FISHERY - Undercover Cheese
Hello everyone,

Build 47 is done and should be uploaded some time in the next few hours.

What made it into this week's build has been mainly quality of life tweaks and bug fixes.

Better placement of objects:


We have received a lot of good feedback that told us that object creation is just way too clunky. The scale of objects when they come into the aquarium is always awkward and undesired. We have been devising a few ways to address these problems over the past weeks and this week we put in what we hope is a step in the right direction.

When creating objects you click their icon in the inventory and then click in the aquarium where you want it to be placed. That part has not changed but now if you hold down the left mouse button as you place it into the aquarium and drag the mouse either left for right it will rotate that object. Dragging up or down will scale it. To finalize this new object's placement you just let go of the left mouse button.



The same goes for creating plumbing objects too with the exception that scale cannot be modified.

changes to placement settings (top right ui panel):


furthermore the options ui for placing objects has been moved to a better location in the top right corner and is only visible once you are actually in placement mode.



If you hover your mouse over the labels of the attributes in that ui for around 0.5 seconds then a help panel appears which explains what that attribute does. Over time we will have these time delayed help panels for all important things in the game so players dont have to search through categories in a separate help mode in order to find out what a single button does. And we will have more mode specific tips that tell players what they need to know.


There were also a lot of small bug fixes. This week we found what we think are the causes of a few rare bugs and put in a fix that should prevent them happening in the future.

We have also created more plumbing objects but they will be added to next week's update. The list of completed plumbing objects currently in the game is quite short and we are missing a lot of basic things that players could use. Players have complained that there is currently no way to remove salt, co2 or excess oxygen from the water. We have plumbing devices that add those resources to the water but need devices to remove them too. This is bad because we have not yet added water changes to the game so there is no way to restart/stabilize the state of the water in a super emergency.

You can thank someone on the forums for convincing me to add water changes. I started off my reply to their request stating why I don't quite like the idea of adding water changes and why I find it tricky to add from a visual and logical design point of view and gave some possible solutions that would make it ok to add water changes into the game which I thought were perhaps not very good. But they were quite happy with the possible solutions I proposed and after some reflection I quite liked them too so... relatively soon we will add water changes.

We will continue next week much like we did this week. More quality of life tweaks to the game based off of player feedback. There will also be some more progress made to the day and night cycle stuff features and the usual bug fixes and performance boosts. Finishing off the next batch of plumbing devices and possibly adding a new fish. It will be a busy week indeed.

We wish you all a good weekend

The Fishery Team


Jan 31, 2021
FISHERY - Undercover Cheese
Hello everyone,

Build 46 should be uploaded some time today (Sunday the 31st Jan). We are just doing a final round of testing before releasing it to steam.

A lot has been written in the last weeks about what has gone into this update so rather than just repeat myself as I too often do It is far better to actually show some of what we have been working on.

Fry Predation:


Aggressive and semi-aggressive fish are always on the look out for a quick snack so keep that in mind when you have them in an aquarium with fry. Peaceful fish will only eat fry when they are really hungry.

General movement:


There have been a lot of tweaks made to how fish are animated. We have introduced more subtleties and fish are not always in a hurry to move about. The fish in the above gif is sort of taking it easy. It swims a bit the coasts for a second or two and then swims a bit more. It is using it's "arm" fins more than it's tail because it is not trying to go very fast. However if it wants to move much faster then it will use it's tail more.

Curves to control procedural animation:


This is controlled using animation curves that are used to drive the intensity of swim speed, arm movement speed and tail movement speed.

