Unfortunately this time a few weeks have passed since the last update. We had already worked on some innovations. But unfortunately, we were interrupted this time by a few complex FPS break-ins. Therefore we contacted the Engine Creators of CreateJS and we have to THANK YOU for this! Quick and competent help!
I really need to do a little promotion for CreateJS: Freedom and performance!
In the last update we introduced the GUI scaling. Right afterwards we added the MOUSE scaling. So that you can enlarge the size of a mouse that is too small. This makes it more relaxed for the eyes. Everyone as he wants.
After we got the FPS break-ins into the grasp we turned to the Minimap. This had been half finished in the last versions. This time we changed the structure of Grundauf. We removed the scroll buttons and let the map always scale to window size. This reduces the readability of larger maps but increases the game feel to the size of the map.
With the minimap you can get to the desired position in the normal map with a left click on the minimap. You already know that from the standard strategy games. This makes the game much easier to use. I hope you like it.
-CLIENT: added MOUSE Scale option
-CLIENT: Minimap scaling
-CLIENT: added Minimap click to position function
The first one is more a correction from the tornado and the clouds. In the past we hadn’t a good animation of the tornado, clouds and dark clouds. So, we worked on our animation to get it more realistic and smooth. It took us a few days for just a small result. But it had to be done.
On the other days we saw a trailer analysis about our Summer Islands trailer from the Schematics Team here: https://youtu.be/F_206kBHI-Q
It was great to watch and we got some nice feedback. Also some inspiration but we’re not sure about the sharks with lasers. 😊
There we saw the need for the GUI scaling. We already had it on the to-do list. But it was really important to integrate it now. If some people want to see some features they must see what it is and get the impression about it. So we added a new option where you can set the GUI scale from 1.0 to 1.7. That is really the maximum for the option window.
With these big buttons it is really nice to play, also with touchscreen. Maybe we can add a touchscreen mode or a pen mode or something like that. Also It would be nice to create a Smartphone version or a Console version.
But for now, we’re working hard to get a stable alpha version. 😊
this is a small update about the 3.week in april only. Because what we did is worth an update 🙂
So for this loading time in the beginning we integrated a small preview movable animation. We can change this easily in the future if we create something better.
Additionally we use this black loading screen also if you start a match. But unless you play a bigger map the game needs only a few seconds to initialize.
When everything is loaded an animation of the main menu starts. We do not really want to specify it. It’s just a simple animation. But it makes a good atmosphere and you like to play a match. 🙂
And now enjoy the start of the game:
In the next weeks we’re working hard for a stable version. But probably we need a few more weeks for that especially with the fine tuning. 🙂
i’m writing here from down under and today we have a bigger update to announce. In the last weeks we worked on a better illustration about the impact of a building to another one.
So if you build a building the building gets a normal popularity depending on the position of the building. But with a nomal popularity your earnings are only a little bit higher than your losses. So you can boost the popularity with the surrounded fields.
When you click on a building, the important fields are highlighted in three different colors (traffic Light principle). 2 fields in every direction. starting from the building. The other fields will get greyed out.
RED (negative boost): All buildings that negatively affect the selected building
YELLOW (neutral): All buildings that do not affect the selected building
GREEN (positive boost): All buildings that positively affect the selected building.
So for example we selected a tent in the middle of the screen. Streets are always bad fields. The Tourists don’t like to many streets around a building. So the streets are red highlighted.
The bigger hotel is highlighted in yellow. So it doesn’t effect the popularity from the tent.
And in the end the green highlighted fields. The empty fields are always good. The tourists like free fields to lie down. So they will give the building a boost and also the bike seller on the other side of the road.
Here you see some more examples from the Hotel:
and from the Airport:
Be aware that some buildings like the airport, harbors and so on, they don’t have the possibility to boost the popularity. Because there popularity only depends on the workload
– CLIENT added Colors Textures
– CLIENT nature Bug fixes
– CLIENT added surrounded building selektion
– CLIENT added grey out effect
after a small time of silence we have finally some news for you.
First of all. The silence came on one side from the bigger feature we have added the last weeks and on the other side from the Australia trip two of us do. But don’t worry. Like we already sad, the university is over so there is nothing we can’t do 🙂
Back to Summer Islands and the new features. We already announced to work on some new plants and environment stuff. In the last weeks we implemented it. We still have some trouble to re-calibrate the amount of plants and stuff on the Islands. But it gives you already a better atmosphere in the gameplay.
So which new plants are coming:
In the first row you see the bushes. They can grow and they are the first plants which starts to grow on an empty field.
The second row shows the different stones in the field. In a field with a stone a tourist can not lay down.
The third row gives you a look on the growth of a palm. From small in the beginning and sensitive for the tourists to the big ones in the next row.
In the fourth/fifth row yo see the big palms. For a better perspective we added a different shadow to the big plants.
The sixth we have something special for you. We created some mangrove. The trees will grow on the edge of the islands to the water. You already see the growing of these plants.
