Summer Islands cover
Summer Islands screenshot
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Genre: Real Time Strategy (RTS), Simulator, Strategy, Indie

Summer Islands

Update from the 3.week in april 2018 [v0.0.5]

Hello together,

this is a small update about the 3.week in april only. Because what we did is worth an update :)

Last week we worked hard on the loadingsystem of Summer Islands. Because createJS provides also the great PreloadJS JavaScript library. So for this mechanic we had to change a lot of things for example with the spriteSheets to some extra JSONs and so on. Especially with sounds in the future we have now the architecture to load all the files in the beginning to have everything in the cache.  We know, we should have done this month ago. Now i would say every Gamedeveloper needs to do this right away. 

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:

https://twitter.com/SummerIslandsQA/status/988307740714938368

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. :) 

Update from the first weeks in april 2018 [v0.0.4]

Hello together,

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

Update Log:


- CLIENT added Colors Textures
- CLIENT nature Bug fixes
- CLIENT added surrounded building selektion
- CLIENT added grey out effect
- small javascript efficency corrections

2.Update march 2018 [v0.0.3]

Hello together,

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.

Update Log:


- 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.
- small javascript efficency corrections

1.Update march 2018, v0.0.2

Hello together,

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 :)

Update Log:


- CLIENT/SERVER demolition function
- CLIENT/SERVER sabotage function
- CLIENT sabotage menu/effects
- CLIENT cost preview signs
- small javascript efficency corrections

Update february 2018, v0.0.1

Hello together,

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.

Here a preview:


In the next weeks we try to implement some new features for the nature. It will probably change the complete look of the nature.

Update Log



  • AI Area Analysation
  • AI small Base building
  • AI building connection streets
  • AI terraforming for Buildings
  • CLIENT Zoom in/out with your mousewheel

First Update News

ok, how does this work here.

Hello together and thank you for your visit on our Summer Islands steampage.

In the next weeks we will provide you with the new features we integrated in our game Summer Islands. Like in the past we will create a new entry on our blog http://summerislands.de/category/devblog and we will post the update also here on steam.

Since we're doing this project next to our work we try to improve Summer Islands with every week but you never know which problems will come up in the future.

We had a good start with our steampage over the first weekend and do our best to come up to your expectations. Please feel free to join our discussions here at the communityhub. We try to answer your questions. We're really excited about the Game and your thoughts about Summer Islands!

Version ZERO (0.0.0)



With our steampage we reset our versionnumber for you to get a better view over the history in the next months. Currently Summer Islands has almost a quarter of the basics implemented. We have a Server-Client-architecture and you can already build stuff. We have a few buildings and a simple nature integrated. The AI needs more time to improve like some other features. Normal "Work-in-Progress".

Are you ready for the biggest NEWS: This is a HTML5 Game!
DON'T PANIC!
Yes, the client is made with creatjs and our Server runs with Nodejs. We worked really hard in the last year to have a stable 60fps with large maps. We need to do more tests in the end but we're sure we can do that.

For more Information what we did in the last months on Summer Islands, please visit our devblog:
http://summerislands.de/category/devblog.

See you in the next update news.
The Summer Islands Team