possible in activity user label (thanks to BlueSky-WR for report)
  • Fixed Pathfinding for full circles (thanks to BlueSky-WR for report)
  • Fixed buildings like greenhouse were not working well (thanks to BlueSky-WR for report)
  • Fixed Exception when multi Select a buildinglot (thanks to BlueSky-WR for report)
  • Only update the floor holes if its needed to reduce cpu load
  • More reduction of verticies with lod and culling for resources and doors
  • Persons can eat and drink more, to stop changing tasks too often (thanks to BlueSky-WR)
  • Fixed left over interior in special case (thanks to BlueSky-WR)
  • Readded color in multi selection represents the state
  • Added F5 for a general consistency check and cache refresh of selection
  • Fixed wrong animationPaths when running on very high simulation speed (thanks to BlueSky-WR for report)
  • Removed no Customer warning, due to it was missleading
  • Fixed problem where persons selecting wrong servicebuilding (thanks to BlueSky-WR for report)
  • Fixed missing normalize in grid rotation caused problem with effects (thanks to BlueSky-WR for report)
  • Fixed Problem with gametime calculations on extreme high millisecond additions (thanks to BlueSky-WR for report)
  • Improved Path of Boxes to exit
  • Fixed In Animation position on 90 rotated buidlings
  • More error tollerance in creating savegames to prevent the savegame is completely broken. (thanks to BlueSky-WR for report)
  • Fixed bug when configuring a building and person is idling in a buildinglot next to it. (thanks to BlueSky-WR for report)
  • Fixed Problem where the next ResourceEvent was missing in a special case (thanks to BlueSky-WR for report)
  • Improved Merging of Container Users for very large ships (thanks to BurritoBotV3000 for report)
  • Fixed Change of Floor and Wall was not persistent
  • Fixed Animation bug where persons walk through walls
  • Fixed metabolism not starting instant when e.g. nutrition is empty and person starts to eat
  • Fixed wrong problem shown in the Metabolism warning


[ 2022-03-17 09:20:18 CET ] [ Original post ]

Release 0.69.0 - Mood

Release Video


[previewyoutube=rwlvExrTSUc;full][/previewyoutube] This Iteration was basically to add more needs of the persons, but i got some good testers, suggesting a lot of useful things and improvements. They also build very large ships with >50 persons. The performance was fine, but not at the target. Due to i wanted to add more features it was needed to refactor the architecture of the simulation, so it gains a big performance boost.

Mood


Persons now have a Mood. It's a 2. Level need, influences by the basic needs like nutrition or sleep.. The Mood has an influence on the activity productivity when the person is working (more to that below in the Productivity section). Later its planned to add also a 3. Level like rebellion stage or hope, that changes even slower. It's also prepared to add some long term effects on it, like good or bad news from earth could have a slow effect over a given time, that could also reflect the thoughts of the person.

Improved Performance


New Resource Event Architecture


Most of the simulation time goes to set up the next tasks for the resources, hitting a limit. This was improved now, so all resource calculations (air, tubes, boxes, needs, ...) are now done with a single code base. This allows to manage it just with a single next event, instead of all keeping all events. It improves the simulation up to 2-3 times in the editor and should have also a big effect as bigger the ship will become.

Activities


I made also a very big refactoring by promoting the activities of a building to separate simulation objects. Before they were a part of the building causing an inefficient architecture. This separation now allows several optimisations and further features, like having multiple same activities in one building. Also the algorithms to detect the state of an activity e.g. for an interior light or animation can now directly check in the hierarchy for the related work, instead of searching for it. I could also do a lot of optimisation for larger ships.

Productivity


Another advantage of operate the activities was to be able to cache there the productivity. I refactored that part also a lot, so its now just calculating the changed productivity parts and is able to performant and flexible recalculate the productivity. E.g. it can also calculate the Productivity without the customers, so it can see if the customers stops to being active without big effort. This makes it finally possible to rethink the service activities, working now like all the others (so 1 of 2 customers will have 50% efficiency).

Persons Metrics


The last part of the performance improvement was to make the metrics faster to update. When searching for something to do its caching the main values. When a service building gets available, the person checks first its faster than the current one, before recalculating all other options he has. All in all it gained a huge performance boost. The starting ship can push now the first 3 months of playtime in a few seconds.

Async Save games


Big ships had some troubles with long save duration. It took ~5s for a big ship. To prevent a big lag at the autosave, it was necessary to split separate the save process to be able to render frames in the meantime. I was able to copy the complete simulation of the big ship in ~100ms, and could than run async on this data, so the main simulation can still continue while saving! Its now just 1 small frame drop when the autosave start, to prevent saving inconsistent data. Till its done, i can set up a maximum time the save game should use, to not drop the fps too much, so its similar as the Person Generation and the Simulation Tasks. I also improved the general save process, so if something happens while saving, the save game is not gone like before. Its first saving it to a temp file and just using it when everything is successfully finished preventing corrupt save games. Its now also showing it, when its auto saving and the save game dialog got a progress popup.

Zoom to Mouse


To make it easier in large ships to move around, i added a zoom to mouse feature. Before, the camera just zoomed to the center of the screen, what was usually not what the player wanted to see. Now it's zooming directly to the mouse-cursor, except when the player moves the camera at the same time.

Zoom and Follow Entities


In large ships it was also not so easy to find buildings or persons. To make this easier, i added a zoom to the building and interior, when clicking on the big icon at the details. For persons its similar, but the camera will directly follow the person, till the camera moves away. Zooming and rotating the camera did not stop that, to give more controls over it.

More options to Events


Due to a player feedback, i improved the events (e.g. out of energy). He wanted to have the info panel, but without stopping the simulation. The main usage i is for the arrived supply ship, that is a good info, but there i usually no need to stop it. To make this good visible, i added a toggle button to the event Panel. Its also changeable in the options any time for any event. (Thanks to BurritoBotV3000)

Other smaller changes


  • Fixed missing Personages when loading a game
  • Fixed wrong gender for new crew members (not matching the name)
  • Fixed missing corner of one building
  • Fixed Removing Interior left over meshes (Thanks to BurritoBotV3000 for report)
  • Fixed Exception in some cases with Tooltips (Thanks to BurritoBotV3000 for report)
  • Fixed Problem that work targets are not cleared when dismantle (Thanks to BurritoBotV3000 for report)
  • Improved Error Handling Screens
  • Fixed Update of Work Container Warnings
  • Added Click on ResourceOverview select related Buildings (Thanks to BurritoBotV3000 for report)
  • Added in or out hint to the production labels (Thanks to hackerintraining)
  • Prevent problems caused by single exceptions in ui (more robust)
  • Fixed smoothing issues at the Starting Rocket in the intro
  • Start with more methane to prevent running out of methane too early (thanks to hackerintraining)
  • Added Problem Pump Interior to the Water pipe warning event (thanks to hackerintraining for report)
  • Fixed drop down options can be not visible
  • Added Scroll bar for Choosing Popups for large ships
  • Highlight dismantle button red when over and confirm (thanks to BurritoBotV3000)
  • Added Stop Time warp button to Events (thanks to BurritoBotV3000)
  • Performance improvement for find users and find next activity
  • Added Info to UI if the person generator is running
  • Fixed Perspective Overflow not working anymore
  • Only show the Interior-Tiles when its needed, to see the floor wall textures better
  • Fixed wrong camera movement first time entering the interior configuration
  • Fixed Unity issue, that parent and children are wrong (problem with save games in special situations)
  • Fixed selection issue of special case in Photovoltaic Panel under construction (thanks to BurritoBotV3000 for report)
  • Fixed exception when try to add another storage in interior configuration with ctrl
  • Fixed Maintenance not stop maintaining when loosing connection (thanks to ichao for report)
  • Make Snapshot releases (Test version) have a reasonable Date
  • Persons stay longer at the current service building before leaving to other things
  • Starting Generator gets directly the ThrowOutIfFull, so new players not get a problem with it too early.
  • Added More speed options (30s, 10 m/s and 5h/s) to have more flexibility (thanks to BurritoBotV3000 for the hint)
  • Changed Construction Icon to the Hammer, to prevent confusion with Maintenance
  • Fixed Feedback Popup could be behind tutorial-tooltips
  • Make the border red on empty container values, to hint the player more to problems.
  • Fixed missing and wrong updated Colors of ConnectedStorages Icons
  • Fixed wrong status on full single box storages at connectedStorage Icons
  • Make sure Space bar also stops the time warp when a TextDield is focused
  • Changed WorkingS lot Click Behavior to use a more usual key-binding (Thanks to BurritoBotV3000 for the hint)
  • Increased building layer size of the photovoltaic panel, to prevent confusion due to multiple layers
  • Keep the Rotation when switching from interior to con fig camera
  • No Condition impact to the Service Activities to prevent unrealistic duration. (thanks to BurritoBotV3000 for testing)


