it's time: We would like to present you the workshop for Summer Islands. You can create and edit any kind of map in the Map Editor, add many complex events, show official missions to the player and upload them to the Steamworkshop. So you can create your most creative maps and share them with your friends.
As mentioned before, the Map Editor allows you to display any event as an Official Mission to the players. The event name is shown as mission with percentage and by clicking on the magnifying glass you can see the conditions of the event with details.
Additionally you can now play the maps from the MapEditor with as many BOTS as you like.
In the MapEditor we have added another condition. The time condition. This allows you to start events from a certain time.
it is time. We would like to proudly present the Map Editor:
There you can:
create a map
Customize these
Construct a building for Player0
and last but not least
Make many settings
create your own events:
i.e. conditions when an event should start and which events should occur
We are very happy that the first architecture has been implemented and we can build on it. The goal is to be able to build campaigns from it and upload them to the Steam Workshop ;)
So test the map editor, look forward to the future updates and have FFUUUUUNNNNN with your maps.
Additionally there is something to celebrate: Exactly one year ago, at the beginning of summer
21.06.2019
we released Summer Islands on Steam in Early Access. We are happy that we have made it so far with your support. We know that there is still a lot to do. But for today we can take a moment of joy and enj oy the beautiful sight of the many updates of the last months.
We would like to thank you very much for your support, your emails and your comments. We still have some bugs to fix and some features to work on and hope that you will continue to support us in the future.
in this update there is unfortunately not so much new content. This has the following reasons:
A lot of work in our day job
Training in our day job
Preparations for a major update to our 1 year Early Access on 21.06.2020
We are looking forward to the integration of the Steam Workshop and the Map Editor with many options. Also the occasion of our one year anniversary in Early Access here on Steam is celebrated with it.
A big thank you to all of you! You have brought us so far with your feedback, your help, your support! But more about this in the next update ;)
Like every time we have extended the savegame management. So that even older savegames can be continued. Nevertheless the probability of an error is higher there! Of course we have made the old version available under the betas again. So you can continue to play an old savegame with the older Summer Islands version if you want to.
today there is another small important update with the following changes:
BUG FIX at Terrainforming: When selecting the Terrainforming Tool only water was displayed.
BUG FIX for player colors: Array Index out of Range Error when displaying a player color in the menu.
BUG FIX at saving with BOTS: variable undefined if you want to save in a match with bots.
Changes of the NW.js library on Windows & Linux back to version v0.33.3
I think for the bug fixes there is no further explanation needed. We are very sorry that we did not find and fix them before. We have a testing workflow. But unfortunately this was not 100% adhered to this time due to time constraints. We are trying to improve!
For the change of the compiler libraby I have to go back a bit further. As already mentioned Summer Islands is a HTML5 game with CreateJS as frontend library (https://createjs.com/) and NodeJS as backend (https://nodejs.org). For compilation as executable we use the perfect tool Web2Executable from jyapayne (https://github.com/jyapayne/Web2Executable). Basically it is a simple interface to use the NW.js library (https://nwjs.io/blog/). This is the simple framework of software we use. Since we have published Summer Islands on Steam we need a library to integrate the Steam functions. For example Archievments, Steamcloud and so on. There we use the library Greenworks (https://github.com/greenheartgames/greenworks)
And that's where the problem starts. The Greenworks version runs with a certain version of NW.js. The last Greenworks version v0.14.0 (18 Nov 2018) needs the NW.js version v0.33.3. With this combination we have managed to get the stable FPS in the last months.
For MacOS we had to change NW.js version and took the latest version, NW.js version v0.43.6. We had found a site that compiles the Greenworks library with the latest NW.js version (https://greenworks-prebuilds.armaldio.xyz).
This way we had no more startup problems with the MacOS version and could focus on internal client-server errors. We were able to fix all of them. Unfortunately this resulted in new bugs that we fixed today.