Detailed view of a curve:


At the low points the value is 0 and the high point value is 1. Think of it as "off" and "on". Each fish has an internal timer that reads the curve as time increases. Depending on the type of behaviour that the fish is currently executing it will choose a different curve. Essentially what this curve does is have a value of 0 for one to five seconds and have a value of 1 for one to five seconds. If we were to just use the values of 0 and 1 to drive the animation we would get a very jumpy animation so what we do is smooth the output values from the curve so the transition from 0 to 1 or 1 to 0 happens over the course of 0.3 seconds or so. All of these curves are generated randomly based on some rules. For instance the flock curve has smaller periods of it being 0 and longer periods of it being 1 otherwise there would be too many fish falling behind their group.

Navigation:


This system broke last week because the existing version of it that was written just did not work well with the new behaviour changes we have been making. Thankfully though it was somewhat quickly rewritten to work nicely and it works better than before using less complex code.

What you can see happening is our puffer moving towards a target which is being an obstructed. The pink line coming from the puffer indicates that it has detected an obstacle in it's way and it is close. It then shoots out some radar lines in multiple directions to see if it can find any non obstructed space to move into. These are the many blue lines that are pointed out from it. If it finds non obstructed space then it adds movement force into that direction. It is also still applying force to move towards the target but the correction forces nudge it just enough that it appears to move around the obstacle. As it moves around the obstacle you can see there is a little jolt in it's movement. This is because it is hitting the glass. We are sort of on the fence as to whether we should allow the fish to just bash into the glass. Certainly in my experience of keeping fish I have seen that happen so it is a somewhat realistic behaviour but in the game it feels a little too much like an imperfection that should be corrected.

Possible future for navigation:


At the beginning of the week I did a bit of research into alternative ways to do navigation. What you see in the above image is a way of finding the path (pink line) from point to point and avoiding obstacles using a fairly smart algorithm to find the shortest correct path. It is known as Astar or A* pathfinding. It is quite an old technique that has been used in countless games. Usually it is used for navigation on a 2D grid for characters moving across the floor.

The algorithm


This is an visualisation example found on Wikipedia. the code actually searches almost every possible path from start point to target point and then calculates the shortest path. If there are a lot of obstacles in the way then it results in much more calculations but a correct path is always assured as long as the target point is not stuck inside barriers without an entrance.

This is something that could be useful in the future but it requires a few changes to how we setup things in the game. It also means that fish have to request a path before moving towards the target. This means a lot of computation is done before the fish even begins swimming and if there are a lot of fish in an aquarium then that must be managed because we cannot calculate 500 paths on the same frame however it would be unlikely that they would all need a new path at the exact same time. But if a fish is swimming after another fish or chasing a piece of food is dropping down from the surface the path must be recalculated perhaps once every half a second because the target is moving. Also the player could be moving decorations around that obstruct an existing correct path so there must be mechanisms in place to check that a path needs to be recalculated. If the aquarium is quite large then there are move possible paths to explore and that will increase the time it takes to compute a path.

For now we much prefer the fish finding their way around the aquarium as they do now. It allows the fish the figure out where they are going as if they are thinking creatures and if they do get stuck that might be a good way of telling players that they have decorated their aquarium in such a way that fish find it hard to move around.


Next week we will take a break from doing some of this more complex work and concentrate on some quality of life changes in the game. There have been many very good suggestions made by players in the forums and in response to weekly update posts and it would be good to make some changes based on those before we move on.

We wish you all a good Sunday.

The Fishery Team







Jan 24, 2021
FISHERY - Undercover Cheese
Hello everyone,

My goodness it has been a somewhat disappointing end to the week. Tis in fact Sunday which is not the usual day to post an update at all and unfortunately there is no new build this week. There has been a lot of good changes made to fish behaviour and fish animations this week but the problem is that I have managed to somehow make it so the obstacle avoidance part of the code is not doing it's job properly and the fish are just swimming into things and getting stuck. Most likely it is some stupid mistake I have made in the vector maths or something equally silly somewhere else but I'm just a little too tired to realise what it is so I can fix it.

disappointed puffer



We did manage to get stress behaviours working. this means that certain semi-aggressive and aggressive fish will seek out other fish and attack them when they are stressed out. Puffer fish just inflate and sort of swim around in a cumbersome manner which is quite fun. When fry get too stressed they just die. Other fish just stop eating.