[ 2022-02-26 07:41:47 CET ] [ Original post ]

Release 0.68.0 - More Rooms

Release Video


[previewyoutube=dQ4ubfGPiyE;full][/previewyoutube]

Factory Room


A new Room has been added to create tools by the player itself. A new 3D Printer can now print out tools so there is no longer need for the supply from earth. For now, it just needs Steel, later i might add some more rare materials. To complete the resource cycles, i also added a Smelting, to convert the Garbage Iron to Steel. This might also just temporary, maybe more things will be added in between later on.

Converted more Buildings to Interior


The process of the conversion from the old buildings to the new Interior has been continued, so the chemical buildings are now also converted.

Modular Buildings


The Basic Buildings to drop interior in has been updated to a more modular approach. So they are created out of several reusable peaces. For this iteration, they are not changable by the player and always the same for the basic buidlings, but its prepared for a more dynamic approach, where each dropped building could look different or even that the player can configure them completely free :)

Selectable Interior


The new System allowed it to create several works in one building. To get a better overview for the player, i made the interior also selectable like buildings and Persons. For now, it just shows the related work, but in future, i will add more useful things to it.

Different Storage types


The current storage could take 3 boxes and needed 2 tiles space. To make it more flexible, i readded the small box stoarge as an interior. Its just using 1 tile space and cost half of the resources.

Custom Templates


The Templates can be now created and deleted by the player. For customized buildlings, there will be a button in the building details to create it.

Better Person Animations


Persons are now idle randomly moving around the station when idling. They also switch between the interior when working on them. The interior lights are now also react on the working persons on them.

Seal Button WorldElements


To make the seal buttons more convenient, i moved them to to the doors as World Elements. They are just moved to the place, where the door is rendered, so its way more intuitive what button will close what door. I also fixed the delay there, so its now instant following the camera.

New Icons


I created more Icons and added layered Icons, that are also capable to render in 3D. A usage e.g. is for works, with combined icons like recycle water or recycle iron. Till now, i needed to create for each one an individual new model and add it to my icon generator. Now i can reuse the basic icons, to just setup a custom icon. It can be also used for the scene-overlays, so the calculation done in the UI is also done in 3D with the models to build up a similar look. I also updated the icon-camera, so its a less 3d effect, turns into more clear and larger icons.

Live update Language changes


To make the community translation process faster, i added a live update feature. When the file is changed outside of the game, the game detects that and updates most of the text direct, without any need of reload.

Person Icons


The person icons are now created from the actual generated models, so it feels, the player got more closer to the persons, they are not so anonymous anymore. They are used everywhere in the game now.

Other smaller changes


  • Fixed Popups could appear through blocked panels
  • Fixed general 1 frame delay for the UI
  • Fixed delay of world-elements (e.g. interior panels above the models)
  • Fixed maximum height of buildings with a lot of activities.
  • Emissions of Interior is now related to the Work
  • Working lights of Interior works same as emissions
  • Fixed Animation Path of Dock Module
  • Not executing shortcuts, when focus in on a text field
  • Stop interior drop when closing the panel or cancel the work
  • Persons start work-animation instant instead of waiting for end of idle animation
  • Hide Section Panel, when no other details are shown
  • Fixed not showing a problem when the water tubes are empty
  • Added an Event for water pipe empty and explain the problem (Thanks to gus)
  • Removed interactive part of the help (outdated)
  • Support more than 4 holes cut in the floors of buildings (e.g. for storage)
  • Move Resource Boxes move always to the lowest position
  • Closing Build menu keep starts walkway (due to search blur)
  • Fixed exception when person walking somewhere and updating in a rare case. (Thanks CadetKael for report)
  • Gather up Exceptions when save games are broken (or in too old version), so still debuggable
  • Improved zoom close for Inside camera


[ 2022-02-08 12:41:17 CET ] [ Original post ]

Release 0.67.0 - Graphic Performance

Release Video


[previewyoutube=arugEJB9k1k;full][/previewyoutube]

Graphic Performance Improvements


The change of the rendering and added realtime lighting had impact on the performance. The minimal ship already hit a very high amount of verticies, so it was needed to improve that. I added LOD support to the system, so when zoom out, so the model swaps to a less vertecies version. I created for most of the expensive models some LOD versions and added them and could push the vertex count for the starting scene >50% down. It should have a big impact on big ships, due to the content of the container took a lot of verticies.

More Interior and rooms


The Air Buildings and the Generator has been converted to the new interior system, so they can be placed as the other buildings. In addition, the style of the starting satelite has been adapted to fit to the buildings.


Tutorial and Achievements


The tutorial has been updated to cover the customized buildings. Its now requesting to build one lifesupport backup building instead of the 4 specialized air modules. To fix some issues with the starting generator being damaged, its now the dock, that is damaged. It has no relevant implications, so its an easier target for the start for being repaired.

Other new Models


The new Resourcebox. No wood anymore, but steel and also added a small light, to be maybe used later for the fillstate.

Resource Merging


Due to its now possible to have partial resources for the construction, there was also a way needed to merge them together again. For now, i added a merging mechanism that starts, when a storage is full. Its than merging all resourceboxes with the same resource as much as possible together. Later i plan to add this as a storage option like the "Throw out when full" Option and add a manual "Merge" button.

Building Templates


Due to more and more buildings are converted to the new templating system using the interior, the template choise is moved to the Buildmenu. This makes it searchable and easy choosable. Its shown as a kind of tree-structure and showing all details of the building while hover over it.

Internal improvements


Most of the UI Logic has changed by using now Prototype Entities instead of GameObjects. Due to this the GameObjects are not lying around, so no performance impact anymore from them. With that, the game initialisation process could be changed to be more clean and easy. The other setup has been also simplified by more generic systems. All of that is also needed for a mod support later. The new change had some performance impact to the tests so it took ~15min to run all of them. To fix that a cache has been added pushing the usual 1.2s initialisation time down to 200ms by reusing the first init data, so they run now in 5min.

