Build 69 has been uploaded and we have added a very much requested feature this week.
Some of you might remember when we added a feature that prevented decorations from poking out through the bottom of the aquarium. We have now taken that further and made it so decorations cannot poke out of the side of the aquarium either. We also added this feature to plants. In terms of how selecting these squished objects works. It behaves the same as the previous version. If you select any object that is pushed up against the glass it will snap back to it's original shape when it is highlighted by the mouse. If you have the alerts overlay activated and a plant is alerting for whatever reason that will disable the squishing so it is more visible if squashed to a small size. This is only to make these objects more visible when there is a problem with it and you wish to interact with it. Not all objects will be squished when pushed up against the glass. Sponge filters and air stones (including the treasure chest) will still poke out of the glass. It does not work for fungi yet either but in the next update it will.
Here you can see it in action. One thing that this now makes possible is for players to create their own "3d backdrops". A aquarium 3d backdrop is something you can buy or create in the real world which fits across the entirety of one side of your aquarium. Usually it is a complex cliff like rocky surface and can look quite interesting.
Here is a list of some smaller tweaks, bug fixes and quality of life changes:
We also added some new coconut decoration variations and the new toy dinosaur decoration in three poses.
Water ripples on the water's surface also don't poke out of the sides of the aquarium.
When an aquarium is loaded there is a second or two where everything shows an alert when it does not need to. This has been more or less fixed it still happens occasionally and I am not exactly sure why but I will find out and stop it.
Fish should now not get stuck when in the 'algae nibble' behaviour state. It happened sometimes due to how we detect a place for them to nibble which sometimes returned us a target position inside an object.
The UI that pops up when you mouse over an object would flicker and jump around when the screen's resolution does not have an aspect ratio of 16:9. quite horrible but now fixed.
Fish regain energy based on how much sleep they get. The more sleep they get the less quickly their energy is regained. We will probably tweak it further if players and ourselves feel like fish could regain even less energy while sleeping.
Thank you to everyone who posted kind words in the last update post that was made. We have in fact decided to add some decorations which serve as little pet memorials to the game. We will make some nice little sculptures of cats, dogs and other pets including fish. I cannot say exactly when but we will try to make some in the coming months. We are also going to write some career mode storylines where players will be asked to create aquariums that memorialize deceased pets and loved ones.
There is no new build this week as things did not go as planned at all. Unfortunately a beloved pet died and as often happens around such circumstances any hope of productivity evaporates. Not a great start to the year at all.
My illustrious colleague made some very nice progress with her work. I managed to finish the paint job and poses of the toy dinosaur decorations as well as work on an amphora decoration.
There were quite a few things more that I had planned to work on which will instead be worked on next week as normal.
Build 68 has been uploaded for you all play. It comes with a nice new shiny feature, UI tweaks and bug fixes.
Some of you may be wondering what the creature on this update's thumbnail is all about. It is a new decoration that will be finished soon but we thought it would be nice to give you all a sneaky peak of the model.
It is a toy dinosaur, a Dilophosaurus specifically, that will come in 3 poses. It will be quite fun and interesting to put this among areas of thick plant growth or rocks to create little prehistoric themed aquarium scenes. We have already made some good progress painting it and soon it will be finished and in the game. We will most likely add some toy dinosaurs in the future.
This week's nice new feature is the "Fish Storage" feature:
What this allows players to do is to remove fish from an aquarium and store them indefinitely and unchanged until the player puts them back into any aquarium. This will be quite useful in a number of scenarios. For instance if players are breeding fish and wish to keep the new fry safe once they have hatched they can now remove the parents from that aquarium and place them in a separate aquarium so there is no chance of the parents eating the new fry. Players could also create a special aquarium that is made especially for breeding or nursing unwell fish back to good health that fish can be transferred in and out of as needed.
It may also be useful for general maintenance. If the water chemistry has taken a turn for the worst and time is needed to fix it then it would be a good idea to just remove the fish and keep them safe until all the water chemistry issues are fixed.
