It has been an eventful and tiring week indeed. A lot of work has been done to improve the behaviour of the fish. We had very much hoped to be able to to have a new build showing it off today but we sort of ran out of energy. The last few builds we managed to upload really took a lot of brain power and I am personally fairly exhausted when it comes to coding. Excellent progress has been made but I would really like to refine things further before showing it to players
Not that I am complaining and this is not some sort of crisis. I just need a change of task to rest my brain a bit. So next week and probably the week after I will focus purely on making fish art. My esteemed colleague is busy working on some lovely new backgrounds which we should be able to show soon.
Most of the fish in the game are fairly old. You should be able to easily figure out which ones are old because they have very cartoony eyes. Our latest fish designs are much more refined, the models are much more detailed and our ability to paint these fish has improved greatly. The changes we made to the animated fish shaders in the last few weeks actually require the models to be more detailed so the animation looks smooth and lovely.
We have already shown in previous posts the progress that has been made on the Tiger barb fish, platys and guppies. My first tasks next week will be finishing these off and adding them to the game. It is important to replace the old fish before we add any more entirely new species just so the art style stays consistent among the fish and does not cause any confusion to new players.
The fish list on the forums keeps growing and over the weekend I'll check out more suggestions made by people and add them to the list. Each species requires a little bit of research before adding it to the list. The main thing we look at is the size of the fish. Adding really large fish, for instance a fully grown bluefin tuna would be quite difficult because we don't currently have an aquarium big enough to put them in and we need to experiment with how the physics system deals with such large objects interacting with smaller ones. We don't want smaller fish being accidentally blasted into orbit because a tuna swims into it.
We are actually writing a set of career mode objectives where players will need to raise bluefin tuna until they are juveniles to help increase the numbers in the ocean.
Sorry again that we could not get a new build out but good things are coming very soon and there will always be a new post every Friday detailing our progress.
This week has been a very good week indeed. Very significant progress has been made in the areas that deal of fish performance, animation and time taken to add a new fish into the game. A new build which includes these changes will likely be uploaded on Monday. There are also some long overdue improvements to the fish behaviour that we would like to squeeze in over the weekend.
Non-Floppy:
Floppy:
Fish floppiness. It sounds silly but it is a very important part of making the fish movement feel nice and fluid as they change direction while swimming. It is now calculated entirely within the fish shader which runs on the GPU rather than using a traditional bone based method. The code that calculates the direction and intensity of the floppiness has also been improved to be more accurate and faster than previous versions.
Animating each fish's swim cycles was also done using traditional skeletal animation but now runs entirely in code on the GPU too. By simply tweaking the numbers we can tailor the movements to match the body shape of each fish so it's movements look natural and less generic.
Now that we have all of this stuff running on the GPU, the CPU does not need to run as much code. This will allow us to have more fish present in an aquarium at one time and they can be more detailed. Fortunately we have already been remaking the fish currently in the game as well as making new species. The above gif shows a test scene. Before we made these changes we could handle around 150 fish before I became annoyed at the performance cost. Now we have around 400 and performance is still very acceptable. Of course there is still work to be done to squeeze every last bit of performance out of this.
Bit of a short update this week. Completing these changes has taken a major weight off of our minds. Now that it is much faster and less tedious to add new fish into the game it will save us around a year's worth of work. Once we have sorted out a few more things in the game we are aiming to be in a position where can add a new fish species every week along with new decorations and plants. We are not there yet but we are close.
The update we will be releasing on Monday will include the new Neon tetras, Cardinal tetras and green neon tetras. Six new fish in total because each species has a male and female which are separately painted and their models differ in size and shape. Then in the coming weeks we will replace the old fish still in the game like the tiger barb, sunburst platy and common goldfish etc with their new versions.
Once that is done we will then start adding fish from the incomplete list of fish that you can find on the forums. People have given so many suggestions that the list has grown quite large indeed. Rest assured we are going to try and add all of them into the game. Be sure to check it out and submit more suggestions.
It is the end of a very intense week but we have achieved much. A new build is ready to be uploaded to steam. We want to spend few more hours testing it during the day time after a good nights sleep so any obvious mistakes can be detected but for sure the new build should be available this weekend.
