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Offline Asid

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Re: Buoyancy :City-building strategy on an oceanic world
« Reply #15 on: December 21, 2020, 03:45:05 AM »
Alpha v3.0.1220
Sun, December 20, 2020


Updates/Changes:
- New Hot Air Balloon asset
- Crashed Balloon collectable resource (gives plastic and 1 unlucky corpse)
- French translation updated (thanks Yves)
- German translation updated (not 100%)
- Toggle in the buildings menu to show buildings built that are same type when hovered
- Ctrl + Scroll wheel will cycle between command/upgrade tools
- Placeable objects system (in Build Menu, Objects tab)
- Lamp posts removed from most platforms
- Placeable Lights (lamps, firepits) sources give small Happiness to passing villagers during night time
- Other Placeables give small Happiness to passing villagers during day time
- Placeable Walls
- Reduced Decay firestart chances, decay amount from fire, lightning decay amount, daily decay amounts
- Decay repaired per resource changed 2 -> 8
- Villager fire fighting strength increased
- Combat UI buttons moved to top of screen
- Can use UI menus during combat now
- Some more floating cities
- Destroyed Floating Cities can respawn if no more left (except cities with Wonders)
- Quantity of resources increased in resource nodes (fish, kelp, ships, etc)

Bugs Fixed:
- Lucky villager not selected for Hot Air Balloon ride
- Hot Air Balloon marker lines suck
- Rower wake trails go missing during certain camera angles
- Villager could be named Martin
- Tutorial not using rebinded camera panning keys
- Thin bridges showing in all the build menu filters
- Node display particle is gross since new renderer
- Villagers could get stuck on Smelter, Trapper platforms
- Corpse pile node choice results for Eat, Ignore were flipped
- Fires, some lights still too bright in other cities
+ Removed Martin

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Offline Asid

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Re: Buoyancy :City-building strategy on an oceanic world
« Reply #16 on: December 31, 2020, 11:52:17 PM »
Devlog 29
December 31, 2020   

Happy Chrimbus and New Year! Here is our recap to end this year.

Oil Rig, Historian
Kevin

all I can show for this months dev-log.


Oil Rig


Historian

Read on....

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Offline Asid

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Re: Buoyancy :City-building strategy on an oceanic world
« Reply #17 on: January 09, 2021, 03:28:16 AM »
Alpha v3.1.0107
Fri, January 8, 2021


Updates/Changes:
- Scrapping a building will refund completed upgrades
- New Demo ship asset
- New Wrecker ship asset
- Jobs and assignments optimizations with higher city populations
- Exploder Pirates can blow up walls
- French translation updated (thanks Yves!)
- Washed up resources will respect limits and be thrown out if applicable
- New music from Byron for the Wavebreaker Invasion event, and some other sound effects
- Laborers jobs amount shows amount that can't be completed due to insufficient resources/idles
- Cousins might accidentaly destroy food at Galley

Bugs Fixed:
- Platforms could have double buildings built on it
- Texture errors for Medicine hut doctor
- Texture errors for Guardhouse, Prison, Ranger Barrack alarm object
- Notification UI title text overflow
- Villagers stuck on Food break when replenishing thirst
- Buildings stop producing and receiving input resources
- Trade menu sliders bugged at 100 amount
- Crash after city war is over
- Error during villager death if it was carrying something
- Helpers don't leave building if paused
- Villagers spawning off platforms in some of the newer cities
- Whale from Whale call not going to city
- Whales not roaming around
- Removed food from Storehouses not going to Galley
- Prisoner conscript not working during city war
- Prisoner conscript navigation errors after multiple fights
- Imprison villager button not working in Stats
- Tooltips for Prisoner stat buttons incorrect
+ Removed Martin


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Offline Asid

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Re: Buoyancy :City-building strategy on an oceanic world
« Reply #18 on: January 13, 2021, 03:09:07 AM »
Alpha v3.1.0112
Wed, January 13, 2021


Updates/Changes:
- Updated to Unity 2019.4.17f
- Default Villager speeds lowered from 1.5 -> 1.25
- Bridge speed boosts lowered from 2x -> 1.5x

Bugs Fixed:
- Fireproof upgrade not working correctly
- Error when doctor trying to heal killed sick villager
- Rain particles not appearing
- Rotten food event selecting 0 resources
+ Removed Martin

