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Online Asid

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Buoyancy :City-building strategy on an oceanic world
« on: August 12, 2020, 01:29:55 AM »


Buoyancy is a city-building strategy game where you build, manage, and move a floating city on an oceanic world. Explore and scavenge resources scattered around the endless waters. Keep your villagers nourished and happy while combating fires, sickness, and pirate attacks.


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Single-player


Buoyancy - Steam Trailer Aug 12, 2019





About

Buoyancy is a city-building strategy game set in an ocean world.

Build a floating city. Plan out your city's expansion by placing floating platforms that connect with each other. There are several types of buildings: Gatherers, Production, Hunters, Military, and Utility. Resources are delivered in real-time for constructing and production by your villagers.

Manage a growing population. Your city's population will be ever growing! Manage your villagers happiness and nourishment levels to keep them alive. Try to balance resource production with an increasing population that demands more and more. Combat sickness and fires that could cripple your city.

Explore with your mighty city. In this ocean world there are resources and floating junk to exploit but they’re not always going to drift your way. You can move your city around to exploit resources providing your buildings a production boost. Most of these resources are critical to develop larger cities, and some are necessary to keep surviving!
Find schools of fish, derelict ships, and take advantage of rebounded whale populations (or don’t).

Fight for your survival. Pirates will attack you if they spot your city. You can train Guards to defend your city from invaders. Place Junk Cannons to destroy a large amount of pirates in one blow, but be careful of friendly fire!


Community
Feel free to follow us on Twitter, subscribe to our reddit, and be part of our Discord channel.


About us
We are Devs on a Boat, a small indie game company based in sunny Seattle, WA.
We currently do not develop on a boat, but we dream.


Mature Content Description

The developers describe the content like this:

Contains simulated violence and blood.
Contains cannibalism references.

















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Online Asid

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Re: Buoyancy :City-building strategy on an oceanic world
« Reply #1 on: August 12, 2020, 01:32:11 AM »
FAQ

When and where are update notes posted?

Update notes are posted in conjunction with game updates. They are posted on Events boards on Steam.

https://steamcommunity.com/app/1012610/eventcomments/


When and where are Devlogs posted?

Devlogs are posted at the end of each month, serving as a monthly summary of the team’s work. They are posted here on our website and the links are always added on Steam and social media.

https://buoyancygame.com/category/devlog/


Can you translate to this language? Can I help with translation?

Most of the translations in the game are provided by the community. If you would like to help, request access to one of the Google sheets pages. If the language doesn’t have a Google sheet you can contact us and request it.

https://buoyancygame.com/localization/


Is there a road map for planned features?

The road map can be seen here.

https://buoyancygame.com/early-access-roadmap/


Where can I report bugs?

We prefer bug reports to be reported on the Steam forums.

https://steamcommunity.com/app/1012610/discussions/2/

It’s acceptable to report them on our General channel in Discord as well.


I have a suggestion! How can I contact the team?

Join our Discord, send us an e-mail, or post on the Steam forums!

Discord: https://discord.gg/xVxQP3h

Contact Page: https://buoyancygame.com/contact/

Steam Forums: https://steamcommunity.com/app/1012610/discussions/


What is the estimated completion date?

Hopefully we can finish Early Access at the end of 2020!


Will you add Multiplayer support?

Multiplayer will not be added to the game.


Will you add Mod/Steam Workshop support?

Mod support is not planned currently, but may be considered after we leave Early Access.


Can you put a Creative Mode?

A “free build” Creative Mode is not planned currently, but may be considered after we leave Early Access.
Is this like Raft?

No


Who is Martin?

Martin is a great guy.

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Offline Frankie

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  • From Dogs of War to Pipes Of Peace
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Re: Buoyancy :City-building strategy on an oceanic world
« Reply #2 on: August 12, 2020, 02:30:28 PM »
Where's Kevin Costner?
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After the Dogs of War are let slip, let us smoke the Pipes Of Peace.

Online Asid

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Re: Buoyancy :City-building strategy on an oceanic world
« Reply #3 on: August 13, 2020, 12:28:02 AM »
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Online Asid

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Re: Buoyancy :City-building strategy on an oceanic world
« Reply #4 on: August 17, 2020, 12:37:06 AM »
Alpha v3.0.0815
Sun, 16 August 2020