In the second last row you see the the growth of the normal trees. From small to the big ones in the last row. The trees will only grow in the higher levels and sometimes they have something special in it…..
So how will they look like in the gameplay. Here you can see a first impression and like we sad, it still needs some more recalibration:
In the next days we have some more news for you.
– CLIENT added more environment in texture
– CLIENT implementation of different plant Biome
– CLIENT plants growth differentations for efficency
– CLIENT restructured plantsimplementation to add easier more plants.
in the first weeks in march we worked on some new functions like demolition or sabotage. These functions are really important. Because…you know…if have to much money you can blow you enemy away. In Summer Islands sabotage is pretty expansive.
For the Beginning we added a bomb, sharks and bacterial for the hotels. With these you can influence the popularity of the buildings. If it worked your enemy will earn much less money. Sabotage is really something you should only do if you have a lot money and need the space or the revenge. Since we have added these function we can add in the future more creative sabotage functions. You need more possibilities with your revenge.
Next to the sabotage functions/menu we added or renewed the demolition function with some effects. Just for now to have some effects. We will probably rebuild them too in the future.
Also to have a better overview about the cost of the demolition, sabotage or if you do terraforming you get a small sign next to the mouse with the costs on it. It is a pretty small feature but it will bring more transparency and a better traceability for you.
In the last post we wrote about new features/designs for the nature. We will do that now 🙂
– CLIENT/SERVER demolition function
– CLIENT/SERVER sabotage function
– CLIENT sabotage menu/effects
– CLIENT cost preview signs
these past few weeks in the end of february have been so hard. Not with Summer Islands but rather with the work next to Summer Islands. Espcecially with the end of the Masterthesis. But now it’s over and we can focus on new features for Summer Islands!!!
In the last weeks we focused a lot on improving the AI. Summer Islands isn’t only focusing on your economy and the weather conditions. The AI must challenge you and you should consider carefully to build something next to the AI or when you attack the reputation of them. We wanna build a realistic AI.
So in the first steps the AI will analyse a small part of the map and will create a little base, like you would do. For these few functions there is already a lot going on on the AI. To be a realistic AI, first they must build a few buildings, rethink the area and so on.
On the client side we implemented a zoom function. With you mousewheel you can zoom in and zoom out to the point where you coursor is. Now you have the possibility to watch all the small movements, for example from the cyclist.
In the next weeks we try to implement some new features for the nature. It will probably change the complete look of the nature.
– AI Area Analysation
– AI small Base building
– AI building connection streets
– AI terraforming for Buildings
– CLIENT Zoom in/out with your mousewheel
Here you can see our Steampage visitorscounter form the last 7 days:
Here you can see the countries from the visitors:
and in this chart you see the visitors from this page:
It’s very interesting to see these charts. We probably should do more for the languages implementation 🙂
Back to the Game:
Since we have the steampage we will provide the same blog updates on the steampage like here. Additionally we reset the versionnumber to 0.0.0 for you to get a better overview about the history in the next months.
In the last week we worked on new Buildings like a Disco, climbing park and a new airport. Also we worked a lot on the movement of the planes, bikes and ships. We try to build the movement as realistic as possible. We created new trees for the hills and the lying tourist. In the future the tourist will destroy smaller trees so that they can lay on the field.
In the end i wanna suggest you to add Summer Islands on your whislist on steam or to subscribe to our newsletter to stay tuned 🙂
first of all. Here is our first teaser for our steampage:
We made this trailer for our steampage. But there will be more trailer coming in the next month. The teaser gives you a motivation for the gameplay and shows a little bit of the building gameplay.
Here i have to add some more information. For our preview gameplay we disabled the building time. Every building needs his time to get finished. Also the teaser shows nothing from the menus. A big part of the game is to figured out which building fits best to the place and the pricing for the building. Reduce the rent or higher the rent so that you can make the maximum profit from it. We have a lot more weather disasters in mind. But for that we need more time. So there’re coming over the year.
So there’re more trailer coming which shows more of the content. But every feature needs time and the textures to implement perfect. We have still some ideas for the gameplay for a complete new perspective. That will be awesome!
For the next weeks we try to improve the AI, make the game more stable and release our steampage. So please, stay tuned 🙂
in the last weeks it was pretty quiet around Summer Islands. That’s because on the other work we had to do next to the Game. But don’t worry: The time will change that. In the next month we get started again with more content for you.
But let’s talk about what we did in the last weeks. First of all let me inform you that the AI is doing good progress. It is hard to show you some results, because the AI can cultivate some Islands but there’re still some bugs.
For you guys we integrated some moving palms and we really like the result. I think an important goal is that the World is alive!
Next to some smaller features for a better feeling in the gameplay, we also integrated some new textures like our bikes:
And don’t worry about the performance. The engine we use is createJS and with our achritecture we have a pretty stable game.
For the next weeks we wanna create a new Trailer for our steam page and we hope the page goes online after that.
But there’re still some really great features which are not implemented yet. So stay tuned for Summer Islands 🙂