When a fish is being attacked it will try it's best to flee it's attacker if it is of a peaceful temperament otherwise it will fight back. Though if it fights back it could easily be confused for mating so a little more polish needs to go into the first iteration of that behaviour before we release it.

Predation is almost in the game. We have focused on predation of fry first. If fish are really hungry and there is no food in the aquarium but there is fry then the fry becomes food to them. More aggressive fish will not wait so long to eat them. If they are slightly to moderately hungry and have a choice between fry and some non-living fish food then they will choose the fry. There will of course be more nuance added with this as we make progress but this is the first version because certain fish have more "rules" when it comes to eating fry.

We have also made careful preparations in the code for adding the day and night cycle. Having the concepts of day and night will have drastic changes on how behaviour in the game is triggered. For instance certain fish like to spawn first thing in the morning when the lights come on. Other fish spawn at night in the moonlight. It also allows us to make algae growth dependent on light as well as nutrients levels. Plants breathe in oxygen and breathe out Carbon dioxide at night. The concept of age actually becomes a proper thing with a day and night cycle. Suddenly the length of time something has existed in the aquarium can be measured in days which means fish, plants and the aquarium itself can have age related parameters which allow for more interesting things to occur. It will also mean that fish will only need feeding once a day. We will be able to fix a lot of those kinds of issues that are related to the frequency of things occurring.

So time for a little rest and then back to work making this game better.

The Fishery Team
Jan 15, 2021
FISHERY - Undercover Cheese
Hello everyone,

There is no update to the build this week. We have managed to get a lot of work done but certain parts of the game are being dissected in order to make them better. I will get to that further down but first we have new content to show.

Mesoheros festae. Commonly called the Red Terror Cichlid or Festae Cichlid

Male:


Female:


These lovelies will replace the last googly eyed fish we have in the game. They are about 95% complete and will be in the next game update.

Triceratops-ish skull:


This fine specimen has been painted. This will also be in the game in the next game update.

Now to the reason we have no build update this week. We have added a lot of changes to fish in the past month which also included puffer fish and now the new red terror cichlids which are larger than any fish currently in the game. Adding new fish that are unlike previous fish allow us to see where parts of the animation, locomotion and behaviour systems need more work. A lot of the focus this week has been on behaviour. We have added aggressive behaviour to the betta fish but in doing so we must add separate panic and combat behaviours as well.

After all it will not make sense if a Betta is attacking a neon tetra and the neon tetra is swimming along as if nothing is wrong. It should try to evade the Betta. However if the fish being attacked is another Betta or a fish that could could fight back then it should fight back. If some peaceful fish are nearby when this happens then they should show signs of alarm or panic and swim away from the fighting. It becomes a chain reaction of behaviour that propagates through the population of your aquarium. It is a bit tricky and requires a lot of thought and testing but we are on the right track for sure.

This is a little bit of a short post this week but I want to squeeze in some more time to program fish brains. I have not been as active as usual in the forums during the week due to the intensity of the work but I'll answer some questions and comments over the weekend for sure.

We hope you all have a good weekend.

The Fishery Team




FISHERY - Undercover Cheese
Hello everyone,

It has been a very busy week indeed and build 45 has been uploaded. We have added our first species of macroalgae to the game. It has not been long since we added marine fish and we were in desperate need of some sort of plant life that can photosynthesise in a saltwater environment.

Mermaid's Teacup:


Mermaid's Fan:


Red Bush Macroalgae:


Neomeris Annulata:


A lot of the freshwater plants that are currently in the game are quite interesting but also quite "standard" when it comes to their shape. Macroalgae on the other hand comes in quite a variety of shapes and it is always refreshing when we get to make items for the game that are quite different from other things. It is also useful because it ensures that our saltwater aquariums will look quite different from the freshwater aquariums when we are done. We have not added sea sponges or coral yet and that is when things really begin to look different but stay tuned because that is coming along with more macroalgae in the near future.