Other smaller changes


  • Improved Detection if the Cursor is over a menu element
  • English locale improvement (Thanks to BurritoBotV3000)
  • Removed Big Dock due to exceptions (Thanks for report to BurritoBotV3000)
  • Fixed problem with SaveLoad properties could lead to illegal states (Thanks for report to BurritoBotV3000)
  • Changed logic for autoselecting interior to work also for machine room
  • Fixed new bug dismantle when buildings with customers (Thanks for report to BurritoBotV3000)
  • Fixed problems where moving persons on very high speed are the wrong position.
  • Improved internal Animation calculation for more performance.
  • Removed GridStructure from some buildings to look nicer (Thanks to Melodie)
  • Fixed shadows are wrong on highhest zoom levels
  • Prevent some rounding errors to stable the simulation.
  • Handle Exceptions while loading a broken savegame
  • Autosave in general checks for thrown exceptions (Thanks to Ichao)
  • Fixed Shadows are wrong in loaded games
  • Fixed wrong shown values
  • Added Resource users to resourceBoxes popup (same as for other containers like electricity or air)
  • Fixed extrem vertex count for Icon-Meshes
  • Fixed Person Pathfinding not working in a special case
  • Fixed shortcut for directly start planning a building using enter in searchField
  • Added a hint to the building rotation in the totorial (Thanks to "Gideon_Medic")
  • Photovoltaic Panel visual fixes
  • ProblemText now better eadable


[ 2022-01-21 12:37:32 CET ] [ Original post ]

Release 0.66.0 - Interior placement

Release Video


[previewyoutube=zLeMfoEjkP8;full][/previewyoutube]

Updates in this Iteration


This iteration tooks a bit longer than usual, but its a very big think added, causing a lot in the game and tests to change. Hope you enjoy it and tell us if you like it :) I was also able to fix a unity bug, causing the simulation not run with burst (so x20 slower), but a sad news for MAC users: For Mac i couldn't fix it. I hope unity will fix this issue soon.

Interior placement


The player can now customize the interior of a building and setup the work. It will now effect the efficiency and speed of a building and the maximum number of workers or users.

Templates


Some of the buildings were migrated to templates for the basic buildings, so when placing a construction room, there are some default buildings. Later the player can also create custom templates.

Game Sceen Ui Overlay


To show the details of the placed interior, the ui panels can now stick to the gamescene camera. This is also used for seal icons of the doors, and maybe later also for more details of the buildings or storages.

Partial Resources


To make the interior also cost some reasonable amount of resources, its now possible to have partial building resources. The boxes are automaticly split to the correct size and transfered. Merge two boxes will come in the next iteration.

New Planning Shader


To make the planning look more clean and nicer, i polished my old shader from the start of the game development two years ago. Its just rendering the model as a wire frame. The rendering logic is also changed, so there are no more overlapping renderings so it looks way nicer.

Other smaller changes


  • A lot of UI Fixes (thanks to Ichao)
  • Fixed wrong display of building mass
  • Fixed Selection in high zoom levels have a small offset
  • Moved the walking area to height 0 (from 1m)
  • Fix update of customer slots in UI
  • Improved FastForward and Assign Buttons in Person (thanks to Gideon_Medic)
  • Better visual separation of Building Parts (Thanks to Gideon_Medic)
  • Prevent Walkway to be rotated wrong with r key
  • Added Rotation with Middle MouseKey to Building Planning
  • Enabled Burst mode for Simulation again (was broken after a unity update)
  • Fixed section-details-headline was not shown after loading
  • Fixed problem with search field getting back the focus
  • Inflatable Walls have no longer unrealistic openings


[ 2021-12-31 09:58:07 CET ] [ Original post ]

Release 0.65.0 - Graphic update

[previewyoutube=CKF_vWCe4dg;full][/previewyoutube]

Updates in this Iteration


The original plan in this iteration was to create Factories, but there was a unity update that makes it possible to do deferred rendering. So before i add more buildings, that all got obsolete soon, i decided to do a big graphic update instead.

New UI Style


I got some feedback, that the UI colors were too bright and not really fitting to the style of the game, so i tried to improve this part also. I choose now way darker colors.

Graphic improvement


With the new Unity update it was possible to use deferred rendering, what makes better lighting with the entity system finally possible. Before, the lighting was prebaked, now its calculated in realtime. Due to this it was possible to split up the buildings to different objects without breaking the lighting, so it was a very big refactoring of the buildings and settings.
The shadow of the sun is also working now.

Big refactoring


A possible change in the next iterations will be custom buildings. So like in many other building games, the player can add the interior where he wants and also enhance it with other interior than the needed ones for the work. To make this work i refactored a lot in this iteration. I created empty 5 buildings with different sizes and used them to do the current buildings.
To make it usable for all kinds, the walls and floor textures can be changed on runtime, so different buildings will reuse the main textures and the complete model.
To make the small storage inside of a building work, i created a mechanism to cut parts out of the model, so at runtime the holes needed for them are done.
Interiors are now separate objects inside of the model. All settings related to it, like the action points, animation paths or the storage-settings are moved to there.
Buildings have now interior bounds what is now used for path calculation for the persons and later to know where the player can place the interior.
Besides all of that, the work is separated to a different object, to be also choosen later from the player, make one internal storage can be reused by multiple works and changed the internal coordinate system. To round everything up, i generated the lights to have a balanced lighting inside of the building.

Other smaller changes


  • Fixed Animation of Unconciousness was looping wrong
  • Fixed not updating Animation when staying in the building
  • Readded Legend for inner Details
  • Fixed person Icons had no background-color on first selected building.
  • Fixed flickering of UI in some special situations
  • Fixed Crash related to not canceled Tasks after destroy a building (Thanks to Ichao for report)
  • The Dismantle button got an icon instead of a text.


[ 2021-11-29 11:10:56 CET ] [ Original post ]

Release 0.64.0 - Ship Sections

Release Video


[previewyoutube=G9tSrmLIAm4;full][/previewyoutube]

Updates in this Iteration


New UI Design


Due to the new Ship Sections added in this iteration, it was needed to restructure a bit. I used this opportunity to redo most of the ui structure, to have a more modern and cleaner design. There is now an aligned style of the windows, the section parts of the values were moved to the bottom. The build button there was moved with the camera and overlay buttons to a side menu, that is visible, when nothing is selected.

Sections


Next to the UI, another big features has been added: Sections. Till now the complete ship was one section, means they shared all values like air or the water-tubes. This could be bad, e.g. if a building leaks air, efffects the whole air of the ship. Now, the broken buildings can be split into separate sections, having their own air and tube system. All of the section values are shown in the lower part of the UI

Seal Building


The player can now seal the doors by hand between modules. If there are multiple, like at walkways, he can seal them separate. This will block persons to move through, and will create new sections if needed. It can be used e.g. for emergencies like when a building is leaking air, and the player cannot deal with it. He can than just seal the building and not loosing the whole air in the ship. Thanks to Ichao for the basic idea.

Search Buildings


Due to the new UI, it took always a deselect to open the buildmenu. To make this faster, i added "b" as a shortcut, to deselect and open the buildmenu. Than its opening another new feature, that makes it possible to search for buildings. So the player can just press "b Wal" and the Walkway will be shown. If he is pressing enter or just clicking in the screen, the building is automatically selected as to be planned, so he can directly drop it.