In the past few weeks we have re-written how players select and manipulate objects in the game. These changes specifically deal with the ability to select and manipulate more than one object at a time. In versions of the game before this one it has been rather tedious to decorate the inside of an aquarium by moving objects one at a time. Making complex plumbing networks was just as tedious. This update represents the first of many updates that will reduce tediousness and allow players to be creative at a speed they will enjoy.
What is the same?
A single left mouse click will replace the entire selection with the object at the position of the mouse.
right clicking or left clicking over empty space will clear the entire selection.
What is new?
Left click while shift is held to add objects to your selection.
left click while control is held to remove objects from your selection.
Clicking on empty space while holding shift or control will not change the selection. This is to avoid accidentally not clicking on something and clearing the entire selection.
Now that more than one object can be selected we need more capabilities in the area of manipulation.
The real point of multi-selection in my eyes is that ability to move, rotate and scale things as a group.
Moving multiple objects according to their coordinate space is where the code got way more complicated. This may not be something used often but it is good to have in the toolbox.
Rotations have even more options. The pivot point of the rotation suddenly becomes more important.
Rotating with a group pivot allows players to use the object selected last as the centre of rotation.
Rotating with the centred group pivot will put the pivot in the centre of the selection. Technically it is the averaged position of all the objects in the selection but quite often the position is close to the centre.
Rotating without a group pivot is still possible of course.
Scaling is more or less the same except we can now scale as a group.
Individual scaling still works the same.
Moving lots of objects in the plumbing system is also works and is robust enough to keep all the network's connections. Changes like this would previously require a lot of mouse clicks and sanity.
These new abilities also work with duplication.
And of course deletion.
Even if players select objects that are not supposed to be manipulated it wont screw things up. For instance we cannot move, rotate or scale fish but if you occidentally select a fish while selecting a large number of decorations the manipulator will ignore the fish and you wont be required to deselect it in order to make the manipulations work.
This seems like a lot of progress but it is just scratching the surface of what we are going to add over time to improve this set of systems.
Marquee selection: One such improvement will be to add a drag selection marquee tool. This requires some clever programming because it would allow players to select the entire contents of an aquarium with a simple click and drag of the mouse but that could mean selecting thousands of objects in a single frame and there are performance considerations to take into account. But rest assured it will be in the game.
Selection sets: It may take a while to select a large group of objects such as a tree stump covered in plants. Players may wish to move, rotate, scale that selection often. To avoid painstakingly re-selecting these groups of objects over and over again there will be the possibility to save and name that selection as a sort of bookmark. This means the player only needs to select this selection set from a menu in order to select that group with a single click.
Selection layers: Sometimes when selecting things in an aquarium full of stuff it is very easy to accidentally select something that was not meant to be selected. Choosing which layers of objects can be selected will help reduce this frustration. For instance you might only be interested in selecting plants. But there might be a lot of fish swimming about in front of the camera. Turning off the selection layer for fish will keep the fish visible but disable the ability to select them. this will also work well with the drag marquee selection tool. If players want to select only the plants in the aquarium they could turn off all the selection layers for everything except plants and drag select the whole aquarium resulting in all plants being selected.
Prioritising work can be a bit of a challenge. A few weeks ago I wanted to get the first version of aquarium school into this update but multi-selections was just more exciting to work on and I think its probably better for players to have changes like multi-selections instead of tutorials at the moment. Not to mention that we should focus on more art content for a while. Great progress has been made with new fish in the past few weeks and more progress is still to be made. I can't say for sure what will be in next week's update but it will be interesting and fun.
It has been another productive week indeed but again we do not have an update to the game build itself.
Lots of large, slightly complex changes are being made to the game which require more testing before we let players use it. One of these changes is "multi-selection" which is the ability to select and manipulate more than one object at a time. It will reduce how tedious it is to move things around in the aquarium and in the plumbing area. Quite often when creating a plumbing network a large group of objects need to be moved one position over. Currently this means players would need to select an object, move it, select the next object, move it etc etc. The new system will eliminate that. Players will just hold shift and, select, select, select, select, select and then move the entire selection of objects all at once.
Time has also been spent painting new fish!!
This week two more types of tetra fish were painted to add to last weeks neon tetra (right). On the left is a Green neon tetra, in the middle is a Cardinal tetra. We already have a Cardinal tetra in the game but it's using an older model and texture and will be replaced with this new version.
