I kept adding new items to this release, but had to force myself to stop and roll some of them out for the next update. I made changes to the nutrient-use system, which required SO MUCH balance testing, basically me running loads of simulations (i.e. games) and checking statistics to make sure I didn't mess anything up. Still no DNA tweaking in this update, I just can't figure out how I want to implement it in a way that doesn't feel like a cheat - but soon!
So what's new?
* New dungeon walls and floors! They're now the zombs favorite structures.
* Toxic waste is now a crafting material.
* Added tables and chairs.
* Added more avatar body parts.
* You can now analyze zombs (beta).
* More stuff to craft, like the Fungiburger! Plop one on the ground and your anims will eat it up. Or feed one directly to your anims if their health is low. Or eat one yourself if your health is low. Or eat one if you just want a snack.
* Other stuff...
Status: OK, almost done with version 0.27.00! (I promise)
Text is off to be translated, so any day now :-)
- Markus
Status: Finishing up version 0.27.00
A quick post to let you know that I'm finishing up the next update which will include a new crafting material (hint: it's toxic) and some new craftables (for the home and office and home office) and new body parts! Also, have you ever wondered what's going on inside the mind of those zombs? This update will begin to shed some light (just a bit, for now).
Update: Version 0.26.00
Phew, finally! Version 0.26.00 is out.
Try out the new Camera! Build one, or if you are lucky, dig one up. Document your world and all of its changes. Then export and share your photos.
There's a new beverage: Revoltâ„¢ soda. Drink some if you are (hint) antisocial.
This version contains a lot of behind-the-scenes changes to anim and especially fungol biology.
WARNING: This will cause a bunch of your fungs to die off! Don't worry though, the species that survive will grow back pretty quickly. Consider this the First Great Extinction event in Vilmonic.
These changes were necessary so that in future updates I can start adding features that allow players to view and modify the internal biology of creatures in the world. This will make possible features like an x-ray machine, syringes for extracting DNA, gene splicing, etc.
The Vilmonic simulator now has much more complex model of nutrients and hydration.
One example of this is that creatures now return their nutrients to the soil as fertilizer when they die. So if you have some fungols that need more nutrients, try planting them where something has died (including zombs). Currently fertilizer in a location is used up in the first stage of fungol growth, so it only really helps germination.
As always, let me know what you think of these changes.
Enjoy!
- Markus
Quick Status
Just wanted to quickly say that the next update is coming VERY SOON. I'm finishing up a multitude of game/ecosystem balance issues. ETA Monday? Tuesday??
Open Beta: Help test the next version!
Cameras and photos are now working, but there is still a little bit of polish needed before I officially release the next version. This is taking forever :-) , so I decided to allow everyone to try the beta version.
This beta is super stable, but still, you may want to start a new game. If you open an old game, the only issue is that new items may not play so nicely if you go back to the previous version.
There have been substantial changes to fungs, so you may see a bunch of them die off when you open up an old game, but most should grow back pretty quickly.
There's also a new beverage: Revolt!
Still to be added before releasing this new version (0.26.00):
Photos in the notepad need an export/delete menu
Russian translations for new items
Sounds for new items
Feel free to give me loads of feedback about this!
Here is the beta access code:
TomorrowHereToday
To use this code, restart your Steam client (just in case) and go to your Steam library and right-click on Vilmonic in the list of games, then select "Properties" from the popup menu. In the window that opens, click on the "BETAS" tab and paste the beta access code in the text area provided then click on the "CHECK CODE" button. Once the beta is unlocked, you can switch back and forth between beta and latest release using the drop-down menu at the top of the tab.
Status: Working on making cameras that work!
Hoping to make some of those junk cameras you dig up actually able to take some pix...
This is my way of taking a break from completing the new fung biology. (About 2/3 done with that!)
Status: Major changes coming to fungs, anims to follow
Major changes are coming to how DNA affects morphology which in turn affects the physiology of fungs in Vilmonic. (anims to follow)
Everything is now based on the number of pixels in each "organ". This reworking is to make it easier to surface some of the depth and detail that is currently hidden in the game. Features will be added to so that you will be able to view the internal workings of each life form. (X-ray machine? Dissection?)...
Fungs will now require hydration based on their cap size, take in water from the environment based on how much is available in its biome, and lose hydration based on the surface area of its cap.
The surface-area-to-cap-size ratio will be a strong selector for fitness in different environments. This creates interesting stresses that will affect the evolution of morphology in the game. For example: more water than needed without enough surface area to dissipate the excess and the fungol will possibly die before reproducing.
Similarly, the number of spots and height of the stalk will affect how many spores are released.
The growth of these structures is (already) controlled by the DNA of each organism. Genetic mutations will change how a life form grows, and affect its fitness for its environment. Nutrient use will also be affected.
I'm deep into this change, and it's a pretty intense one, but I just wanted to give a quick update to let you all know that things are still moving!
Also, more beverages are coming: one that repulses zombs, one that attracts anims, one that makes you super strong, and another that heals you!
Stay tuned!
- Markus
Update: Version 0.23.00
Added natural rocks (or mountains) and a whole bunch of ecosystem balancing.
Status: Finishing up the next release...
Fig. 1 An example of the hidden bone structure (based on the MASSO gene) used to procedurally generate each creature's body in Vilmonic
So I'm still finishing up the next release which adds rock outcroppings (or mountains) and tweaks to island generation and some ecosystem balancing. I've been delayed a bit by a bunch of conferences (submissions and attendances) and other PR work.
The feedback I've been getting has been really helpful, and I think the next few releases will focus on making some of the hidden details of the game more easily discoverable.
For example, there's a bone structure underneath the Anims skin (i.e. "behind the scenes") that is controlled by the MASSO gene. The length and curvature of the bones determines the overall size of the creature, and thus affects its nutrient requirements and movement speed and stamina, etc.
There are a bunch of these hidden systems, and I really need to figure out how to make them visible in a fun way. In the bones example above, I think I may add a craftable X-Ray machine that you can push anims on top of to view their internal structure.
People have also asked for a control panel to allow changing the default attributes of islands (how much water, how much desert, etc).
In the meantime, I may just open up the hidden back-end in a "cheat mode" to allow players to tweak most of the attributes of the game, at the risk of giving away too many spoilers. Let me know what you think!