Storage preserves all the key information associated with each fish that is put into it such as their name, health, energy, stress, age etc. They can be kept in storage for as long as players like and they will remain unchanged.
For now this feature is limited to live fish only. We may at some point make it so plants and decorations etc can also be stored but for now this feature is most important for fish. You don't have to careful with selecting fish before you add them to storage. If you happen to select the fish you want plus some plants or decorations etc the code is smart enough to ignore all none fish items in your selection. The icon for fish storage is found at the bottom of the screen next to the 'shop / inventory' button.
Changes to selection and manipulator settings:
These UIs took up way too much space and did not really have much explanation as to their meaning. Understanding how pivots and coordinate systems work always requires some explanation. Here as with other UIs players can mouse over the label and a brief bit of text appears that helps to explain what it enables.
There will be another update in the next week or two as usual. Hopefully it will include the dinosaur toy decoration as well as a new feature and the usual batch of quality of life improvements and bug fixes. We wish you all a relaxing weekend,
Ah yes the first update of a new year. Build 67 should be uploaded either tonight or tomorrow morning. Rather than hit the gas too hard coming out of the Christmas season we decided to work on some smaller quality of life changes that have been annoying us and players for some time and of course fixed some bugs.
The scale tool has been rewritten to work a lot smoother than before and it's sensitivity has been increased so it should no longer take a lot of mouse movement to make things bigger or smaller.
smooth as butter.
I also managed to program non-uniform scaling but it is not enabled for players just yet. Non-uniform scaling if when you scale an object on only one or two of it's axis allowing you to squash or stretch the object. This sort of scaling is quite important for an application like this because it helps make things look less repetitive especially when populating an aquarium with a limited amount of items. Changing the shape and rotating many copies of the same rock does help a lot in making it seem like there are many different rocks scattered about the place.
In the Unity manual Non-uniform scaling is discouraged quite strongly especially for physics objects. The rocks, plants and wood etc are not being moved by physics but they are used by the physics system for collision detection and we ask a lot of questions of the physics system as to where objects are so we can help fish navigate. According to the unity documents having non-uniform scaled physics objects will cause things to be less accurate and also slower. I have not seen this so far in my tests and it is my hope that this rule only need apply to mobile platforms where performance problems are more easy to trigger. We will enable it in the game soon and see if players notice any performance problems.
Placement settings UI changes:
A small change was made to the placement settings ui that becomes visible when players are placing objects into the world from the inventory. The 'Align to surface' parameter is now something that can be faded in or out to give players a bit more control over the orientation of their objects relative to the surface they are being placed onto. By default it is now set to 50% which I found to be jolly good.
Another minor change was to where the placement help text is placed. Now that we dont have a chunky inventory UI taking up space towards the bottom of the screen we can put some useful information there.
A touch of polish to button labels:
It used to be the case that the interactive button labels would just appear at the position of the mouse when it hovered over a button or rollover control and move with the mouse until the mouse was no longer hovering over the ui that activated it. Very crude and upsetting it was but now the labels are positioned nice an neatly where they wont offend the eyes.
We also fixed a few annoying bugs. The most annoying was a bug where when players pressed enter or return it would take a screenshot and stick it on the desktop. This would be especially annoying if players like to rename all their fish as they are required to press enter to complete the name edit. Can't believe I didn't see that during testing. I must have been too eager to start eating mince pies before uploading.
It is going to be a very busy year and this rather odd and obscure little game is going to get a lot more interesting and complete. We wish you all a happy new year and lovely weekend.
We have a new build for you all which should be uploaded some time tonight, though when steam is busy on holidays such as today there can sometimes be problems when we try to upload. Build 66 will be the last build of the year 2021 and it comes with some nice goodies for you all to enjoy.
Female Ranchu Goldfish:
Male Ranchu Goldfish:
We have added a new species of goldfish, the lionhead ranchu goldfish. These are rather odd looking fish as they have no dorsal fin and quite often have a thick bubbly layer of skin on their heads which can sometimes grow to cover their eyes almost completely. Quite bizarre looking but friendly fish. We have also added a male red cap goldfish. We have a few more species of goldfish to add and then we can check goldfish off the list for a while.