It has taken around 6 hours to paint both male and female variations of each of these tetra fish. It will probably be longer for more complex fish. The Boeseman's Rainbowfish which I have been procrastinating about painting is going to be hard. However I don't think speed is import. If I can paint a fairly complex fish in 1 day then that is a good result but if it takes 2 days and looks good then I am fine with that too. Quality has to come first and even though our art style is stylized and simplified it does not mean it is easy. Furthermore it is important that players can see that we have really tried hard to make this game good.
Here is a fun little gif of them swimming about. This is a test scene that we are using to test new swimming features and techniques. It also helps us judge the fish textures if the fish are moving about. In this particular scene we are testing the performance of the fish shader and techniques to get the fish to bend nicely when they turn whilst swimming which is already present in the game but needs improvement.
Bit of a short post these week but work shall continue into the night and through the weekend as we are determined next week to update the build with some much needed features, bug fixes, quality of life improvements.
Another busy week with lots of progress made. There is no new build today but we uploaded a new build at the beginning of the week on Monday. This had some very nice improvements which were not detailed in last weeks post because we were not sure we could get it into the build last Friday. But there was an unforeseen delay which meant we could only upload it on Monday. Thus giving us enough time to squeeze it into the build. We shall talk about that first.
The substrate sculpting tools were in dire need of improvement. The code that controls how the substrate deforms when brushed has been completely re-written. It uses less code than before and uses better mathematics. The results are much nicer.
The standard sculpting brush to raise of lower the substrate has a smoother falloff to it and the brush manipulator can hover across the glass and still affect the substrate. Before the brush was constrained to the substrate and if the player moved the mouse off the substrate it would stop brushing and generally be annoying.
Smooth brush is very much improved also. Smoothing results much.. smoother and they require less repeated brushing to get a smooth surface.
A new "noise" brush has been added. See on the left hand side we use the normal raise brush and the resulting shape is fairly smooth. Then on the right hand side we use the new "noise" brush and the resulting shape is much more jagged and uneven. Players will probably want to adjust the intensity using the intensity slider but it will be interesting to see if it is useful.
We have finally added a reset button for substrate which will erase all your sculpting and return it to a default state. The default state of the substrate has also been improved. It's shape overall is a bit more detailed and there are far less repeating noise shapes in it's sculpting surface.
Remember these are already in the current build so you can play with them now.
Lets take a look at what we worked on after that.
We already have a Cardinal Tetra species in the game but that needs to be improved. Fortunately the body shapes of cardinal and neon tetras are quite similar so we made a generic tetra model for both male and female that can be painted to look like different tetra fish species. Some other tetra fish, such as lemon and diamond tetras do not have such a similar shape and they will have different models.
We started with the neon tetra painted maps. Next week we will re-create the cardinal tetra variations and also the green neon tetra if we have time.
We also spent more time working on the animated shader for the fish. I might have explained this in previous posts but at the moment we have traditional 3d animated skeletons controlling the fish movement. Animating all the fish like this adds to the time it takes for us to create a new fish and gives more work to the CPU in game so it can calculate the shape of the fish based upon skeletal positions and rotations.
Now we do all the animation within the shader using hand tweaked mathematics on the GPU. The performance gains should be quite significant, especially for less powerful computers. It will allow for more fish to be on screen at once without causing the framerate to drop and we can create the fish saving around 2 days of work per fish.
There were also performance improvements made to the code that controls how players select any object. This was almost completely re-written and it is now much faster. The original code would run on a per object basis. For instance if you had 1000 glosso plants in your aquarium. Each glosso plant would ask "Has the player selected me?" each frame. Its not wise to program this sort of thing like that because the performance price increases with every new object added to the aquarium. To be fair it was written before we added the creation brush so it would have been very tedious and difficult to add 1000 of anything into the aquarium. The new code does things a completely different way and the time spent asking each object if it has been selected has gone away.
It is also important to make these changes to the selection system because it is the next step to having the multi-selection functionality that I and probably everyone else wants and needs.
But more on that next Friday. I am pretty confident that next week there will be an update to the build and fingers crossed it will include some new high performance fish.
Apologies for the delay. The game update will most likely be uploaded on Monday. We usually spend all day Friday testing the game before uploading it but we were unable to do so this time due to things going wrong that were out of our control. But we can tell you about what has changed in the update.
We spent the whole week working on bugs and quality of life improvements. The automatic error reporting feature did it's job very well indeed and helped us identify areas of the code that are not as robust as they should be. The whole week has been dedicated to fixing these and other issues.