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Offline Asid

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Re: Buoyancy :City-building strategy on an oceanic world
« Reply #19 on: January 22, 2021, 02:14:15 AM »
Alpha v3.1.0120
Thu, January 21, 2021


Updates/Changes:
- Fuel Factory wonder building added (makes Crude Oil from plastic)
- Optimizations

Bugs Fixed:
- Tree leaf color pink before acquisition
- Villagers getting stuck on getting corpses
- Random fire event dead worker error
- Refinery special upgrade causing no pickups
- Error can happen during eat corpse blood effect
- Error from Motor particle system
- Harpooner producing without Whale nodes
- Lighting errors related to Moon light cycles
- Galley error adding too many resources
- Daily decay not happening on buildings
- Villager not on navmesh sometimes after city war
- Invasion/War button flashing never stops
- Pause button in Building info panel not interactable
+ Removed Martin

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Offline Asid

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Re: Buoyancy :City-building strategy on an oceanic world
« Reply #20 on: January 31, 2021, 04:10:53 AM »
Alpha v3.1.0129
Fri, January 29, 2021


Updates/Changes:
- Change Input storage amounts (1,2,3,4x of required) in Building info UI
- Toggle if Flammable buildings will display icon when placing Firestarter and viceversa
- French translation updated (thanks Yves!)

Bugs Fixed:
- Wonder scrapped message appearing for no raisin
- Hostile Takeover happening too early in game
- Resource count and limiter not synced
- Wrecker ships get stuck sometimes
- New moon lighting is too dark
- Disaster Events could stop happening forever (storm, pirates, takeover, etc)
- Can't invade Cousinopolis city
- Incorrect villager fire death notification
+ Removed Martin


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Offline Asid

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Re: Buoyancy :City-building strategy on an oceanic world
« Reply #21 on: February 01, 2021, 01:19:44 AM »
Devlog 30
January 31, 2021   

Hello and Welcome back to the Buoyancy devlogs.

New Buildings assets
Elliott

Fuel Factory
While in the last Devlog I said I most likely will reduce the number of red hues in the texture. I found them very eye-catching and saw a lot of compromise with the other colors that the texture had with greens and yellows







Historian
I wanted to primarily focus on a wood-based texture, letting the unique building design take stage while not resembling something very industrial. It should be noted while not in the render the torches will be lit, and collected relics are placed on top of the podium


Historian

Belief Building Concepts
Kevin

For Devlog if I’m not too late









Artifacts. History, Lore, and the Artifact Room
Shawn

We have begun work on implementing the artifact system which encompasses all the history and lore aspects of our storytelling. Artifacts will be uncovered during playthroughs and store in the artifact room which will be accessed from the main menu and in-game. All artifacts in this room can be clicked on to get a closer view, rotate, and learn more information about the part of history it represents. There are also plans to include information about each belief but, for now, we are focused on the history. Here is the prototype for what we have.



BUGS
Zomawia

Zom fix bugs. Go away bugs.

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Offline Asid

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Re: Buoyancy :City-building strategy on an oceanic world
« Reply #22 on: February 19, 2021, 11:42:50 PM »
Alpha v3.1.0218
Fri, February 19, 2021


Updates/Changes:
- New song during gameplay - "Lost at Sea" by Byron Brown
- Event frequency decreased, balancing (pirates, storms, etc.)
- Fuel Factory asset optimizations

Bugs Fixed:
- Too many villagers trying to eat small amount of food
- Storm arrow directional not displaying
+ Removed Martin

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Offline Asid

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Re: Buoyancy :City-building strategy on an oceanic world
« Reply #23 on: February 25, 2021, 03:16:32 AM »
Alpha v3.1.0223
Wed, February 24, 2021


Alpha v3.1.0223

Updates/Changes:
- Plague pirates sick chance decreased
- Pirate reduced health, walk speed, spawn amounts
- Pirate subs will be destroyed if collided with another docked boat
- Old age deaths re-enabled, lowered chance
- Doctor heal time decreased
- Evaporator production changed to 5 -> 6, production time reduced 70 -> 60

