Update February [v0.0.19]

Hello together,

this time there were many improvements to the Basic Game Principle to meet the requirements of Early Access. We are getting closer and closer to the goal to get a stable version that includes the basic Summer Islands mechanics and can be extended with bigger updates in the future.
You can read from time to time how the Steam marked is flooded by unfinished Early Access games and how they don’t get done. This will not be the case with Summer Islands!

We have made many improvements in this version and implemented mechanics that should have been integrated for weeks.
The biggest internal finetuning changes have been in the BUILDING COSTS and in the calculation of the POPULARITY of the buildings. In addition, work was also done on the MAP CREATION.

A few smaller architectural restructurings were carried out, e.g.

  • We did this during the creation of the Minimap. Since the creation during the runtime requires a lot of resources, we placed them in the server that sends a PNG file to the clients when the game starts.
  • Each player now has the ability to customize the building colors according to flat or normal mode.
  • The maximum water depth has been extended so that a more beautiful transition from dark to light water is possible.
  • As soon as a bridge part is destroyed, the surrounding bridge parts are destroyed sequentially.
  • The starting year was set to 1990 for aesthetic reasons. 🙂
  • A more complex insurance calculation was integrated.
  • A long required allocation of the buildings on the basics of IDs was realized and integrated into the individual areas.
  • A smoother movement was integrated, which gives the player a better assignment of the direction of movement.

In summary, a lot of work was done on smaller extensions and bug fixes. Many mechanics are already integrated in a stable way. A large part of the still needed work lies in the visual improvement of buttons, explanations or the missing tutorial. But let’s face it, who is still playing a tutorial these days? 🙂
A knowledge database/help center with short explanations might be the better choice. But that will not be decided until the next few weeks.

Update log:
-SERVER: BUILDING COSTS improvements
-SERVER: POPULARITY FORMULA improvements
-SERVER: MAP CREATION improvements
-CLIENT: Minimap adapted with PNG.
-SERVER/CLIENT: Destoyed Buildingsfields are now taken into account in earth elevations and decreases and cannot be changed.
-CLIENT: Destoyed Buildingsfields uses earth fields as background
-CLIENT: Added more setting to distinguish color between normal and flat.
-CLIENT: added select mode without Cache.
-CLIENT: when demolishing a road we use a new Cluster calculation
-SERVER/CLIENT: dark water with -2 height
-CLIENT: Red font graduated, not so red anymore
-Server/Client: bridge deletion with delay.
-CLIENT: small ships inserted.
-CLIENT: Building manager rent increase/lower fixed
-CLIENT: Building manager scroll mouse offset fix
-CLIENT: Movables buildings adapt to colour of building
-CLIENT: Movables are always reintegrated into map.
-CLIENT: smoother movements with Keys AWSD
-CLIENT: Click on building to show building preferences by colors via ID
-CLIENT: Buildingsizecheck converted to ID
-SERVER: buildingsizecheck converted to IDs
-CLIENT: mapbasicfunctions changed to ID
-SERVER/CLIENT: Start year set to 1990
-CLIENT: finance menu: Yearly history saves 30 entries
-CLIENT: finance menu: month history stores 24 entries
-CLIENT: buildingfieldselection corrected

Update January [v0.0.18]

Hello together and welcome to 2019!

2019 will be the year. A year that will make the hearts of Summer Island fans beat faster! We have great ahead of this year.
We know the disappointment about the postponed Early Access date is still there…more or less. But 2019 will be the year of Early Access.
Thanks also for all the emails and comments to our last blog entry!
Since the entry we have also received the news that GOG has no interest in Summer Islands. Maybe this will change in the future.
We also thought, through the comments of you, that maybe a beta phase is too much effort and you could go directly to the Early Access. Because Early Access is also going in the direction to improve bugs and do finetuning. As you can see a final decision has not been made yet.

But for now back to the ingame details.
We have been working hard on Summer Islands for the last weeks. On the whole we have
-improved many building arbitrariness calculations for costs/profits,
-the SoundFX extends for a harmonious sound culise,
-small discrepancies and bugs corrected for a better feel,
and the multiplayer mode from Australia to Germany and we were positively surprised how stable Summer Islands is and how much fun it is. That motivates you even more 🙂

The biggest visible change is in the financial report. There the plan was not to have to calculate forever but to have all important information ready (as it should be with a financial report).

New finance report

You see now immediately the positive or negative positions with the individual building types. Thus you know directly with which building types you make a loss or you can make still more profit. Below that, there are also the individual expenditure areas such as marketing, insurance, etc.. With the other costs added thereby the annual total sum results.

What we also inserted at new textures are the building plots. Because every building has a construction time until it is finished and the buildings tourists can come. As long as the buildings are being built, this has a bad effect on the neighbouring buildings.

Buildingfields

Regarding the construction fields, as well as other areas, we have to say that we have considered/planned many further improvement updates. But for the beginning this should work.

Update log:
-CLIENT: SoundFX extended
-CLIENT: Texture Bug fixes
-Server: Buildingspopularity calculation improvements
-Server: Money calculation improvements
-Server/CLIENT: financial report improvements
-Server/CLIENT: efficiency improvements