Other smaller changes


  • Fixed endless loop in simulation (thanks to Ichao)
  • Fixed Flickering Doors at Photovoltaic Panels (thanksto Ichao for report)
  • Fixed bug for endless loop in special cases (thanks to Ichao for report)
  • Fixed bug for a special case in simulation (thanks to Gazzy for report)
  • Supply Popup not flickers when opening (faster update)
  • Fixed wrong selection highlight of some buttons
  • Added definable Positions for Icons, to prevent inside of buildinglots (thanks to Ichao for report)
  • Prioritize new consultants over old ones to prevent confusion of players


[ 2021-11-11 07:25:55 CET ] [ Original post ]

Release 0.63.0 - Water Tubes

Release Video


[previewyoutube=wd011VhX7h8;full][/previewyoutube]

Updates in this Iteration


Building Storages


The Buildings can have now an internal storage of a resource. This was already used for the Condition, but now it can also be directly used in a work process. This means e.g. the Storage have a included water barrel, to store e.g. Water something without a box. It can also be used as internal work process like in a greenhouse where the workers plant food and the food grows without need of a worker.

Water Tubes


Many buildings need water but the waterboxes are very heavy. Its was also not realistic to store big water barrels in each building. To solve that, there is now Water as a new ship-resource. It represents the WaterTube and all buildings are automaticaly connected to it. It behaves like power, so buildings can produce or consume this. To make it work from the start of the ship, the storage gets pumps to pump resources to the tubes.

Multiple Work Processes


For the tubes it was necessary to switch between pump in and pump out. To make this easy work, i decided to implement a feature that is also needed for other future buildings. Each work can now have multiple processes, where the player can choose from. Later e.g. a factory could produce different things, depending what the player needs.

Visible Resource box fill state


To make the visuals better, i added special shaders for the resource content, so they can show the filling-state of the box.

The Box for water is also now different to the others, to see the content better. It also has a Glass around, to have a nicer effect.

New Storage design


Including Water pumps for the Ship and a Water barrel with visible filling state.

New Building designs


Improved the 3x storages to a side by side design, to save space. The Canteen gets a new design, due to the new Water Tubes and the possible animations.
Also the Toilet has been adapted and now just has 1 output garbage storage for the Brown Water. I also left a bit space for a small shower if this comes in one of the next iterations. I also added a sit-down animation.

The SleepingModule also get updated to have an open bed and a lay down/sleeping animation.


Animation Improvements


While adding several new Animations, the System got enhanced. It can now also blend between the different animations, so it should be way smoother now. To make e.g. sleeping nice and easy, i added also a looping feature, that can loop inside of the animation. So the Animation will start usual, and repeating one segment in it. When the Animation should stop, it finishes it till the very end.

Other smaller changes


  • Change just emissions not the complete material for working effect
  • Fixed an overlapping of the Building Details UI
  • Queue up speech, so speakers are not interupted by events
  • Fixed Broken animations on loading a game
  • Fixed Inflate animation starting also on non finished buildings (Thanks to ichao for report)
  • Fixed possible >3 connections when using modifier keys while connecting
  • Fixed random flickering of highlights
  • Fixed Doors closing when moving a plan over an existing building
  • Fixed Doors not animated in loaded games
  • Door flickering through the wall of Photovoltaic panels
  • Photovolitaic panels are just be selectable at the building, not at the panels.
  • Improved Performance of Animation Bake / Person Generation to fix lags


[ 2021-10-21 06:07:05 CET ] [ Original post ]

Release 0.62.0 - Animation and Effects

Release Video


[previewyoutube=54g7rrnv1g0;full][/previewyoutube]

Updates in this Iteration


In this iteration a complete new Animation System has been added. It were massive changes, so sadly the old save games will not work anymore :(.

New Animation System


I worked a lot on the animation system, so its now also possible to add animations to buildings. Till now this was very hard, due to several operations on them to fit them to the circle. As an first building, the photovoltaic panels got an animation. When the building is done, they unfold a bit. Than they will unfold the amount of solar panels depending on the usage of the panels, so the player can directly see the current usage.

Spin System


I also completely redo the spinning systems, so the landing of the ships could match better. The Shuttle Bay is rotated due to that 180 to turn in the other direction.

Effects


To make the ships dock on the generation ship more realistic, i added some engine effects to them.

Inflatable Wall animations


The Inflatable walls were improved. Its now inflating starting from the walkway step by step, instead of all at once. Its also covering high buildings completely and is better animated.

Animated Doors


The old doors were just shown and hidden when it was needed. Due to the new animation system, it was now possible to build way better doors. They look like elevator doors and

Person Animation


I also worked on the person animation, there is just a dying and working animation added for now, but more will come in the next iteration. This iteration, the focus was on making it work in general, so more can be added fast and easy. The Buildings will now have Animation Action Points, where the person will perform an animation and the different person activities can have also their own animation.

Person Models


Due to the iteration is already breaking the old save games, i decided to also try out another breaking change. A Generator for the Persons, to make them look better and players can difference easier between them. They are generated at live runtime with different DNA, Cloths and colors. The animations are baked into it like at the buildings, so they can run very performant on the gpu.

Other smaller changes


  • Fixed Bug when skipping tutorials (thanks to Oogah for report)
  • Fixed Main menu of Error Popup is not closing the popup (thanks to Itchao for report)
  • Added one comma number to percent values (thanks to Itchao for the hint)
  • Fixed Camera bounds for big buildings
  • Sabatier Module is now an energy consumer


[ 2021-10-01 13:31:25 CET ] [ Original post ]

Release 0.61.0 - User Interactions

Release Video


[previewyoutube=fQlcllwC31s;full][/previewyoutube]

Updates in this Iteration


Last iteration there were several play testers where i learned a lot how to improve the game. They all came with good feature requests what i wanted to add. I also added an Event Help so new players can interpret and deal with them better.

Event Helps


I saw playtests where players ignored the important warning panels. So i added a Help Panel to them when an event panel appears the first time. It's showing a help text next to it (with speech) with reasons and solutions.

New Timewarp button


Players accidentally dismantled buildings, due to they are used to double click. To make this less, i changed the behavior of the Time warp button. It now just needs a single click. When pressed, its turning to a stop button, due to players who clicked it by accident can just click again to stop it. I hope the old players are not too annoyed to use it, due to they learned to double click on them.

Improved Multi Selection


Ships gets bigger, crew increases. This caused a remake of the multi selection logic. Its now unfolding as much as possible, up to the maximum amount. Means, when e.g. 30 walkways are selected, 20 of them will be unfolded, and just the 21. item will be "10 Walkways" more that can be selected also. It has also a priority for less selected buildings, so non-walkways will be unfolded more likely.

Convinient Shortcuts


To cancel buildings, i added the cancel button to the multi selection view. But when a lot was planned, it was still annoying to cancel them. Thanks to a good idea from Melodie i added a shortcut to cancel the selected buidlings. Its showing a summary popup to prevent unwanted cancels.

Transfer multiple boxes


When coming to the later game, it was a bit annoying, to transfer the water to the mass balancers, so i added a ctrl support to transfer multiple boxes. Its just possible for boxes of the same storage and just for the same resource type. I also changed the transfer to the left mouse key, due to this feels way more convenient. Thanks to Melodie and Hokay for the hint.

Adapt to pressure


Till now, all air values had the optimum value calculated for 1 bar. This ment, that when the pressure is low/high e.g the Oxygen was not adjusted to 20% causing troubles for the crew. I update now the optima, so this value is updated and there should be no strange problems with that values anymore.

Center of Mass


The Center of mass Overlay now shows the current center of mass. Before it was shown the center with 0 balancing activators, to make the mass balancers look working, the ui is moving now the center of mass point, where the mass balancers pushed it. Thanks to Melodie for the hint.

Connect Storages


Its now easier at the startup to connect the storages.
  • Added a field for "choose all" to the popup, to all possible connections with one click.
  • Holding the SHIFT Key while clicking the building will also select all of them, without showing the popup.
  • Holding the CTRL Key while clicking will also just restart the choosing, so multiple ones can be selected
So if the player presses CTRL and SHIFT, and just clicking on all Buildings, he can do that setup now in a very short time. Thanks to acidbeats for the hint.