Inflated Amazon Puffer:


The inflated shape of our puffer fish have been modelled. But they are not in the game yet but we are still working on the code. There has been quite a lot of change and progress made with the fish behaviour, animation and locomotion code in the previous months and there must be some clean up done before anymore progress is made. Time was also spent this week speeding up certain parts of the code for fish and plants in preparation for adding more specific behaviours.

An example of a specific behaviour for a fish would be the puffer fish inflating. Only puffers do this and as tempting as it is to allow this behaviour for neon tetras I fear there would be a backlash. So the code must be written in a way that allows for the addition of species specific behaviours without a large amount of logic being done every frame to perform the correct behaviour. This sort of programming is not new or difficult but it must be done in a way that does not make things messy or difficult to understand from a code perspective.

For those of you that are waiting for stress behaviours and species specific behaviours to be added to the game I can assure you that you won't have to wait much longer.

As usual we wish you all a good weekend and shall see you next week.

The Fishery Team
FISHERY - Undercover Cheese
Hello and happy new year to everyone,

Build 44 will be uploaded later this evening. We had a little bit of a rest this week with us only working half a day each day but we still managed to knock a few nice things off of the to-do list.

Black And White Clownfish Female:


Black And White Clownfish male:


These lovelies are Black and White Ocellaris Clownfish. We did not realise how many varieties of clownfish their are until doing research for this game so it was a pleasant surprise and gives us more opportunities for interesting fish varieties to add into the game in the future.

Sponge Filter and Swim Levels:


Most of my time this week was spent on adding the sponge filters into the game and working on fish behaviour and animation.

Sponge filters are a new type of item added into the game. They work differently than the waste filter found in the plumbing system. These filters require electricity to run and they have a maximum amount of waste that they can hold. They take waste from the water and store it within themselves where it decays into nutrients. We are going to be doing a lot more testing to determine exactly how much waste should be consumed and contained within sponge filters as well as the speed that they consume and recycle the waste so keep that in mind when using them. There are 3 sizes of sponge filter. We might add larger versions in time.

Another small feature that was added was the "Swimming levels" of fish. Certain fish like to hang around at specific depths in the aquarium. In the above picture with the sponge filter you can see the guppies swimming around near the surface and the tetras swimming around the middle. All fish in the game have their preferred swimming level but it does not display in any UI yet. They do go away from their swimming levels when they feel like it. For instance if they wish to nibble a rock or some substrate they will swim from their preferred depth to do so. The same for food that sinks or floats all fish will swim to eat it so there is no worry about your fish starving because you dropped the wrong piece of food. However that will change somewhat in the future when more food varieties are added. Certain fish prefer to eat at the surface while others prefer to eat near the bottom. This will be a feature too.

Here is a quick rundown of some other changes:
  • Last week all the first were swimming a little slowly which was not intended and has been fixed.
  • The puffer fish act a little more curious and swim around the bottom checking things out. If you have some interesting little caves/tunnels made out of rocks or wood then they seem to wander into them more often.
  • New help entry that talks about the new sponge filters.
  • Changes to fish obstacle avoidance. The size of the fish's collider is taken into account when determining if it needs to avoid an object. making it more accurate in certain circumstance.
  • Placement settings in the shop are visible by default. We have the feeling not everyone knows they are there.
  • fixed a bug where plant fertilizers particles are not playing when a scene is loaded and the fertilizer is already underwater.
  • Changes to the wander and flock code ensures that if for some reason a fish cannot reach it's target because of an obstruction it times out and picks a new target to wander to.
  • When running the game in windowed mode it will not pause if the player clicks outside the window.
  • fixes to maths behind calculating how much food each fish eats with a single bite and how much should be removed from the hp of the food item.

