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Summary 2023
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 ]
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 ]
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
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