More Warnings


I also added a warning icon to the overlay for general storages, when they are full. Depending on the player usage, it might be a problem to be full. By default it's not shown and need to be enabled with the warnings overlay.

Choose Overlay Colors


When using the choose feature it was just shown in one color. It is useful, to see more details there, so i make the highlight individual and action specific. So e.g. for Person Activities its differenciate the work and service buildings (and later the living quarter). For Maintenance it will show the current condition and for building a difference between dismantle and construction.

Discord Bot


I created a custom Discord Bot for the Game. Its uploading the highscores now directly to discord. The bot is also checking roles of the members to connect from the game. I also added a license model, so all players are at default getting just a "Demo" License. This means, the game will stop at a specific point. To gain the full access, players can enter their discord id and the bot will verify, that they joined the discord server.

Other smaller changes


  • Fixed crash when building Shuttle Bay
  • Fixed Chinese System language crash Unities UI Framework (thanks to I0lOl0I for report
  • Fixed Tutorials can stuck when deselecting at wrong time (thanks to Najeeb for report)
  • Fixed Air Leak not removed from the UI when dismantled
  • Prevent Empty possible names at renaming (thanks to Ichao for report)
  • Fixed Problems with Continue and Load Game buttons in special cases (thanks to IOIOIO and alexa for report)
  • Fixed Selection State of overlay buttons
  • Set max width for Event Help to look better
  • Fixed Bug with Event Help when panel disappeared before help was closed
  • Shows also the current Speed when simulation is too slow in normal time acceleration
  • Fixed not removed red highlight border in special cases
  • Style of Scrollbars improved
  • Hide the Cursor in Intro scene
  • Building require Walkway instead of Grid to inflate walls
  • Fixed Line breaks in Person UI and removed workaround for old UI-Toolkit versions
  • Fixed Bug when all air is out of the ship, the air is not updated well.
  • Fixed overlapping Person Icon in Consultant Tab
  • Fixed not clickable buildings above the consultant tab-circle
  • Slow down default Time warp at unknown estimation.
  • Make not chosen crew in gray in shuttle bay
  • Fixed Not correct simulation break on special Event Registration
  • Use default Time warp at special cases on Person-Time warp
  • Make it all buildings with condition maintainable by the player (auto start at 80%)
  • Fixed clearing the Problem when directly switching between special time warps


[ 2021-09-07 06:54:40 CET ] [ Original post ]

Release 0.60.0 - Moon Missions

Release Video


[previewyoutube=5qDqllX7hFQ;full][/previewyoutube]

Updates in this Iteration


Shuttle bay


A new building to do the moon missions is added. In the Shuttlebay, there is space for 1 shuttle.

Moon Missions


With that new Building its possible to start Moon Missions. For now, there is just 1 mission, but i prepared already to add different Missions with player the option for the player to choose the amount of resource to give, to increase the output or probabilities later. What is needed is the crew. Its separated from Building Workers, so when starting a mission, workers from other buildings can be choosen.

Container User sorting


Group the Producers and Consumers in the Overview of the Container Users even if they have 0 usage. Also it could happen, that the view was showing duplicate values (Thanks to Melodie for report)

Improved Ship Resource


To make it easier to see that a resource of a building belongs to the ship (like energy or air-values) i added the ship icon in front.

Make Unit deltas better readable


Before it was using the time to make it readable. Due to its not really comparable i changed it to the weight value. E.g. before it was 20kg/d and 0.1kg/y. Now its more like 3g/d and 2kg/d.

New single storage


Till now, there was just internal storage with 3 boxes. In the Shuttle Bay, this would be very much, so i changed it to 1. I added a generic one to be used in new buildings. I also think i will change some existing buildings to that single storage, e.g. for water boxes, that holds very long.

Other smaller changes


  • Fixed endless update loop in special case of simulation (Thanks for report Hokay)
  • Fixed Exception when Person dies and still in the Metabolism Stopped Panel (Thanks for report Hokay)
  • Fixed Filter of storage in special cases (Thanks to Melodie and Hokay for report)
  • Fixed wrong priorities for Maintenance Modules (Thanks to Melodie for report)
  • Fixed not stopping instant to live mode on space bar in special cases
  • Added 120fps to fps options (Thanks to Melodie for the hint)
  • MassBalancer is not able to be a construction storage (Thanks to Hokay for report)
  • Fixed color of gas-resources in the model (Thanks to Melodie for report)
  • Fixed Exception when Dismantle a maintained building
  • Fixed Problem where Condition can get negative
  • Fixed MassArea was not shown after games loaded
  • Fixed Ship was not spinning anymore
  • Fixed problem that people not eating anymore when the water was filled (thanks to Melodie and Hokay)
  • Fixed select the building when clicking on the building in the chooseWorker Panel
  • Warn the player when he want to increase game speed very high in tutorial


[ 2021-08-26 08:22:58 CET ] [ Original post ]

Release 0.59.0 - Speech

Release Video


[previewyoutube=kZG-0u63ErE;full][/previewyoutube]

Updates in this Iteration


I planned to start with moon missions, but i saw some playtests and found it would worth a retry to add speech. I tried this not successful last year but now it worked well. Due to this is a big improvement and took several days, this was going to be the main goal for this iteration. Besides that a lot of other polish and other new player hints have been added.

Speech


I added speech for the intro, the tutorial and the achievements. I use different speakers, generated from the google APIs. For now it doesn't make sense to let it speak by real humans, due to it changes too much. Maybe that is already good enough :)

Intro


After adding the speech, the intro needed to be adapted. It was using a timeline, but with different languages and different text-content it was a big effort to always adapt, so i redo the tutorial to use scripts, respecting the length of the new speed text.

Easier Life support start


A lot of players had problems with the startup of the ship. After 1 month the Humidity increased very fast, what makes it impossible for new players to fix that. To prevent that, the life support module is now degenerating way slower, so the player has enough time with a small crew.

Event Panel Details


I improved the Event panels by making the single elements directly clickable. Hover over them will highlight them also in the scene now. Before just all of them were selected and shown in the multi selection panel. I also added the details panels, known from the selection panel, as tooltips for them, to directly see it.

Metabolism stopped Event


I added an Event Panel when a person have a serious problem. A lot of testers complained, they didn't know why people dying. To help with that and deal with that situations better, i added now an simulation stopping event when a person has that kind of problem. This happens, when the person run out of water, nutrition or oxygen. Its also shown directly in the panel as a icon with tooltip in front of the person.

Power outage Problem


To make it better visible that a power outage shuts down a building, i added a special Problem Icon for that.

Maintanence Timewarp


Time warp till something is repaired was using a generic time warp. Problem with that is, that its stopping when the worker stops working. To fix that i did something similar than for the construction time warp, so its now warping till the target of the work changed. There is also a new maintenance tutorial step added.