Updates/Changes:
- Wonder buildings optimizations
- Destroyed cities will spawn a corpse pile if there were enemy casualties
- Pirate cities give up chase earlier, movement speed slowed
- Pirate cities spawn required parameters increased
- Looter caravans will seek and destroy nearby wrecked Pirate scouts
- Demands revamped to Demander demands a certain amount of Trade Value from resources, instead of random Resource amounts
- Corpses thrown overboard have a chance to spawn Fish resource nodes
- Holding modifier keybind with Pause/Resume tool will pause/resume all of the same building
- Tower ranges shown when placing one of similar type
- Prisoners will be placed in another Prison if the original Prison is destroyed by the player
- Destroyed Ships in the world will sink if collided too many times
- Autosaved games create/use a different savefile
- Loaded save games can be organized by All, Manual, Autosaved
- Relics Manager in Policies to save Relics which can be used when needed
- Some new relics (Drills, Magnets, Photos, Coffee, Candy, Fishnets)
- Unhappiness event chance thresholds lowered
- Unhappiness Riot event cooldown
- New Water Cannon asset
- Can select in Settings to show Perimeter overlays for Gathering buildings, Any Building, or Off
- Can select in Settings to show Building Ranges for Placement, All Similar, or Off

Bugs Fixed:
- Autosaving when in Settings, game paused
- Notifications panel blocks priority panels
- Flat ocean toggle related errors
- Error from drinking extra water/beer for thirst at Storehouse
- Errors and Crashes from Horticulture bug
+ Removed Martin

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Online Asid

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Re: Buoyancy :City-building strategy on an oceanic world
« Reply #5 on: September 02, 2020, 02:10:12 AM »
Devlog 25 – One Year on Steam!
August 30, 2020   

Hey everyone, we have officially been on Steam for one year! The team would like to thank all our fans for the support and feedback we received. We made a short recap video highlighting features we have implemented since Day 1 of the Steam release.





Caravan Textures
Elliott

Worked a bit on the Medical and Military caravan this month. I plan to focus the textures more on the clarity. With notably the tent on the Medical caravan, and the turret with the Military caravan. While the Military caravan needs more work I plan to experiment a little with the Medical caravan first. It should be noted since both the medical caravan and military caravan are work in progress its very likely to subject change.





Relics Management
Zomawia

Kinda old news by now since it was in the last update but I added the option to save Relics. Since most Relics give Happiness, among other benefits, the player can save them and use them when needed. I also added some other Relics that give city bonuses like Drills (temp increase rower thrust), Fish Nets (temp increase Fish production).

The next part of Relics will be a “RELIC_HUNTER” that can go through Junk to find Relics. Also want to mention Artifacts, special Relics that are strictly for lore and world building, giving clues to show how the current world came to be. Phase 3 of Relics will probably come after Upgrades and Tech tree stuff.



Graphical Improvements
Shawn

The new graphical improvements are almost done. I am working on optimizing the performance so it doesn’t bog down older GPUs as well as fixing bugs with the new shaders and rendering pipeline.


Main Menu with HDRP

Workshop asset
Kevin







Save System reworked
Zomawia



It was a long requested feature: Autosaves are different savefiles. Well there it is.

Building Upgrades
Zomawia

Still chugging along implementing building upgrades! Nothing really to show. =)



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Re: Buoyancy :City-building strategy on an oceanic world
« Reply #6 on: September 30, 2020, 11:30:57 PM »
Devlog 26
Wed, 30 September 2020



Hey Buoyancies,

Our Devlog for September is out!

Check it here:
https://buoyancygame.com/2020/09/30/devlog-26/





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Re: Buoyancy :City-building strategy on an oceanic world
« Reply #7 on: October 31, 2020, 02:56:46 AM »
Devlog 27
October 30, 2020   

Happy Halloween! Here’s the latest Devlog to show what we have been up to during October 2020.

Mill v2, Workshop assets
Elliott

Mill V2
The Mill redesign is a response to our new upgrade system for the buildings in-game. The original was also an asset that was made very early in development. So we figured to make the asset more compatible with the upgrade system and remove old art at the same time.


Mill v2

Read on....


« Last Edit: November 06, 2020, 01:19:19 AM by Asid »
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Re: Buoyancy :City-building strategy on an oceanic world
« Reply #8 on: November 06, 2020, 01:20:55 AM »
Alpha v3.0.1104
Thu, 5 November 2020



The Building Upgrades system and new graphics rendering update are here. We've been hard at work getting these in and testing for weeks if not months. The Stats menu is also available but may be a bit slow if running huge cities. Please report any bugs on the Steam forums or Discord.