First lets start with the most embarrassing bug we found. Pressing the up arrow key whilst something was selected would cause an error. There was a small bit of code that would execute to try to find out if the selected object was grouped under another object. But that system had been turned off a while ago and I had thought that this code was also turned off but of course it was not. Fortunately this error does not cause the whole game to crash and there were not a lot of instances of this error recorded by players. So it seems a lot of players use W,A,S,D to navigate instead of arrow keys. Which is of course why we did not find this bug until now. We don't use arrow keys either and forgot that they are enabled for navigation.
The grouping code that was disabled was supposed to be a way for players to select, move, rotate and scale multiple objects together at once. It was too fiddly and annoying to use so it was turned off. In it's place we are working on a nice and simple multi-selection system that will allow players to select multiple objects in the same way that objects are selected now. It will also allow for all objects in the selection that can be moved, rotated and scaled to be manipulated in such a fashion. The selection can also be saved so players can quickly re-select a large amount of objects with a single mouse click if needed. Multi-selection is actually quite tricky to get right but we expect to show you progress soon.
Here is the most important part of an error report. The stack trace. This tells us exactly where in the code the problem has occurred. Unfortunately there is a bug in the error reporting system itself. The 0 at the right end of every line should not be 0. They should be the line number in the code file at the exact point where the error occurs. This is a bug I cannot fix. It is up to the Unity people to get this to work properly. However we do know the exact function where the problem occurred and can therefore deduce what has gone wrong.
In this case a player has clicked on an object in an attempt to select it, but that object cannot be selected because it does not have the proper code assigned to it to be selected. This is odd because the code execution should not have gotten this far in the first place if this object could not be selected. The tricky part for us is to try and re-create the circumstances that would cause such an error. We have not been able to reproduce this. So as a temporary fix there is an extra bit of logic that detects the problem and goes around it without errors.
A few smaller, less complicated issues were fixed. - The main UI that shows the water chemistry levels was updating twice every second instead of once a second.
- Brush creation tool would error when brushing with the treasure chest.
- Brush creation tool was placing objects at positions within it's diameter rather than within it's radius.
- Some vertices of the substrate would get caught below the minimum sculpt threshold when they should always be above it. Resulting in small areas of the substrate that would not change when sculpted.
A few more quality of life changes were added.
- The shop/inventory ui was organised a bit more. Players can toggle visibility on settings they want to modify instead of having them show all the time.
- The small ui for showing manipulator coordinate space options used to be toggled on by clicking a small arrow inside the manipulator buttons themselves. It was a bit too fiddly and sometimes requires too much precision to press. The UI now appears when a manipulator is made active.
- Water level controls have been added back into the game.
A few more tweaks and fixes might be done over the weekend. More progress has been made with the new fish swimming shader that we showed last week. More fish have been added to the incomplete list of fish that will be in the game over in the forums. Thanks to everyone who has been making suggestions. We encourage you to keep doing so. It now includes a second incomplete list consisting of non-fish animals that we are going to add to the game a bit later in development.
A new version of the game has been uploaded with some bug fixes.
- [Fixed] Infinite loading bug
We have more information on the bug that causes the infinite loading problem for some players. It is caused by the saved file somehow being corrupted when it was last saved. We have now put in some checks which can detect if this problem has occurred and the file will be deleted and players should not encounter any infinite loading.
This is of course only a temporary solution. To actually fix the cause of the bug we need to prevent the saved file from being corrupted in the first place. More work and research will be done this week to figure out and fix this.
There were also a few quite minor things fixed that could cause errors in the right/wrong circumstances.
It is the end of another very busy week. There is a new build but it has only a few changes to it.
There is now a main menu that will greet you when the game first loads. It is a little ugly. We are going to have fish swimming about with a nice arrangements of plants in the future.
We are getting ready to add the aquarium school feature and it will be accessed via this a main menu, as will career mode. We added the main menu now to help combat a rare bug that keeps popping up from time to time. Some players have reported incidents where the game gets stuck in the "recreating world" stage of loading.
The simplest way for us to recreate this error is to try and load the same file that is causing the problem for players. We have only ever been sent 1 such file by a player which allowed us to fix a bug. Players are of course busy or not in the mood to go searching their hardrives for files to send to us so we have found other solutions.