Other smaller changes


  • Small tutorial improvements
  • Rework all of English text (Thanks to envelupo)
  • Fixed Exception when not follow tutorials (Thanks to StarCon for report)
  • Internal I18n tool to make it easy to update translations and speech
  • More logging of game events to figure out player problems
  • Improved Click behavior of the Event Panels.
  • Only play ambient sounds, when the building is working or has users
  • Fixed Exception due to outdated validates related to construction storage (thanks mtstanley for report)
  • Added maintenance tutorial
  • Fixed some visual problem with the Highlight Animations
  • Prevent overflow in log files by ignoring duplicate log messages


[ 2021-08-12 08:19:00 CET ] [ Original post ]

Release 0.58.0 - Simplify construction

Updates in this Iteration


[previewyoutube=IFVt2wYUeWQ;full][/previewyoutube]

Infrastructure removed


A lot of feedback was, that the game is too complicated. I think most of it was related to the construction process. To make this easier, i decided to remove the infrastructure buildings. They were added as one of the first buildings, but as the game changes, as more irrelevant they got for the gameplay. Now its more like all other building games, where you just place and construct the buildings. The Grid and Railways are now integrated in the buildings, so e.g. the walkway contains already the grid structure and the railway. The separate grid structure, railway and also the infrastructure module has been removed.

Maintenance module


Due to the infrastructure module has been removed, i needed a replacement for it in the tutorial. I decided to move the maintenance work of the Construction module to a new building. I changed the condition of the generator to 50% at startup, so we have a good reason to build it at the start. In the main tutorial the conditions are now shown and explained. Hope this helps now players, to not get lost, when the "Air leaks".

Problem indicators


When a person problem appears, it shows now an animation, to hint the player better to the problem. To see the problems of a work better, there is now a red border around the working storage when an input storage is empty or an output storage is full.

Highlight why persons loosing health


If a person losing health, players didn't see what's the reason. As one indicator, i added now a background for empty needs, to make it more obvious when food or water is empty.

Problem highlights


To see easier problems with a storage, a red border has been added, showing up when a input storage is empty or an output storage is full.

Event UI improvements


Instead of adding also a help button to the event panel, i improved the UI for it instead. I make them individual and now they can show also reasons for the event. This is also added for now for the energy empty, so its directly visible, where problems are and why we ran out of energy.

Planning Shortcut improvement


Players accidentally cleared the planning. The first Esc hit now just removes the current selection, like in other games. If nothing is selected, it shows another confirm popup, to prevent an unwanted clear.

Improved Help style


To make the help windows better readable, i added a light background to the info and warning areas and increased the icon. I also added to most of the helps some bold texts, to hint what's in there and make the player easier to see if the info is relevant for him. To make it easier to create and modify, i added markdown support for all the text in the game. All helps have been changed to that new system. The new style can be now easier written and all parts of the UI can now be styled easy.

German Language


I translated the complete game to German and added an option to the menu.

Other smaller changes


  • Fix for macOS, due to wrong steam config
  • Added First Energy Achievement to explain the energy
  • Longer construction times to balance removed infrastructure.
  • Added Tooltips for Sound types in options
  • Fixed Player-Efficiency Marker not updated in some situations
  • Fixed bug where construction sites were served without completed connections
  • Trying another line-break layout problem fix for unitys UI toolkit
  • Changed arrow in production and color, to make it more obvious
  • Improved help for Buildings, to show also storage settings


[ 2021-07-31 09:09:31 CET ] [ Original post ]

Release 0.57.0 - Help System

Release Video


[previewyoutube=YExEsIe8Wq0;full][/previewyoutube]

Updates in this Iteration


Tutorials in Achievements


The Achievements have been enhanced by the new Tutorial kind approach. When a new Task is given, its now also explaining necessary things to this task, to lead the player step by step to all features.

Continuous Tutorial


The tutorial will now hint to the next tutorial, if one tutorial is done. This should prevent that players not seeing the next tutorial. Thanks to "ironman" for the feedback (hope it was that problem).

Simpler UI for new Players


The UI starts now with just the real basics, and get extended when the player goes through the tutorial and achievements. This should prevent overwhelming the player. I also added a button to the option for experienced players, to show all hidden elements. Thanks to "ScruffyJoe" for the feedback.

Help System


Beside the Help in the Achievements, there is now a new Help button, were some parts of the tutorials were moved to. It should get more and more content over time, for now there is just some basics in. It has also an interactive help system like the tutorial. When this is started, the "?" Button will turn into a "Stop Help" button.

SaveGame Hotfix


A day after releasing the last version 0.56.0 i found some problems with the savegames, so i made an quick additional release fixing that. Also some other problems related to save games are fixed, when save and load happened in different cultures, the comma and dot values were breaking things.

SaveGames


Many playtests got errors and strange behaviours, due to loading old games. Due to the big changes that are still made to the game, this could lead to problems. The warning for is now also shown when using the "Continue" button in the Main Menu, to hint to that cases. I also started with migration scripts to make old savegames work better, but it cannot deal with all things, so its always better to start a new round on new versions :)

Added the Moon


After changing the astronomic algorithm last iteration, i added the moon of the earth, to be used in the next iteration for the planned moon missions. I also changed the orbit direction of the spaceship, to make it more realistic.

I18n improvements


I added an export/import feature for the text in the game, to be usable in spell checking and translation web pages. This should help to reduce the spelling mistakes in the texts. Thanks to "Saggy Bumflaps" for the hint.

Other smaller changes


  • Show ResourceOverview Icon also when no resources but an input storage
  • ResourceOverview calculated in parallel, not impact the framerate anymore
  • Fixed some Simulation Issues, when air goes low[
  • Fixed issues with Error and Feedback Reports
  • Fixed ui performance when minimize game
  • Moved more stuff to effect layer
  • Added more UI layers for example for menu.
  • Intro scene not flashing the UI at start
  • Improved save game entity-names for better debugging
  • Make error-popup more reliable.
  • Fixed Problem, that something can't be selected at new games.
  • Added Markdown-support for all Texts


[ 2021-07-20 05:28:23 CET ] [ Original post ]

Release 0.56.0 - Interactive Tutorial

Release Video


[previewyoutube=n5CLaTlQvLU;full][/previewyoutube]

Updates in this Iteration


UI Highlight Effects


I reworked the UI Architecture a bit, so i have now a 2. layer with "click through" effect. This makes it possible to add UI Effects over the current UI. I added some when a new element appears in the top right, e.g. new tasks or Warnings/Problems. Thanks to "DragonLoon" to hint to that problem.

Highlight Buildings for Tutorial better


The Buildings are now highlighted also with the rectangular box, so its easier visible what building should be clicked.

New Tutorial mechanism


I got some response, that the tutorials are too hard follow, so i decided to improve them again. Due to highlight mentioned above i was able to improve this now with a way more interactive tutorial. It will just show the basic task in the window below and a big "help me" toggle-button. If this one is activated, it will directly highlight the area of interest and add the related text next to it. This should be way more intuitive than the big task-list before. Thanks to "ScruffyJoe" for the hints.

Choose Worker Popup


To assign the workers easier to buildings, its now possible to just click on an empty worker slot, and a popup is showing up where the player can choose one. Persons already working in the building are grayed out. This gets even more valuable, when the persons getting skills like "engineer" what effects the work efficiency (planned for later). Thanks to "Greeny" for the Idea.

Supply cost Credits


I added Credit Costs for the Supply Ship. The player for now is starting with 1 mio credits, so it should be way more than enough. I will see how much the players are using till the end of the game to adjust it a bit. I plan to add some additional credits for fulfilled achievements or other static events, e.g. the war on earth goes well. Its also planned to separate the Supply Rockets from the Docks, so the credits can be used for buy more supply ships in further iterations. He can than decide to go with just 1 ship with more supply over time, or faster and more often supply.

Highlight ResourceBoxes on Resource overview


I also highlight all Resource boxes, when hover over the Resource Overview Icon. This should make it easier for the player to find the boxes when searching for it.

Added Steam Achievements


I added some basic steam Achievement support. For now, its just finishing the first grid and winning the game. In further interations, i will add more of that and add also nicer icons.