Next week we are back to full days and lots more things to work on. If all goes well we will finally be able to replace our googly eyed red terror cichlid though I think it might return much later in the game as an easter egg. There are also a few other loose ends from last year that need to be tied up. Busy times indeed.

Once again we wish you all a happy new year and a good weekend.

The Fishery Team.
Dec 25, 2020
FISHERY - Undercover Cheese
Hello everyone,

It is finally the end of a very tricky week and a new build uploaded to steam. Build 43 has some new fish and a lot of modifications done to fish animation in general.

Amazon Puffer:


Hawaiian Whitestopped Toby:


The gif quality is not great but hopefully that will give you a sense of what they are like. Getting the game ready to add these fish has been the big challenge for the last few weeks. This is mostly because they required a few things to be done differently. They don't undulate their bodies like most other fish in order to propel themselves through the water but only use their smaller fins to do so. This is a problem for us because suddenly there are less interesting things happening with their animation and they look like odd little puppets floating through the water. For these fish we need to make their actual movement through the water from the point of view of position and rotation more interesting which is what we will work on next.

This is somewhat disappointing because I had hoped we would get their animation a little further along than it is right now but due to time and I dare say a bit of tiredness we were not able to do so. To add to that disappointment we were also not able to get the inflating behaviour into the game either so it is a double disappointment.

On the bright side though we have completely overhauled the fish animation and locomotion systems and improved all the current fish behaviours in the game. All fish should have more fluidity in their movements and there is now independent control over their pectoral and body swim motions. Breeding animations are now more interesting. The partners swim around each other in a more interesting way rather than just headbutt each other. It is not final but it is a good next step for it.

Once we have added the inflating behaviour for puffer fish it will be triggered as a result of the fish becoming too stressed. All fish species will have their own stress behaviours. Some fish will act aggressively and attack other nearby fish while other fish might simply stop eating. Other fish might start comfort eating and begin eating every piece of food that it can find in the aquarium.

There will also be "health behaviours" which will be triggered when conditions are such that their life could be in danger. For instance a lack of oxygen in aquariums will leave the fish gasping for air near the surface. Lack of energy as a result of not being fed enough will lead to slow, lumbering movement.

There are also further improvements that are going to be added to existing behaviours. One important aspect that is missing is the different levels of the aquarium that fish prefer to swim at. For instance guppies swim more towards the top level of the of the aquarium and fish like Platies, tiger barbs and neon tetras tend to swim around the middle. Other fish like Corydoras prefer to swim around the bottom because that is where they get a lot of their food. At the moment all fish just swim about anywhere and it makes them all look like they have the same brain but that will change soon.

Other behaviours that are being worked on are different types of shoaling behaviours, more interesting rest behaviours, territorial behaviours, playfulness, fear, loneliness and more.

We will have a little bit of a break next week. The work days won't be as long but there will still be a development update post on Friday and there may also be a new build uploaded so keep an eye out for that. We will still be working on some new art content as well as some new fish behaviours that have been mentioned above so we will certainly have something interesting to share.

We wish you all a relaxed and restful weekend.

The Fishery Team.
Dec 18, 2020
FISHERY - Undercover Cheese
Hello everyone,

A new build has been uploaded. build 42 contains a nice chunk of new art content including our Christmas mystery fish. Which is not particularly Christmassy but its a fish that a lot of people always ask about even if they know nothing about aquariums. The Clownfish.

Clownfish Female:


Clownfish Male:


The Ocellaris Clownfish is a fish on the short list of fish that you must have in an aquarium game. Sort of like having a Tyrannosaurus Rex in a dinosaur game. The Tyrannosaurus Is in many ways synonymous with the word Dinosaur for a lot of people. The same seems to be true that the Clownfish is synonymous with pet fish or aquariums thanks in no small part to Pixar I am sure.