The new main menu serves as a workaround of the bug because players can now choose to try and load a different file instead of the automatically trying to load bad file. This wont fix the bug but allows players to avoid it until we fix it.
We have also enabled a very nice feature in the game engine that will detect a crash/error and send detailed data about this error to us for analysis.
As I am writing this a new crash report just came in which sheds light on this problem. The game crashed because it was trying to load a game file that was empty. I never encountered an error like this in all the time spent testing the game. But the world is a much larger testing lab. Even if you save a scene with only an aquarium inside it will save some data. Perhaps there was a power cut at the exact moment the game was being saved. The good news is that I should be able to fix this quite simply.
More progress has been made with fish. Above is the almost finished version of the new sunburst platy. Painting is hard for me and requires a lot of concentration. So much so that this week I have strained my neck and hurt my fingers. Next week I have to have a bit of a rest from painting and focus more on programming related tasks. No doubt There will be lots of bugs to fix now that we can have bug reports automatically sent to us. There are also lots of smaller features waiting to be tweaked and worked on.
Next week I will also continue to focus on making the next version of the fish shader. Here is a sneaky peak at our new sunburst platy flapping about in an odd manner. It looks weird because we are still putting the shader together and testing parts with exaggerated values.
At the moment all fish the animation is done by hand animating a skeleton which drives the skin. This is standard way of doing animation for games and feature films and is quite fun but it takes time.
Usually it takes 1-2 days of work depending on the complexity of the fish which is a quite reasonable amount of time. What we are doing with the new shader is using pure mathematics to animate the fish instead of animating them by hand. If we can have all animation work purely in the shader without the need to hand animate the fish that will save the 1-2 days of work but get the same or better result.
That does not sound like much time but we want to have 100+ fish in the game eventually which means this technique will save us 100-200+ days of work. It will also increase the in-game performance of fish because the data is handled on the Graphics card instead of the CPU which will enable us to have more fish on screen or the same amount of fish as now but using less power.
I am off to fix that horrible bug. I'll see if I can get a patch uploaded by monday at the very latest. I want to test it hard before victory is proclaimed. We wish you all a lovely weekend.
It is Friday once again and we have a new build. It is more of a cleanup/quality of life update but as you will see further down we have been furiously working on lots of other more interesting things.
The code for all UI buttons types is some of the oldest code in the game. Code this old is usually made at a time when we are not 100% sure about how the game should function and there is usually a bit of over-engineering done because we assume that certain types of functionality will be needed later on. Now that things are a lot more clear, all button code has been cleaned up. The code has been vastly simplified and reduced in size. There is also less logic that must be processed in order to determine what the player is doing to the button so the correct actions can be executed. Again this not very glamorous and exciting but craftsmanship in software is important and often overlooked.
Another small UI bug fix. When in windowed mode some parts of the ui would appear in the incorrect place for one frame and then snap to their correct position on the next frame. This would happen to ui elements that appear at the position of the mouse and are activated when the mouse is over an object or another ui element such as a shop button. This was very annoying and is now fixed.
Switching to windowed mode is now simpler. Rather than players cycling through a list of window sizes they can just resize the window like any normal window.
Tiger Barb Work In Progress:
Progress has been made with painting the tiger barb fish. They are not finished just yet but I think they are going in a good direction. Special consideration has been made to keep them stylized but also feel like they are referencing the real animals as much as possible. Male Tiger barb fish have more red in their colourings than females. We exaggerate it a bit here only because we don't want to cause confusion when players need to identify the genders of their fish for breeding etc. Critique is always welcomed but do keep in mind we are still working on them.
A few other small things have been worked on that will probably make it into the game very soon. Such as small quality of life fixes like objects created with the brush are not always created inside the radius of the brush. We also are trying to get the brush to feel less clunky and clumsy.
Pausing the game will actually be possible. We added it into the game when the plumbing system was first added but there is not a separate control that players can use if they need to. We were actually going to have pause ready for the very first release but it had a bug where fish would become invisible and not become visible again unless the game was restarted. Something in the fish shader did not like what was happening so we did not add the pause feature initially. However Pausing was entirely re-engineered for the plumbing system and now works 100%.
More progress has been made with the career/campaign mode. For those who are reading about this for the first time career/campaign mode is going to be the part of the game that is actually the "game" part. You start off in aquarium school and learn the basics of how everything works in the game. Then graduate and begin a career based on qualifications attained in aquarium school.
