Today, we're thrilled to share an exciting new feature in Aquascape Simulator: the opportunity to work directly with clients who reach out to us for their aquascape design needs. Get ready to unleash your imagination as you embark on personalized aquascape projects for clients in the comfort of their own homes!
1. Exclusive Client Requests: In Aquascape Simulator, you'll receive emails from clients who are eager to have your expertise in creating their dream aquascape. These clients have specific requests, ranging from small home setups to larger installations. It's your chance to showcase your skills and deliver stunning aquatic environments that surpass their expectations.
2. House Visits: Unlike the bidding system, where clients come to you, these special clients invite you into their homes. You'll have the opportunity to explore their living spaces, gaining a deeper understanding of their personal style, existing decor, and desired aquascape location. This hands-on approach allows for a truly immersive and personalized experience.
We're dedicated to crafting engaging client experiences that simulate real-world interactions with aquascaping clients. While we're still fine-tuning the details of this feature, we aim to provide a fulfilling and immersive journey where your designs enhance the lives of our valued clients.
Stay tuned for future updates as we continue to refine and expand upon the client experiences in Aquascape Simulator. We can't wait to see you embark on these exciting design ventures, where your skills and creativity will shape the aquatic landscapes of our clients' homes.
If you have any questions about the discussed features or anything related to the Aquascape Simulator game, feel free to leave a comment or post on our discussion forum. We greatly value your feedback and engagement. Also, don't forget to wishlist Aquascape Simulator to stay up-to-date with the latest news and updates.
Thank you for your ongoing support and enthusiasm for Aquascape Simulator. Together, let's create breathtaking aquatic masterpieces that bring joy and serenity to the lives of our clients!
This week I'll show off the various additions and improvements to the base building in GeoDepths, to be included in the first update.
Room Types
Firstly I have added two new room styles to the game, alongside the default room style, to give base building more variability. Using the new Industrial room style you can create rooms to contain refineries and other machines. The new Quarters room style is more homely and can be used to house bed and lounge areas of your base. When building a room now, there is the choice between which ever room styles you have unlocked, and you can also switch existing rooms between the styles.
Empty Shelves and Podiums
To be able to better decorate your base using the new decorational items, I have included more buildables to be able to hold them. I have included an empty variant of the standing and wall shelves, as well as a podium. Here's the previous post about how I have added these Decorational Items.
New Power Storage Models
I was never too happy with how the power storage machines looked. So I went ahead and updated their models to better fit the style used for the rest of the base buildables. I even added little screens to them to show how much power storage they provide.
I have also made many other small miscellaneous improvements. Such as tidying up the models used for the default room style, and making it so you can sit down on chairs and couches.
Brief one, I'm updating earlier because it's fixing a game load issue at Malls:
-Changes on when certain clothing/armor will appear - some will unlock after finding a certain number of floppy disks -Added the other Ladybird vest, that unlocks after defeating more Ladybirds. -Changes on HUD and some shortcut icons. -Increased the Railgun's interval between shots. Also changed it's appearance, animation, added reload sound. -Fixed another issue on loading player's inventory on Mall
Added new crew AI QoL upgrade to automatically reprint at specified stat levels gained
Crew mastery tool tip had some useful information added
Reactor Overdrive tier up passive multiplier reverted to 10x from 20x to reduce runaway scaling at high tiers (OD tiers are still more powerful than they were before last patch, you should only really notice this change late R2 or R3)
Reactor Overdrive tier bonuses for warp and reactor increased slightly
Reactor Overdrive will no longer lose active charge on a save and load
Normal enemy scaling reduced sector 86+
Extra multiplier added to shard drops on Reinforce when you've already completed them.
The next power rework patch (v0.1.4) has been tested on experimental and all changes have been confirmed to go live. This update is largely comprised of many small changes, in addition to back-end improvements or reworks in preparation for Multiplayer. (v0.1.5)
NOTE: While many of the new features in v0.1.4 have been tested, some may require further testing. Expect a follow-up patch early next week to address any remaining bugs or balancing issues.