Some new decorations:
We added some new colourful-ish smooth rocks/pebbles which can be seen in the image above and we have added a new plant called Hornwort which can be seen throughout the image too. It is quite a popular plant found in many aquariums. It is quite a tricky plant to make because it is hard to find two pictures of hornwort where they look alike and of course a lot of aquarists strategically prune their hornwort to look a certain way whereas some let it grow somewhat wild giving it a very furry/bushy appearance. No doubt we will keep tweaking it as time goes on to get the right visual balance for it. We have lots more hardscape items to add too.
Better shop/inventory ui:
We have updated the shop inventory to be more organised, less tedious and use less screen space. We have added tags associated with each category so players can narrow down the number of items on display at once allowing for much less scrolling to find the desired items. More items can be displayed at once and the whole ui can be moved about if needed.
Pathfinding improvements:
Old:
New:
Improvements have been made to how fish find their way out of cave like places. The old gif shows how troublesome it was for fish to do this. In most tricky cases the fish would need to be nudged by the player so they can get out of trouble. With the latest improvements the fish are much better at navigating through these tight spots when wandering about. You can see in the new gif that it takes not much time at all to figure things out. It is quite a nice improvement and more work will be done to make it even more robust.
It has been quite a busy year and the game has come a long way in that time. We did not get to finish and in some cases start working on certain features or get as much art content into the game as we liked. Though I suppose that is just all part of the chaos of working on complex projects. A lot of the most important things that we tweaked or added were inspired or prioritised by players giving us ideas and feedback. The game is much better as a result and the things that got deprioritised or delayed will just be worked on in the coming months.
Thanks to all who have supported the game and continue to give us valuable feedback. It really does help and we will continue the hard work into 2022. We wish you all a merry Christmas and a happy new year.
Build 65 should be uploaded tonight. This post will be slightly shorter than usual but we did indeed get the red cap oranda goldfish painted and into the game.
Only the female is in the game at the moment. Next week the male will be added. There is not much difference between the males and females of these fish aside from some differences in belly shape and we will add some small variations in the models just so there are some minor differences for players to see so not all these fish look exactly the same. The next fish we are going to work on will be a Ranchu goldfish which will probably be added in two weeks.
The red cap oranda was the main thing that was finished this week because we were absolutely determined to get it into the game without further delay. We have a few other things that are nearing completion that we hope will make it into next week's update. A sunken row boat, more coconut shapes, an assortment of riverbed rocks and pebbles with interesting colours. We also will be adding a new plant, hornwort, which is a very popular aquarium plant that has been missing from Fishery for too long.
We are also making good progress with fixing some of the long standing issues with fish getting stuck in closed off spaces. We are aiming to have that into the game before Christmas along with all the art content we are working on. Busy times indeed.
Build 64 should be uploaded some time tonight and we have made some nice changes indeed.
Red cap goldfish model:
Somewhat disappointingly we only managed to finish the model of our newest goldfish rather than have it finished, painted and in the game. It is quite a complex shape with a lot of overlapping forms which are very rounded and that means we have to use more polygons to describe the forms otherwise it looks very blocky. At the moment the model is close to 5000 polygons which is very small by today's standards but remember that it should be possible to have 50 to 100 or even more of these swimming around our largest aquariums which means that we have to take care to optimize the polygon count as much as possible. I'll probably spend a bit more time finalizing the model before it can be painted and yes most likely next week it will be finished and in the game finally.
Beach Shallows Backdrop:
A new backdrop has been added! If players are making a tropical themed aquarium it may help to have a backdrop that resembles their natural habitat. More of these types of backdrops are planned such as a riverbed, the bottom of a lake, large garden pond, under an ice shelf etc etc. This one is still not entirely complete. We want to populate parts of it with seagrass and coral rock and even have some crabs walking about. Coral rock and live corals are something we are working on little by little and hope to have it in the game relatively soon so players can populate their aquariums with it and we can finish off this backdrop.