You then interact with various characters in the game that hire you. The jobs you get might be something as simple as "Please look after my fish while im on vacation" or something more complex like "Design a self-sustaining aquarium for my rare Betta fish and keep it within a budget of $8000" or "My Cichlid has a strange disease and needs to be nurtured back to health".
As you complete jobs you gain money and unlock new fish, plants, decorations etc. This also increases your rating so you can complete more complex jobs. You could also take some of this money you earn to go back to aquarium school and gain more advanced qualifications. Most jobs in the mid-late game will require players to have certain qualifications so it is important to gain as many qualifications as possible over time.
We want each career path to be very interesting and not feel like a repetitive grind to earn some random points that unlocks more items. This means each task the player has to complete should be as unique as possible. I have played open world games where the main story missions become very repetitive and are clearly the same mission types over and over again with different character names and slightly different objectives. However the side missions were a lot more engaging and more interesting outcomes sprang from their conclusions.
We want career mode to be like a game full of interesting side missions where players are actually interested to complete the task they are given and look forward to the next one. This also means there can be plenty of secrets. An interesting series of interactions with specific characters may lead to unlocking special items.
As you can imagine this requires a lot of writing and a lot of planning but we are getting it done. Aquarium school will serve as the way we teach players how to play the game which essentially means it is the tutorial system and it will be the first part of the career mode that we add into the game. If everything goes to plan the first iteration of aquarium school will be in the game before the end of May (2020).
Be sure to check out the forums. A new post has been made and pinned that shows an incomplete list of all the fish we are planning on adding into the game. Feel free to reply to it with your suggestions, we will add them to the list and at some point add them into the game.
It has been a slightly shorter week due to the easter break and there is no update to the build this week. However some really important progress has been made with the fish.
As has been mentioned in some previous posts we have been working on improving existing fish whilst preparing to add new ones. This also includes making the male and female versions to be used later when we implement the breeding feature.
For example here is a look at the old model of the Tiger Barb that is currently in the game:
Like the other fish models it is fairly simple but works quite well. As was said before what we need are to have gendered versions of each fish. For Tiger Barbs, the differences between genders are more subtle than other species in terms of body shape. Females are overall larger and their bellies are larger as they have to accommodate lots of eggs. The other differences are in colour but we wont be showing that in this post.
Their size is set to be the same so they fit nicely in the image. The important things to notice here are that there is more definition around the head. The fish actually has gills now and overall there is more of a feeling of volume and form. Much more detail has gone into the fins so when seen in silhouette they are more distinctive. The higher polygon count and distinctive features allows us to add more detail into the animations. The lower resolution versions did not look good when the body bends during it's swimming motion because there are not enough polygons to make the bend look rounded.
It also makes painting the fish easier because we paint on top of a surface that has more definition. This actually helps it feel more three dimensional. The old version tends to feel a bit flat because there is more detail painted into the texture but it sits on top of a simple featureless model. Essentially it comes down to us wanting to improve the quality. There is nothing particularly wrong with the old versions but they can be better and it is important to make them the best that they can be.
Here is a look at the other fish we have worked on this week:
Round Tail Guppies:
Old:
New:
This is the first proper guppy type we are adding. We will slowly add the other guppy types such as fan tail, sword tail, spear tail etc but for now we will stick with the round tail type. We will be adding as many colour variations as we can over time. By the end of development there will be quite a lot of guppies.
Platy:
Old:
New:
like guppies, Platys come in many different colours and we are going to add as many if these into the game as we can because too they are quite lovely.
We are also going to add Mollys. Mollys and Platys are quite similar to each in terms of body shape but there are distinct differences and variations. Mollys will get their own distinct models and colourings.
Betta:
Old:
New:
We added the first betta fish around christmas time and players seemed to really like it. This one is a female. The male is still being worked on because it's fins are quite a lot larger. The hard part is figuring out a good way to animate them. Their fins are so large and behave like cloth. This requires a bit more problem solving to get right.
Rainbow fish:
This is a completely new fish type that we have not been shown before. It needs another few hours of modelling work and then we can starting painting.
Next week we will post a list in the forums of the fish we are going to include into the game. as well as some information on their state of readiness. We will keep adding to the list so fear not if you don't see your favourite fish on it but feel free to tell us and we will add it. We will also try and show more fish related progress every week now that the ball is rolling.