Below is a compiled list of all changes throughout the experimental phase on the changes that have made it in for v0.1.4 live. Next weeks patch will tie up some of the changes mentioned here, as they require a larger testing audience to obtain good data and feedback on them.
New Additions:
Complete refactor of the power and heat system. Power only affects defenses, while heat only affects logistics. This will heavily affect how the game is played, so I am looking for feedback on it!
New generator mechanics. Now requires either resources or a resource node to produce power.
Removed collection mode and collector drones from the game, in place of having cargo drones unlocked from the get-go, and improving the overall control-flow of the game. This change is not final, and I'll be looking at feedback from it very closely.
New UI designs for many of the interface elements that were out-of-date due to the power rework. Should improve overall clarity and readability on many of the interface panels.
The ability to repair entities with one button press, in exchange for resources.
Two new music tracks for the in-game OST, Gridspace & Horizons.
New menu music track for the menu, with a new menu scene for power rework.
Complete new heat tree, including new heat levels 11 - 15 that add more challenge with new units later in the game. (NOTE: Some of these units are currently not finished)
New tutorial screen, and the ability to replay tutorials through the pause menu
New material for drone route previewing to enhance clarity at a longer distance
New construction sound effect that plays when a building is placed
A variety of other smaller changes to certain notification windows, to again help with the actual information being presented to you due to things happening in-game.
Quality of Life:
Multiple hotbars, and the ability to quick scroll through them using left-control.
New entity tooltip panel that shows info without needing to click on the entity.
Quick-edit keybind that enables the ability to edit certain entities in one click.
Defenses and reclaimers will now auto-reconstruct themselves if they get blown up.
Holding shift to move faster will also increase the speed of camera scrolling.
A variety of smaller QOL improvements to the overall control-flow of the game.
Balance Changes:
Majorly buffed all turret stats, in turn for not being able to build as many now.
Improved the default drone speed and storage, to help with early-game automation.
Increased the cost of many of the earlier research techs, as well as the actual cost to build them after unlocking them. These changes were made in correlation to the power rework.
Lowered the health pool of larger units signficantly (dropships & spectors)
Lowered the power cost of many defensive structures
Various tweaks to resource costs for certain buildings that were too expensive
Lowered cargo drone cost from 50 gold to 20 gold
Increased cargo drone speed from 35m/s to 45m/s
A variety of smaller balance changes to improve the overall flow of the game.
Final heat values are still being tested and balanced, but will be in next weeks build
Bug Fixes:
Fixed an issue with power generators disappearing after reloading a save
Fixed cargo drones deploying to previous routes after the route was changed.
Fixed cargo drones being able to deliver to buildings of different factions
Fixed region boosters causing negative values on certain multipliers
Fixed Quantum Decryptors causing all sorts of strange artifacts when activating
Fixed burners miscalculating power values when being deleted
Fixed an issue with the new research complete event that was causing labs to disappear when finishing a research tech due to an unassigned variable in the interface component.
Fixed entity tooltip not disappearing when hovering over blueprints
Fixed old tutorial showing up when disabled
Fixed labs causing a "Bug Reported" error when certain resources were put in them.
Fixed cargo drones sometimes going to the wrong target after being object pooled.
Many smaller bugs have been fixed from the core system improvements listed below.
Core Tech:
Refactored the screen activity detection for entities, which now calculates screen space orientation during setup. This will fix instances where on-screen entities would simulate as off-screen entities.
Completely changed the way gamemodes are handled. Everything now runs through a central scene which is constructed based on the provided modes data, instead of having separate scenes for each mode. This may cause short-term issues with creative while the kinks are worked out, but will enable extensive support for custom gamemodes in the future.
New backend stat system for handling entity stats that will open the door for levels and upgrades in the future, as well as improve the reliability and accessibility of stats in the game now.
Multiple refactors to many of the manager scripts, that should help to improve their overall reliability and help support the new content coming in v0.2.0, which will have new unique mechanics to it.