Bugs Fixed:
- Exiting Settings menu doesn't revert back to previous set game speed
- Villager Management runs out of scroll space with higher populations
- Trade value for your city starting with high numbers
- Wrecked pirate scout encounter could die during spawn
- Resources not saving after invasion
- Combat AI error
- Available food/beer stored amount inaccuracies when pirates steal them
- Villagers not drinking seawater if no water/beer available with some city designs
- Villagers dying from thirst using nourishment death notifications
- Orange sun color at start
+ Removed Martin
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Offline Asid

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Re: Buoyancy :City-building strategy on an oceanic world
« Reply #24 on: March 01, 2021, 02:15:14 AM »
Devlog 31
February 28, 2021   

Hey everyone thanks for reading this devlog. We are still chugging along getting the new buildings done for the Beliefs system. The Beliefs system in-game is still under progress as well as the Artifacts and lore. Also we did a ton of bugfixes during February and the game seems pretty stable after playtesting a bunch.

Belief buildings assets
Kevin










Oil Rig Platform
Elliott

This asset, in particular, was more time-consuming than I initially thought. I found a struggle with finding a balance of the design by keeping most objects more traditional designed, while also applying more crude constructed buildings and textures. I applied this thought process because I wanted some of the buildings to appear as if they been simply damaged and worn by time and use, while others are constructed by the people residing there. I can see improvements could be made by applying more objects like creates or tables to apply a more living abode to who lives here. But overall I find the shape and organized chaos with the textures to work nicely with the platform and fit well into the game.





Recycling Pool
Elliott

While this asset is labeled WIP It most likely won’t be seeing many changes since the color scheme is almost identical to the concept, I still will play around with adding more detail and cohesion to the texture



Lore
Shawn

Most artifacts history’s are in the pre-writing stage, many are outlined, and three have their narrative drafted. Hopefully we’ll have most drafted and/or being revised by the next Devlog.

Belief System
Zomawia

Been working on the beliefs system intermittently between bug fixing phases. The UI for selecting new techs is working as is the Belief selector panel. I decided not to a do a tech tree but make the whole tech system open, kind of how building availability and upgrades are.

You earn tech points in-game to unlock the belief techs. Each Belief earn points during gameplay differently though some may overlap. Examples: destroying a city, hitting a population goal, crash into a trading post.


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Offline Asid

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Re: Buoyancy :City-building strategy on an oceanic world
« Reply #25 on: March 05, 2021, 01:22:39 AM »
Alpha v3.1.0303
Thu, March 4, 2021

Updates/Changes:
- Updated to Unity 2019.4.21f
- Most Tier 1/2 building masses, pollution levels lowered
- UI background alpha slider in settings menu
- Doctors will go to next closest sick person instead of returning to Medicine hut
- Building a Medicine hut will change sickness law default to Send doctors automatically
- Doctor heal speed increased
- Tooltip in breaking down what is affecting production rate (hover over gear)
- Workshop input resources reduced 10 -> 3
- Disabled Wrecker ships using Gasoline

Bugs Fixed:
- Main UI buttons being pressed when overlapped with Building Info panel footer buttons
- Water count in storehouse quanity mismatch
- Notification UI title text clip
- Villager pathfinding getting stuck on bare platforms
- Recycler special upgrade causing crates that can't be picked up
- Workshop not making Tools sometimes
- Blight event check causing error
- Wrecker ships returning before reaching collectable resource
+ Removed Martin

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Offline Asid

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Re: Buoyancy :City-building strategy on an oceanic world
« Reply #26 on: March 31, 2021, 11:38:26 PM »
Devlog 32
March 31, 2021   

Hey everyone. Thanks for reading March Devlog. This is sort of a repeat from last month since we are still working the Beliefs and techs. All the new buildings have been modeled and are awaiting textures and other optimizations.


Shrine, and other assets

Kevin

new buildings in the works










Artifacts

Shawn

Rough drafts for all the lore for each artifact is complete. I will begin revising the drafts and expanding the lore where I need to and Elliott has begun modeling the artifacts.


Belief building texturing

Elliott

Arena
For the Arena, I was worried the overuse of the wood paneling textures would make it very bland and hard to identify. I believe I found a good use with the metallic paneling parts and the blue tarps flanking each side to help the asset stand out with its unique design.