A quick update on the puffer fish. They will be in the game next week. They are about 80% painted and we are working on how their animation will work. Puffer fish do not use the motion of their spine and tail to propel themselves through the water but instead use two pairs of smaller fins to swim around. They are sort of like underwater humming birds. This means that there needs to be a rethink about how we animate our fish via code and make the appropriate changes.

We have also been making substantial changes to how non puffer fish are animated. You might notice some of these changes in this build. There is a lot more movement in the Pectoral fins (Arm fins). The body motion is a bit more fluid and based on fish skeletal mechanics. There is still much work to be done next week on fish animation so if it looks a little strange for some fish just know that hopefully most of that will be fixed in a week or so.

We added a whole load of sea shell decorations too.


Limpet, Turret, scallop, oyster, asian clam, Nautilus shells have been added. Most of which have more than one variation which all together total at 17 shells. We also added a coconut which is the first of 5 coconut model variations to be added and we added 5 new bogwoods. the above image is a little sneaky peak. We encourage you all to check them out in the game for real and get creative with them.

We were not able to get the sponge filters ready this week like we had aimed to do and next week we will be focused almost entirely on puffer fish and fish animation so sponge filters will have to come in very early January along with a new backdrop and a few other loose ends that we have promised.

It has been a good week indeed and we look forward to next week. We wish you all a good weekend.

The Fishery Team.
Dec 11, 2020
FISHERY - Undercover Cheese
Hello everyone,

It has been quite a good week indeed and we have uploaded a new build of the game. Build 41.

We have been focused quite heavily on art content this week as we were last week.

Updates to plant shaders:


The little programs that tell the graphics card how to draw plants have been updated. These plant shaders have been vastly simplified which should result in them rendering faster. They also use less GPU memory which is very nice as well. As you might be able to see from the above gif we have made changes to the underwater "wind" movement. This is going to be tweaked quite a lot in the near future because each plant requires slightly different settings to get the movement to look nice. The new algae and waste textures also appear on plants now.

Black Sand Substrate:


White Sand Substrate:


It has been a while since we have added some new substrate materials. These two have been on the to-do list for quite some time. We have also modified the "default" sand substrate to look a little nicer and the shader for sand substrate has been modified to have those tiny reflective glittery specs that you sometimes see in sand. This hopefully will make things just that little bit more charming.

Sponge filter progress:


The lovably ugly sponge filters have been painted. These will be in next weeks update once I have written the new code for how they work. The code for waste filters is being updated specifically for these items but more details shall be revealed next week. It will also affect how waste filters work in the plumbing area too. At some point we will also add different coloured sponges.

Triceratops Skull Model:



I have been working on this skull in the evenings for about half an hour at a time for a while now and this week I decided to finish it off and it is on the list of things to be painted. We already have a Tyrannosaurus skull in the game but I feel like it is getting a bit lonely. That Tyrannosaurus skull will need a bit of an artistic rework in the near future because it is starting to look a little dated. We will certainly be adding more fossilised bones to the game because they are so fun to make and to look at.

Auto Mode Help:


A new entry has been added to the in game help. It does it's best to simply explain what the auto mode for powered items is but I foresee changes to it's text over time.

There have also been a lot of tiny tweaks here and there to various different parts of the game. Small reduction in memory use for every dissolvable item that uses particles. Separating the gold used for the treasure chest into it's own gold shader rather than having a complex combined shader. Turning off shadow casting for small plants like glosso and flame moss to reduce rendering times. Really small or thin objects have no business casting shadows because shadow rendering really does slow things down and I feel like the performance cost is not worth it. They do of course still receive shadows and their shadow casting might be turned back on in the future once I am more happy with shadows in general.

Progress has been made with painting the new fish. Unfortunately I cannot show it here because we are painting the surprise fish first so we are sure it will actually be in the game when we said it would be. Otherwise we just look silly. But you can expect to see painting progress with both puffer fish next week if everything goes well.

Also for next week's update.... Sea shells! and more.