Decoration Squishing:
One of the roughest of the rough edges that we currently have in Fishery is the way decorations and plants poke out of the aquarium. This is the first step to addressing that problem. In the above image you can see on the left side what this aquarium looked like before and on the right side how it looks after today's update.
For now we are only applying this to the floor for reasons I'll explain in a little bit. As the object is being rendered by the graphics processing unit it executes some code that prevents the polygons moving below the "floor" plane. It is very simple and because it runs on the GPU it is very fast but it does have some drawbacks that matter if we want to apply this technique to the sides of the glass too.
It would be nicer if the squished parts of the model disappeared when they came in contact with the plane instead of hanging around making the object look melted. But only disappear from the side of the glass facing inwards. From the outside of the glass it would look nice if the rock looked like it was cut to perfectly fit up against the glass.
One problem that this technique causes is something commonly called "Z fighting". When two or more polygons exist in precisely the same position the graphics card renders them both but wont render them both in the same order every frame. The result is that flickering which you can see. This is very undesirable and will require some fiddling with the maths to make it go away which may or may not be simple but I won't know until I get stuck into it.
Anyway for this particular problem, having ugly protrusions through the aquarium floor, the technique works very well. When players move their mouse over where the object would be if not squished it still highlights so there is no chance of it being undetectable if players move the entire object outside of the aquarium either by accident or design.
This technique is only applied to decorations for now. Plants will have a similar fix at some point we hope. For plants we have to do more than just have them squish up against the glass like this because it looks ugly. Ideally we would have the plant deform and sort of bend as it collides with the glass rather than just go flat. It is more mathematically complex but we will give it our best shot in time.
Look forward to the red cap goldfish next Friday and we may have a few more nice new decorations and or plants to add. Busy week indeed. We wish you all a lovely weekend.
Build 63 will be uploaded some time tonight. Unfortunately not everything went to plan this week because I spent most of the time in bed feeling rather unwell. My colleague and I will be adding the new goldfish into the game next week instead. Fortunately I was able to spend some time fixing important bugs today and yesterday.
There was a particularly ugly bug pointed out to us by some players. When time is sped up and there is a lot of floating food in the aquarium there would be some fish that mysteriously find their way out of the aquarium and cannot get back in. Fixing a bug like this is quite difficult to solve unless I can recreate it on my computer and study it's causes.
This meant that I had to spend a lot of time watching aquariums with time sped up and lots of floating food until fish would get pushed out. Luckily I was able to reliably recreate the bug and I believe the cause has been found and fixed. There is some code in place that will teleport fish back into the aquarium if they are detected outside of it if it turns out the cause was not in fact fixed.
Floating items like food should no longer clump up in the corner like they do in the above gif. However if you load a scene that contains clumped together food then it will still be clumped. The fix prevents unclumped food becoming clumped. It also works for floating plants like water lettuce. The code that helps calculate the motion of buoyant objects has been made simpler, smaller and faster as a result.
There were a few bugs fixed that affected the nudge tool if used when time was sped up. That seems to now be working as desired too.
There was an adjustment made to how sensitive the sound and music volume sliders are. Lowering them to around 40% made them almost impossible to hear. This also depends on volume settings players have for their speakers and the overall volume settings that the windows operating system controls. It could be rather tedious for players to get that right because it could mean adjusting three sets of volume controls but this should make it a little easier.
Well it was a slightly smaller update this week than we had hoped but next week should be pretty good indeed. We wish you all a lovely weekend.
Build 62 will be uploaded later tonight. It includes a small but nice set of changes:
We managed to finish two new pieces of art content. The first of a series of bamboo sticks. This is classed as a decoration so there is no need to treat it as a plant by worrying about water chemistry needs. We will be adding two more models of different sizes and a second set of textures that give the bamboo that dried out slightly beigey brown look. We will also be adding little tufts of bamboo leaves which is can be placed on these sticks as players wish which will operate as plants when regarding water chemistry.