Updates/Changes:
- Building Upgrades (access Upgrades in Tools button or clicking on building)
- Graphics rendering changed to Unity HDRP
- Hungry or Thirsty villagers gain additional Happiness when consuming something
- Bread causes slight Thirst cost
- Trade quantities can be moved with a slider (underneath the amount)
- New assets for Medical, Military Caravans
- Work Overtime action disabled
- New Pirate armors for Skubassasin, Cousin Tank, Exploder, Plague Doctor
- Center camera on Notification source button
- New Workshop asset
- Villagers born from Prisons may mutiny during a Prison break
- Stats Menu with Villager, Prisoner Management
- Prison Management moved to Prisoner Management panel in Stats menu
- Priority systems consolidated in Stats menu, own hotkey
- Total prisons max capacity displayed on city stats panel
- Towers, Filter stations under construction will display range when clicked
- Improvements to keep other cities from bumping player
- Prisoner thrust amount depends on average nourishment, morale per prison
- New Mill asset
- Prisons generate unhappiness for your villagers each day
- French Translation updated

Bugs Fixed:
- Policy menu hotkey tooltip
- Villagers created with negative values
- Happiness going negative in certain scenarios
- Flat ocean mode toggle bugs
- Relics load error bug
- Second non-working Autosave toggle in Settings
- Workshop not sending out Repairers
- Tutorial text not updated with new keybinds
- Multiple galleys lagging game
- Pressing building tool hotkeys during building placement doesn't destroy placement
- Storms not doing decay damage
- Water Cannons not shooting buildings next to them
- Prison count incorrect in Prison management
- Water Cannons shooting other cities for no raisin
- Bridge gather placement indicator sucks
- Wonder buildings disconnected after load
+ Removed Martin


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Re: Buoyancy :City-building strategy on an oceanic world
« Reply #9 on: November 12, 2020, 12:35:43 AM »
Alpha v3.0.1111
Wed, 11 November 2020


Updates/Changes:
- Engine updated to Unity 2019.4.14f1
- Linux renderer changed to Vulkan
- Mac renderer changed to Metal
- Workshop, Mill asset optimizations
- Town Center foundation optimizations

Bugs Fixed:
- Navigation stuck on Guardhouse, Harpoon Tower
- Camera zooms out too far
- Relics load error on older saves
- Pink tree in pirate city
- Save during foggy weather can mess up loaded game
- UI errors in saved game object
- Random death and fires causing errors in certain scenarios
+ Removed Martin

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Re: Buoyancy :City-building strategy on an oceanic world
« Reply #10 on: November 19, 2020, 12:34:54 AM »
Alpha v3.0.1117
Wed, 18 November 2020

Updates/Changes:
- Building Production Tab and Usage stats in Stats panel
- City Statistics Tab with History and Graphs in Stats panel
- Villagers walking on a fire have a chance to lose health/gain thirst, or burn to a crisp
- Loud production buildings (producing smoke) can scare away schools of fish
- Windows build change to x86_64
- Deep Diver, Fisher, Scavenger, Forager have increased chance to produce nothing the longer a city is stationary

Bugs Fixed:
- Platform reflections are too shiny and chrome, riding eternal
- Lighting errors during sun changes
- Workshop foundation hover texture messed up
- Workshop building too small after built
- Pollution effect in water not showing
- Fires not being set on some buildings
- Fire related errors
- Fertilize with corpse going to paused Greenhouse
- Scavenger special upgrade bugged
- Dispose of body error during mass die offs
- Upgrades can cause a save error
- Navigation errors for Tree, Gulls, Monument
- Demo ship upgrade City Action not unlocking
- Lots of bugs related to Upgrades system
- Some particle objects not auto disabling
- Stack overflow error during city war cleanup
- Invaded cities always retreat after tribute surrendering
+ Removed Martin


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Re: Buoyancy :City-building strategy on an oceanic world
« Reply #11 on: November 23, 2020, 01:46:27 AM »
Alpha v3.0.1121
Sun, 22 November 2020


Updates/Changes:
- Buildings under construction can be paused/resumed
- New Shipyard asset
- Toggle in settings to disable villager reaction sprites
- Building production won't pause if there is no more storage room left
- Storehouses can store past their maximum capacities
- Storehouses will decay resources if overcapacity
- Villagers can be killed by falling resources if a Storehouse is overcapacity
- UI buttons to start/stop specific Resource storage at Storehouses (Town Center is disabled)
- Stopping storage of a resource will clear out the resource and need to be transported elsewhere
- Destroyed storehouses have a chance to spawn resources that were stored there
- Destroyed under construction buildings spawn crates instead of instantly adding to storehouses
- French translation updated

Bugs Fixed:
- Wrecker ship not spawning/moving
- Shipyard capacity upgrade making too many available ships
- Renovate upgrade not being applied immediately
- Lamps at night too bright
- Villager thirst not saving
- Estimated resource usage accuracies
- Storehouse capacity upgrade stacking after load
- Fog save causing load errors
- Chance for resource crates to produce errors
- Rare error during resource collectable despawn
+ Removed Martin


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Re: Buoyancy :City-building strategy on an oceanic world
« Reply #12 on: December 01, 2020, 03:10:10 AM »
Devlog 28
Mon, 30 November 2020

Hey Buoyancies!

November's devlog is here for reading material. Check it out.