Other smaller changes


  • Throw out Resources now also waiting till other animation is done
  • Keep the Infrastructure at the target position at the "On the Way" state.
  • Added Warning when infrastructure thrown out and no builder is ready (Thanks to Lakota)


[ 2021-07-06 04:28:12 CET ] [ Original post ]

Release 0.55.0 - Storage Settings

Release Video


[previewyoutube=qKQrpfk3cuw;full][/previewyoutube]

Updates in this Iteration


Storage Settings


Automatic throw out resources


The original plan of the iteration was a new building: Ejector, that just throws resources out when something gets in. I think, this was not a good idea, due to in late game, the player need all resources to survive, and its just for the early game, when the player cannot recycle all resources and has limited storage space. So i will add an option to the out storages to throw out the resources instead, when all connections are not accepting more resources.

Request partial if empty


The second option, that has been added are for the input storages. In the playtests, it often happened, that the user needed to move some partial finished boxes from one store to another. To make this easier, there is now an option for requesting also not finished boxes from an other output storage.

Consumer Producer Deltas


To see how much power is really used, the consumed and produced delta values have been added to the UI. With that, it should be easier visible if new power plants are needed. I also added it for the other Air-Values.

Under Construction Problem overlay


Due to some feedback from some Playtesters (thanks to Greeny and Pyzen), i added the Problems of Construction Sites also to the Problem Overlays, where till now just work-Problems were added. Its now easier visible, that there is some Problems. For details the player can select and see it highlighted as red text with an overlay for more details. Thanks to a feedback from "Lakota".

Steam Cloud


Steam Could is configured now, so your settings and savegames should be in sync over different PCs. To make it more error resistent, i changed the folder where the savegames are stored. So if you want to keep your savegames, move %userprofile%\\AppData\\LocalLow\\Scifan Studios\\Generationship to %userprofile%\\AppData\\LocalLow\\ScifanStudios\\GenerationShip

Rename Buildings and Persons


Having several storages could lead to confusing when the player want to know where its going. So i added a renaming possibility this iteration.

Resource Overview Tooltip


I also added a Tooltip for the Resource boxes, so its now easy visible where the resources are and how many are needed. The construction sites are also included, so its easy countable how much resources are missing. Thanks to a feedback of "Greeny".

Max Docking time removed


Before, there was a maximum time of 3h to unload the supply ship. With full storages, this could lead lost of resources. To prevent that, the player has now the responsibility to deal with a not automatically starting supply ship. Keeping the ship there counts as an additional storage he can use, but also has the disadvantage that he can not reuse it for more supply (it needs ~1 week to prepare for another launch). Thanks to a feedback of "Lakota"

Other smaller changes


  • Fixed highlight and selection via mouse is possible during cutscenes (like intro)
  • Improved Audio-Options. Having an "Off" value and starting from -40db now.
  • Fixed Nullpointer when clicking on the "Storage for Construction sites"-Connection
  • Timewarp inside of the Construction Buildings is now the same behavior as in the Construction Site
  • Timewarp of Supply ship when unloading not jumps too far in the future anymore
  • Fixed Zoom To Mouse from the overview camera, jumping on some far away positions
  • Fixed no click-sound when using Ctrl-Click on a button (e.g. at supply ship)
  • Fixed Construction Connection Icon not shown e.g. when changing order


[ 2021-06-27 05:14:48 CET ] [ Original post ]

Release 0.45.0 - Person History

In this Iteration was planned to add the Statistic History Feature for Persons. Also the Linux version should work now. A big change is the new Construction Storage behavior, that should make it way easier to deal with multiple construction sites.

Release Video


[previewyoutube=2T4P6IImKSY;full][/previewyoutube]

Updates in this Iteration


Problem Report


In this iteration the Steam Playtest started. Part of the feedback was bug reports, that we couldn't analyse, due to missing info :( to prevent that in the future a new Problem Report tool was added. It can be reached by the player pressing F11 in the game or using the "Problem?" Button at the top left. Its sending the current screenshot, Savegame and other data that are useful data to analyse the Problem.

Person History


The PersonDetails have now also a history included. Its showing the time using of the person in real-time of the last 24h for now. In further iterations, i plan to add more details and different timespans. For now, its just differentiating work and service usage (so sleep is the same color as eating).

Zoom to mouse from Overview


When zooming in with the Mouse Wheel from the Overview Perspective its not zooming directly to the mouse position, so its way faster to switch to different parts of the ship.

Faster Timewarp


The algorithm for the Timespeed animation has been redone. It warps way faster, also longer periods, so the waiting times are way less, to speed up the game pace if you want it.Also the timewarp buttons not acting smoother. No more need to double click, they just add the value to the current timewarp if the skip Timewarp is already active.The timewarp is also not longer FPS dependent, so it should be the similar timings on all pc's.

New Construction site storage behavior


Before, the construction sites created connections to other storages. This had several problems: Once initialized with a storage, it was not reacting on changes of other storages anymore and were fixed to the first chosen storage. The storages was also flooded with many connections. The build priority could not be handled and much more.To improve that, i changed the behavior of the construction storages instead. The storage for constructions have now a separate connection for "Building lots" checking for it. This means, it can be prioritized as normal, without handling every building lot.It causes big changes in all parts of storage-handling, so it took a while to fix all of it. So what we have now?
  • Easy setup and prioritize in the general storages
  • Just 1 in and 1 out connection instead of 1 per each construction site
  • Turn on and off easy, without troubles having old connections
  • Construction Priority (the "!" Button in the construction site) have priority
  • Distance Priority: If same priority, its filling up the closer one

Other smaller changes


  • Fixed Linux build (using now Vulcan driver only) (thanks to eli for testing)
  • Fixed Exception when overlay is active and going back to main menu (thanks to ironman for reporting)
  • Improved Highlight of the Problem solving tutorial
  • Improved Tutorials (small changes)
  • Added the Consultant avatar of the Achievement to the Task
  • Improved the rocket Textures
  • Improved Tutorial and achievement text
  • Fixed Legend not hidden when resources are thrown
  • Fixed Legend of CenterOfMass Overlay
  • Fixed Lightning issue on new buildings and savegames.
  • Fixed Camera overflow scrolling bouncing back.
  • Walkway cost less steel to make ship building faster


[ 2021-06-17 11:07:09 CET ] [ Original post ]

Release 0.53.0 - Air Leaks

Release Video


[previewyoutube=n2cVR9_hBKw;full][/previewyoutube]

Updates in this Iteration


It was a bit a longer time since the last update than usual. The reason is simple, we launched our Steam page and created tons of graphics for it.

Air Leaking


If the condition of a building falls below 20%, the building will leak air to space. To prevent that, the building can be dismantled. The inflatable Walls will prevent the air moving out then. Its easy to see what buildings, causing the leak, by an Event Popup at the right side (also pausing the timewarps) and some effects on the buildings. [img width="100"]https://clan.cloudflare.steamstatic.com/images/40544258/818c20cda89d38edaf40ea886281d44080f28109.jpg[/img]

Condition Overlay


A new Overlay was added, to see fast what buildings need attention. It colorizes the buildings to visualize the condition. If the condition is low, the building will not work not so effective anymore. This happens over time, and in high humidity environments and can be fixed by maintenance.

New Building: Sabatier Module


The Sabatier process creates Methane and Water out of Hydrogen and carbon dioxide. Hydrogen can be already generated by the electrolytics module, so now it's possible to generate methane in the ship. Another closed cycle :)

Consultant Tabs


Before, if multiple consultants wanted to talk to the player at the same time, they just queue up. Now they get a tab at the side, so the player is able to switch to them.