Also visible in this image is the newest plant species, Amazon Sword, which will help give your aquariums a nice leafy look. It is our newest plant to require warmwater and the next few plants that we will add will be warmwater species too.
Changes to the fish population UI:
The fish population ui has been in need of an update for a while and this is our latest iteration. It should provide more clarity to players especially when wishing to find out how many fry and juveniles are present. It also displays the number of eggs present. It is difficult to know if fish have spawned unless players actually see the spawning occur. Not every egg hatches successfully but this should help players to know that they are at least on the right track with breeding.
Future changes to how breeding works will include some UI that gives more details on what is required for a fish to breed as well as information about the specific breeding progress of a particular fish when selected. It will probably be in the form of a little check list of things that need to happen before the fish can breed as well as how close it is to being in the "breeding mood". This should mean that players have more of an active role in fish breeding rather than just waiting for it to happen when the fish are happy.
Changes to plant population UI:
The plant population UI has had a similar makeover. There is not as much data to show as for fish but it should still be useful.
Changes to food population UI:
More clarity has also been given to the food "population" UI. All too often I have added the wrong food type to my aquarium and wondered why my fish are not eating. It was either a bug which I am glad to say should be all fixed by now or it was because I added carnivorous food to an aquarium of herbivores. This should now help clarify things further.
Fish overlay:
We have added another overlay button (bottom left), this time for fish. It simply shows you the location of all the fish in your aquarium. Quite often it can be hard to find small fish especially fry if they have swam into a thick patch of vegetation or the aquarium is quite large and difficult to search. This should help alleviate the problem of finding fish. Players can adjust the overlay to only target adults, juveniles or fry individually if needed or as in the image show all age types together.
The next two weeks are going to continue in a similar manner. We should be able to finish more art content in the form of decorations as well as adding the first of our new Fancy Goldfish varieties.
Build 61 should be uploaded to steam within a few hours. There have not been many changes made to it as most time has been spent working on new decorations. We also fixed a few bugs which were not crash bugs but really needed fixing.
Water Well:
A good old fashioned water well minus the bucket. The bucket will be added separately in a later update. This kind of aquarium decoration fits into the same sort of category as ship or submarine wreckage, statue ruins etc. They are miniature manmade objects that players can use to create little visual stories within their aquarium and we plan on adding a lot of them.
Columnar Basalt:
We are certainly getting bored with the same old rocks that have been in the game for a while and we are working on adding a lot of new rocks and other hardscape objects to spice things up a bit. Fortunately not all rocks are grey and jagged which gives us a lot of choice going forward. Columnar basalt rocks are fascinating and unique and hopefully will allow players to create some new interesting geological formations in their aquariums.
We fixed a bug that was causing dissolvable objects like salt to be very ineffective especially when placed in large aquariums. We also fixed a bug that caused the algae saturation slider to not display the correct value. Not the most glamorous fixes but they were pretty annoying.
We will be primarily focusing on art content like decorations, plants, substrate materials etc for the next few weeks at least. Our updates have been quite code heavy in recent months and visually the game needs a lot of refreshing. We are still working on new features, updates to existing features and quality of life fixes but just not in the same sort of capacity with the exception of bug fixes which are always high priority depending on their severity.
One such feature that ties in nicely with decorations is the 'shop inventory' where players pick decorations, plants, fish etc. One problem is that it suffers from a lack of categorisation. All fish, plants and decorations are grouped together in their same respective lists with no way to distinguish them except by moving the mouse over their icon to see a little bit of UI that has all their stats. This is a bit tedious and requires too much mouse work to just find objects with the characteristics players are looking for.
We are going to update the current system to something that is tag/filter based. For example players will be able to specify all the specific characteristics of fish that they are interested in and it will display only the fish with those characteristics. The same system will be used with decorations, plants, utilities etc.
We will aim to get another build onto steam within two weeks and it will have some nice new art content as well as the usual bug fixes and tweaks. Until then we wish you all a very good weekend.