Busy times indeed. As usual we wish you all a very good weekend.

The Fishery Team.


FISHERY - Undercover Cheese
Hello everyone,

A new build has been uploaded. There were not a lot of super fancy modifications done to it this week. The usual batch of non critical bug fixes and some small quality of life changes to powered items.



Part of this UI was reorganised to make things less confusing. Instead of the slider being attached to the power attribute it has been separated into it's own strength attribute and the power usage and in this case the Oxygen output update as they did before but now things are more neat.

Auto mode is now optional. There is a checkbox to toggle it. By default auto mode is turned off which means the device is turned on all the time as long as there is enough power. But when Auto mode is enabled the min and max thresholds are preset to something useful depending on the function of the item. For instance this air stone is outputting Oxygen so we have made the min and max thresholds correspond to what would be useful to keep fish happy. The same is done for Co2, in which case the thresholds are set to keep plants happy and not be toxic to fish. The same changes apply to all powered plumbing items too.

Additions to ingame help:


A larger batch of help subjects have been added. All the main water chemistry components now have some explanation. Algae, Co2, Oxygen, Nutrients, Power, Salinity, Temperature and Waste. The purpose of these texts is to give players some instruction as to what use each component has in an aquarium. They refer to some of the important quantities that players need to know about. For instance in this example it mentions that when nutrients levels get to around 85% there is a high chance that Algae will start to grow. It is not meant to be a tutorial but we want it to function as a reference guide that players can refer to when they need to know something. It will eventually cover pretty much everything in the game. We will keep adding to it every week.

The main reason why the changes to the build are a little light this week is because we have been hard at work on making lots of new content.

Red Terror Cichlid:



Finally we are replacing the googly eyed red terror cichlid with something that resembles the current version of the game's art style. This one is the male variant of the model. The females are not too different in terms of model shape except there are differences in the length of their dorsal and anal fins. Their sizes are quite different also. For sure there will be a lot of last minute tweaking to be done before it goes into painting.

Red Terror Cichlid Silhouette:


The most important aspect for making 3d models or any kind of sculpture in general is the silhouette. Hopefully anyone who knows anything about cichlids would recognise this as some kind of cichlid after viewing it for half a second. In a game where there will be so many fish species added it is very important to make each type of fish distinctive in this way.

Amazon Puffer:



Ah yes the lovely little Colomesus Asellus otherwise known as the Amazon puffer. This was promised to someone on the forums and one must try to keep ones promises. Apparently it is quite difficult to determine the sex of these puffer fish so we will only add some subtle differences to the male and female models but most differences will be in the paint job.

Hawaiian Whitespotted Toby:



Another puffer fish. Canthigaster Jactator, commonly called the Hawaiian Whitespotted Toby, is a marine puffer fish. We don't really have any marine fish in the game yet and this gorgeous fish had to be modelled once I saw it.

You may have noticed there are no pictures of our puffers all puffed up. When we add them to the game they will most likely have that ability. You might have noticed in recent updates to the game that each fish has a stress response detailed in their info. The actual code for stress responses is still being worked on and the stress response for puffer fish is to inflate themselves. We will try our best to get that into the game this month with all the content we are working on but if we don't get it into the game this month then it will be added in January for sure.

The special fish I teased you all with last week has been modelled also but I cannot say anymore about it.

Sponge Filters:


Yes, Sponge filters. These were items that I said I did not want to put into the game because they are ugly but after more research and a lot of thinking about it I am warming to them. They will also play a important role in the game when we add story mode and players are concerned about the budget of their aquariums. Sponge filters are relatively cheap but useful and anyone who gets into keeping aquariums usually has some experience with them so I thought why not. Their size relative to each other will change somewhat. They will be scaled to better represent small, medium and large.

There are going to be some very interesting things revealed next week so be sure to come back and check that out.

We hope you all have a great weekend,

The Fishery Team
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