the first stress has gone and we get into the mode to release new features. Additionally there is also Steam Summer Sale and of course everyone is busy with sales of other games 🙂 We’ve gathered all the feedback and packed with our ideas. Out came a Trello board where you can see a lot about the future planning of Summer Islands. It’s not yet so perfectly arranged and colored. So WIP: https://trello.com/b/FbC1a19w/devboard-summer-islands
But let’s get to the innovations for this week: Today we proudly present the Linux Support. Some bugs and implementations had to be done. But we made it to the end. The MAC support mentioned above is still in progress. We are still testing and hope for positive results. Since we are not the experts of Linux and MAC we hope for your help to fix bugs. In addition I would like to refer to the “BUG REPORTS” rider in the discussions: https://steamcommunity.com/app/731650/discussions/
Of course we also implemented some small things that disturbed you. The button for infinite money will still not be available! 😀 Little joke.
As a small change we have arranged the New History antichronologically. So the latest news are always at the top of the window. This way you don’t always have to scroll and we should have integrated it right away.
Furthermore, we have looked at the compulsion to road connections and loosened this a bit. For some buildings there is now the possibility to place them a little away from the street without getting losses. There may be a maximum of 2 fields distance to the next street, no matter in which direction. Currently the buildings can be: beach volleyball, tennis, beach chairs, ice shop and surf shop. But we are still considering to mark this directly in the building menu with a small icon or something.
The campsite has also been upgraded. As soon as a campsite is connected to a street, you can build as many campsites as you like on it and the others on it. Thus a large camp site can be realized. However, at least one camp site must be connected to a street. Somewhere the visitors have to get to the campsite.
Update log: -LINUX support -CLIENT: News History antichronological -SERVER: Streetnetwork: a few buildings can have two fields between building and street to connect (Beach volleyball, tennis, beach chairs, ice shop and surf shop) -SERVER: Tents can connect other tents if one tent is connected with street.
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.
-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
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).
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.
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.
today there are some news that you may not be so happy to receive or that you may have thought you already had. WeHello together, today there are some news that you may not be so happy to receive or that you may have thought you already had. Unfortunately we will not get into our planned time window with the early access in 2018 anymore. We are very sorry about that and we know how much some of you were looking forward to it.
As you have seen, we have been trying hard over the last few weeks to get into an early access stage.
Now we’ve decided to stop all of it…just kidding! Our planning is as follows: Early Access release in Q2 2019 at the latest.
Why so long until Early Access?
This has to do with the fact that we still have to integrate a few important things into Summer Islands and improve them.
Things like that:
When/how will new buildings be activated?
Create further textures / make them more lively.
Refine/expand SOUNDFX creation.
Memory usage / improve performance
memory/load function even with version differences.
And a lot of finetuning for insurance, advertising, repair, building costs!
Please don’t forget that we realize Summer Islands in our spare time and we love it too. But you don’t always have free time at your disposal.
Preliminary system requirements:
As the person responsible for programming, I’m constantly testing Summer Islands and working on a Surface Pro 2 with an HD4400. Even with this system (i5-4300U) I get almost constant 50-60 fps. I just wanted to mention that the system requirements for Summer Islands are not very high and you already have a rough plan.
Closed Beta in Q1 2019?
Regarding the fine-tuning on our todo list, we’re considering the possibility of opening up for our beloved fans, so that they can get involved before early access.
For us, early access is a way to expand/refine/guide an already playable game through the community. But a game like Summer Islands has to be playable. In the course of early access we will release further features which we hope to be able to improve with your help. Fix bugs, make changes to improve your feel.
So that Summer Islands doesn’t only work graphically but also challenges the player with the numbers. For that we see the potential of a closed beta to adjust the difficulty level optimally. We are still thinking about it and would like to hear your opinion about it.
Publications on other shops?
We are also gamers and buy other games. Therefore we see it critically if there is a monopoly in the games market place. To counteract this, we also want to publish Summer Islands on other game platforms. GOG.com and the new one that Epic store. On every shop Summer Islands will cost the same and we would try to publish Summer Islands everywhere at the same time. What do you think of that.
At the end of the announcement I ask the following questions to each of you:
How are you doing?
What do you think of a closed beta in Q1 2019?
How do you see the release on other game platforms?
send us a mail: firstname.lastname@example.org or go on steam: steamcommunity.com/app/731650/discussions