Environment Submodule


A new consultant has been also added, leading the player to build the first Life Support for the first Leader Task.

Better Tutorial Marker


Additional to the "Where" Button in the tutorial, highlighting the elements where the tutorial belongs to, a new "permanent" highlight was added. This should make it easier to find.

Improved Environment


Added a nicer sun and improved the earth by adding an atmosphere and custom shaders.

Steam


We added a basic support for steam, so the Username in Savegames and Highscore is the Steam-Name by default if steam is running. More Steam features will follow soon, now just a fast tryout till everything is set up well. This will be also the first release on Steam Playtest. https://store.steampowered.com/app/1638030/Generationship

Other smaller changes


  • Updated Icon, Spashscreen and Title-Gfx
  • Make the shortcut-area hidable in the options
  • Highscores are now shared between patch-versions
  • Fixed problem on High humidity and 0 condition
  • Improved Legends so multiple legends can be shown
  • Fixed UI-Problem in Options
  • Fixed that Aging is not restarted after condition reached 0
  • Make the Error-Popup more clean with an option to see all transferred data
  • Merge UserContainer-Entries when there are several, to prevent overflowing on big ships
  • Fixed internal Walkway-Door rotations
  • Fixed freeze when pressing ESC while intro
  • Prevent Resize of UnderConstruction on high speed when builders do something else
  • Added Header for Efficiency Calculation
  • Fixed Bug where non-construction storages were connected to constructions
  • Added antialiasing


[ 2021-06-02 11:20:47 CET ] [ Original post ]

First Steam Playtest

Who will be the chosen ones


We will choose random players all over the world. We will start to choose 10 players. If everything works well, we will give access to more players over the weekend.

When is the next Playtest


We plan to do a playtest after every release. So be patient if you have not been selected. The next one coming soon. If you can't wait Join our Discord, and we'll see what we can do :)

What is our goal


We want feedback to identify problems in the gameplay and mechanics as early as possible. The game is now ready to try out the core game mechanics: [olist]
  • Timewarp
  • Storage and Resource Management
  • Basic Crew Needs and Metabolism
  • In game Achievement
  • Tutorial for the basics [/olist]

    Register NOW


    [olist]
  • Go to our steam store page
  • Click on "Register" at the Playtest widget above the events
  • Confirm the popup [/olist] https://store.steampowered.com/app/1638030/Generationship/


    [ 2021-05-30 12:13:13 CET ] [ Original post ]

  • Generationship Release 0.52.0

    Release Video


    [previewyoutube=xeU8aDb1MHo;full][/previewyoutube]

    Special Storage connection


    Its now possible to setup the connection of a storage. When creating a connection between 2 no specific storage's (like the dock and a normal storage) a popup will appear to setup what kind of resources the player wants to transfer.

    Construction Storages


    The storage module got a new toggle button. If this option is set at a storage, the constructions will auto-choose them to grab resources. By default the starting one has that option on, to not confuse new players.

    Achievement Story


    I make the Achievements nicer, by adding a some Consulting Messages. These messages will just shown once at the same time. The player needs to start the Task and getting some basic explanations what he need to do next. After an achievement is done, its showing also a "Well Done" message before the next task is started.

    All other Choose-UIs converted


    The other Interactions like choosing a WorkingPlace have been migrated and responding now all similar.

    Person Animation


    Make the persons not rotating while moving when walking straight. Now they turn on the spot towards the direction to look better.

    Timewarp of Docking


    The timewarp is now warping, till the ship is really docked, or available for a new launch. The general Performance is also increased by setting a performance as default. To still detect crashes, i added a simple crash detector in the game, asking the user to help and disable the burst options.

    Other smaller changes


    • Set performance to default and added a crash detector instead
    • Prevent jumping Timewarp on long waiting times. It uses the old estimation instead of going back to 1h/s.
    • Improved layout of PersonDetails
    • Improved Splashscreeh
    • Fixed Rotation of the Overlay Icons
    • Fixed some Problems with the UI at loading process
    • Fixed CenterOfMass not shown correct when a Balancer was empty
    • Fixed timewarp stopped when change to another Dock


    [ 2021-05-23 11:47:31 CET ] [ Original post ]

    Generationship
    ScifanStudios Developer
    ScifanStudios Publisher
    late 2022 Release
    Game News Posts: 54
    🎹🖱️Keyboard + Mouse
    No user reviews (0 reviews)
    Be an AI, that is responsible to create a generation ship to rescue mankind.


    • Realistic Environment controls
      air pressure, air composition
    • Realistic Artificial Gravity
      by spinning the ship
    • Realistic Persons
      Metabolism using air and nutrition, many needs to fulfill
    • Realistic Resource flow
      Resources are converted between each other



    • Everything in real time
      No fake time used
    • Optimized for simulation
      Extreme Gamespeed (100.000x and faster)
    • Timewarp
      to wait for something, auto breaks for critical situations



    • Build a generation ship
      as fast as possible
    • Take care of your crew
      Fulfill their needs
    • Make the ship independent
      Harvest your own food, build resource cycles
    • Build it large enough
      to survive the long journey



    • Connect Storages
      To manage the resource flow
    • Recycle Resources
      Convert resources to the ones you need.
    • Get resupply from earth
      Till you are independent from them
    • Gather Resources in Missions
      (coming soon)



    • Life support
      several Environment Controls
    • Crew Supply
      Toilets, Sleeping quarters, Canteens,...
    • Food Production
      Greenhouses, Kitchen,...
    • Artificial Gravity buildings
      Mass Balancers, Spinning engines
    • and much more

    MINIMAL SETUP
    • OS: Ubuntu 20.04. Ubuntu 18.04. and CentOS 7
    • Processor: Core Duo 2Memory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: OpenGL 3.2+. Vulkan capable.
    • Storage: 1500 MB available space
    GAMEBILLET

    [ 6140 ]

    8.89$ (11%)
    12.42$ (17%)
    25.46$ (15%)
    1.24$ (79%)
    14.44$ (15%)
    21.22$ (15%)
    16.59$ (17%)
    8.39$ (16%)
    8.29$ (17%)
    12.74$ (15%)
    10.27$ (66%)
    20.74$ (17%)
    12.89$ (14%)
    33.59$ (16%)
    11.04$ (-455%)
    26.09$ (13%)
    17.79$ (11%)
    13.34$ (11%)
    42.47$ (15%)
    19.79$ (60%)
    4.44$ (11%)
    3.32$ (50%)
    26.69$ (11%)
    5.35$ (73%)
    12.21$ (69%)
    12.89$ (14%)
    4.32$ (57%)
    20.62$ (17%)
    0.60$ (70%)
    7.54$ (16%)
    GAMERSGATE

    [ 1688 ]

    4.46$ (70%)
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    3.26$ (78%)
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    2.2$ (78%)
    1.69$ (81%)
    7.2$ (64%)
    6.0$ (70%)
    3.0$ (80%)
    8.0$ (80%)
    2.04$ (66%)
    17.99$ (28%)
    8.1$ (73%)
    5.4$ (73%)
    3.83$ (74%)
    8.92$ (40%)
    1.28$ (91%)
    6.0$ (80%)
    3.4$ (57%)
    27.99$ (30%)
    5.4$ (73%)
    2.0$ (80%)
    12.0$ (60%)
    5.22$ (87%)
    1.5$ (90%)
    3.28$ (78%)
    6.25$ (75%)
    10.58$ (47%)
    2.25$ (91%)
    1.74$ (91%)

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