Arena

Recycling Pool
As posted from my last Devlog this asset was mostly completed and primarily needed a little touch up to be game-ready. While not a very big building I saw the It stands out fine with the green liquid inside the vat and in the tub


Recyling Pool


Oil Platform node and cities
Zomawia

Integrated the new oil rig platform to resource nodes (similar to Sunken tankers for oil, scrap metal). Also created some new cities that utilize the oil rigs. Since the oil platform navigable areas are way higher than the players platform I had to revamp our code to accept different height differences, also with animation changes (climb, jump down). This could be used for other future structures like mega faction cities, iceberg cities, etc.








Belief buildings wip

Zomawia

Worked on things relating to the beliefs. Most of these new buildings were ideas from the fans. Here are the descriptions and usage:

Historian – Processes Junk in an attempt to find educational materials. Villagers can use them to reduce their Cousin rating over time.

Shrine – Processes Junk in an attempt to create offerings. Villagers can use offerings to worship here and increase Happiness over time. Intended to replace Brewery as primary Happiness source.

Smokeshop – Processes Grains, Crude Oil, and Seaweed to create Smokes. Villagers can smoke the Smokes here to increase Cousin rating over time.

Arena – A large building that Villagers can spar in. Sparring villagers gain Happiness over time while also increasing Hunger. Intended to replace Brewery as primary Happiness source.

Soup Kitchen – Processes Flour, Seaweed, and Water to create soup. Villagers can eat here to regain stats over time. Intended to replace Galley as primary Food consumption.

Recycling Pool – Corpses are deposited here and turned into a nutritional sludge. Villagers can eat here to regain stats over time. Intended to replace Galley as primary Food consumption.

Some higher tiered buildings will be also be locked until a Belief is selected.


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Offline Asid

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Re: Buoyancy :City-building strategy on an oceanic world
« Reply #27 on: April 29, 2021, 11:43:08 PM »
Alpha v3.1.0428
Thu, 29 April 2021



Updates/Changes:
- Maxed out prisons will spawn new prisoners if empty prison avaiable
- Eat prisoner lowered meat chance 2-3 to 1-2
- Prisoner birthrate chance reduced and clamped (10) per prison

Bugs Fixed:
- Brewery random event firing without a brewery
- Wanted resources could show up as exports for Other cities
- Eat corpse causing all villagers to stop moving
- Upgraded prisons losing prisoners after load
- Upgraded shipyards losing extra ships after load
- Trading ship left and UI interaction error
- Navmesh fixes
- Combat AOE slow causing errors
+ Removed Gasprice
+ Removed Martin


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Offline Asid

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Re: Buoyancy :City-building strategy on an oceanic world
« Reply #28 on: May 26, 2021, 11:44:22 PM »
Alpha v3.1.0525
Wed, 26 May 2021


Updates/Changes:
- Looter Caravans will save previous selections
- Buildings with Helpers will continue production if Specialist leaves for food/drink
- Helper count show in UI next to Specialist count
- Helpers that die will attempt replacement with idle villager
- Pollution spill event tweaks, more affected buildings
- Wonder buildings can be scrapped for new placement but will cause happiness loss
- Prison break tweaks, will reduce food levels stored in prisons
- Fires can burn/destroy internal storages to applicable buildings
- Scrapping a building can now be cancelled
- Click on city status icon to hide the icon

Bugs Fixed:
- Survivor Raft (boat version) too low and unnoticeable
- Last Tree leaf material ugly fix
- Double UI click audio during trade buttons
- Workshop was part of polluting event
- Range placement indicator shader fix
- No description when hover over the Help icon at Pirate City
- Paused construction and buildings asking for resources
- Save relics toggle not working
- Priority construction ignored sometimes
- Depleted resource in multiple node null errors
- Villagers could get stuck in the air when ending a battle with oil platform cities
- Helpers leave building when doing an upgrade
- Trade panel won't reappear after paying pirate demands
+ Removed Martin


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Re: Buoyancy :City-building strategy on an oceanic world
« Reply #29 on: August 01, 2021, 11:50:46 PM »
Devlog 36
July 31, 2021   

Hey Buoyancies! Thanks for checking out our latest devlog.

July has come and passed and here is what we have been up to.



https://buoyancygame.com/2021/07/31/devlog-36/
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