Texturing
Elliot

Shipyard
Sticking with a lot of the refining buildings this building mostly uses a metal design. But experiments with the design by being mostly constructed from the hull of a ship and less from the design of a constructed building from mostly scrap pieces



Hot Air Balloon (WIP)
A particularly noteworthy asset that only is seen when deployed by the city. I found it interesting to experiment with the torn mixed fabric design we tend to apply throughout our textures on this asset. While am more comfortable with the direction for the basket, I most likely will make changes to the fabric on the balloon



Wrecker Ship (WIP)
While I want to keep the frame more wooden I feel the plastic bulkiness on the front and sides makes the asset look a little silly. But I am in favor of a primarily green color pallet




Ships n’ chips
Kevin

This’ll probably be what I want to show for this Devlog








Graphical Update… Again…
Shawn

After the launch of our updated rendering we found that players using the Linux OS were unable to play the game. To remedy this, we had to upgrade our engine – now Linux players were able to once again enjoy Buoyancy… Weeeeeeell…. Turns out, the upgrade also changed a lot of how lighting and shaders worked; our textures were blinding, the scene lighting was not correct, and shaders broke leaving textures invisible in game. We had to fix as much as we could quickly so we didn’t blind the players from the sheer reflection of the sun from their cities. After the most problematic bugs were fixed, we began working on lesser issues and will continue to fix reported graphical bugs that may pop up as more players are able to find them.


Storage System changes
Zomawia

The Storage system was reworked. Building production doesn’t stop anymore if you reach maximum storage. Resources will now decay if their Storehouse is at capacity. Villagers can also die from falling crates at overcapacity Storehouses.

Watch out for falling Whale.


Various Requested Stuff
Zomawia

Buildings under construction can be paused and resumed



Recruit amount from other cities



Screenshots for save games



See what resources villagers are carrying. Use the overlay toggle button and enable it in Settings menu.



Pausing and resuming resource storage in Storehouses




Stats Menu
Zomawia

Finished with the stats menu for now. Added a World panel and a calendar to it so you can see the current day and future holidays. I intend to put Biome, Seasons, and Weather information there when we get those systems running.

 




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Re: Buoyancy :City-building strategy on an oceanic world
« Reply #13 on: December 04, 2020, 02:33:58 AM »
Alpha v3.0.1203
Fri, 4 December 2020

Updates/Changes:
- Graphical settings optimized/changed for new renderer
- Construction piece assets for Mill, Workshop, Shipyard
- Recruit panel to choose how many recruited villagers
- Saved games shows image of city
- Overlay can show sprite of resource in crate, toggle in settings menu
- Pirate scouts can be smashed into destroyed ship nodes to sink them
- World/Calendar panel in Stats panel
- New asset for Seaplane
- Asset optimizations for Trapper trap
- Fireworks fire amount limited to 15% of total buildings
- Helper system for building production and construction (add/remove helper villagers)
- All task completion will result in happiness, hunger, thirst gains
- Only Idle villagers will receive unhappiness loss during stat updates
- Idle villager happiness loss depends on how they are idle
- Cousin rating reduces happiness loss from events
- Villagers gain happiness if new villager born
- Fires cause unhappiness to villagers on platform
- Extinguished fires give happiness to villagers on platform
- Very exciting asset animation on Medicine Hut
- Scrap building tool to descontruct buildings and get back resources depending on decay

Bugs Fixed:
- Light flicker on Bakery too fast
- Bridges on other cities very dark (wrong textures)
- Super bright spotlights on some platforms
- Bioalgae glow is TOO DAMN BRIGHT
- Navmesh path blockers not working after loading game
- Navmesh errors with Shipyard, Mill, and a rock
- Town center has 0 mass, renovate upgrade not doing anything
- Greenhouse production not affected by decay
- Resources being added to total resources but not Storehouses in certain scenarios
- Villagers enroute for resource delivery not stopping if building paused
- Medicine Hut LODs not working
- Resources only going to TC
- Villager death error from no platform assigned
- Platform null errors during rioting, cannibal sickness events
- Texture flicker when Low quality and low texture setting
- Resource nodes sometimes don't provide bonus when connected
+ Removed Martin


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Re: Buoyancy :City-building strategy on an oceanic world
« Reply #14 on: December 09, 2020, 03:27:08 AM »
Alpha v3.0.1207
Tue, December 8, 2020


Updates/Changes:
- Buildings can be freely rotated (hold R during placement)
- More bridges to use
- Increased the amount of times villagers check for stat replenishment (50s -> 30s)
- Get Food threshold default changed from 50 -> 70
- Get Happiness threshold default changed from 50 -> 60
- Hunger gains slightly reduced
- Small wake trails for rowers

Bugs Fixed:
- Villagers can't reach washed up resources sometimes
- Resource piles spawning outside of platform
- Wake trails ugly, repeating poorly after new renderer
- Building placement splash visuals suck after new renderer
- Workshop platform during placement wasn't turning green/red
+ Removed Martin

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