But the much bigger problem arose with the use of the new NW.js version. Because this had the consequence that the game ran very unstable. So we are talking about FPS drops below 10 FPS. If you opened the finance menu and moved the mouse, the game was unplayable under Windows. So we decided to switch back to NW.js version v0.33.3 for Linux and Windows. The MacOS version must remain on NW.js version v0.43.6, because otherwise the game won't start. I am afraid that on MacOS the FPS are not stable and cause unpleasant gameplay problems.
We wish we could solve the problem immediately. But this is the problem when you depend on other libraries. We will try to ensure stability with the latest possible libraries in the future. But for now we hope that there will be a new Version in the near future.
in the last weeks we could not integrate big new features due to time constraints. Especially at the beginning of the year there are always some things from life that you have to do first. Also the review 2019 I could not write in the scope I had hoped for. Therefore I try to summarize some information of the last year in this update.
The year 2019 started with a disappointment. Because we did not manage to start the Early Access at the end of 2018. But it was really still necessary. In the first months of 2019 we were able to fix some bugs and integrate new textures. You could see from update to update how the game became fuller and the atmosphere increased. In the middle of the year we had finally made it. At the beginning of summer, the 21.06.2019 we could start the Early Access. If you want to know more about these stressful days before and after, you should read our update, here: https://steamcommunity.com/gid/103582791461530243/announcements/detail/1593627410379279953 I can only say this much. It was close and some bugs had to be fixed right afterwards. We had only managed this with your help. A big thank you to all of you!
The following months in Early Access were characterized by a larger expenditure of time with the forum. All your suggestions for improvement were added to our todo list and we are slowly but surely working our way through everything. Unfortunately, there were also some criticism we had to deal with. With unconstructive feedback it was also often very time consuming. But on a marketplace that is open to the whole world you get in contact with all kinds of people.
We appeal to all critics of Summer Islands to give us some more time. Our todo list is far from empty ;)
At the end of 2019 we have integrated some more features, e.g. the advisor menu, the victory window menu, sending money to other players, first architecture for supply buildings, the extended terraforming, savegamemanagement and of course the music. We even managed to create a trailer for Xmas. I must admit that we are satisfied with the progress. Unfortunately this does not reflect our evaluation at Steam. Therefore we would like to motivate all Summer Islands players to give a review. Preferably a positive :D
Here are also some interesting charts from our Git repository from 10.2016 - 01.2020:
What you can see from them:
We usually commit in the evening
We've never committed at 5am
Most commits come in on Sunday
In the month we are continuously committing.
Im Monat sind wir kontinuierlich am commiten.
Commits make no statement about the quality of the new/changed code ;)
At the beginning of the year 2020 we took a closer look at your feedback on constant small freezes. We took apart the complete architecture. Especially at the places that are called every second. We have optimized them and made them more efficient. There were also a few comments which did not understand the movement (one press per field) or found it too jerky. So we changed the movement on the map and made it smoother. Pressing the button immediately moves the field of view in one direction and only releasing the button stops the movement. Also there is now no longer jumping but moving. The result, we think, looks much better and also gives the computer more time to render the new fields. So basically a win-win situation :D :D
We are happy to release the support for MacOS today (finally). As a Windows/Linux user I must admit it was very interesting. Due to the fact that Summer Islands is a HTML5 game and we compile it executable file with a Nodejs server, we had to integrate some complicated functions to allow for example saving files. As you probably know it is forbidden for a HTML with JS file to manipulate files on your computer (except temporary files). So we had to look at MacOS how to implement these functions correctly. We hope that it works for all Mac users out there and wish you a lot of fun with Summer Islands. In case of problems: Support@SummerIslands.de
Last but not least we are constantly working on the BOTS. Last month we played the Settlers 3 & 4 again and were horrified to see how primitive the game principle was, which had captivated us for so long :D Also the opponents were after some time no longer so active. That gives us enough motivation to improve the bots in Summer Islands so that they will really challenge you. In this update we have integrated approaches to the bots, which allow the reconstruction of the buildings after a natural disaster. We are also trying to implement a second city of the bots. I don't want to guarantee 100% that the bots will always be able to do this. But be warned they are getting smarter and smarter. :D