Posts Tagged 0.6.1 species
The code’s finally in a stable enough state that I feel justified in announcing a release date. So here goes nothing…
Species 0.6.1 will be released on the 1st February.
This update includes a lot of the cleanup and polish elements originally planned for 0.7.0. A lot of the changes are background
improvements to the underlying code, but that’s not to say you won’t see some changes to the game itself…
A variety of major 0.6.0 bugs have been addressed, most notably:
- several fatal crashes have been fixed (‘System.OutOfMemoryException’, ‘CladeDiagram.CollideBranches’, ‘UIManager.Paused_Export_Update’),
- the method for addressing problems when the game is minimised or graphics card is lost has been improved,
- built-in troubleshooting for some start-up problems (running from the zip file, running from Program Files, running on computer with unsupported graphics card) has been added
(Of course, it’s entirely likely we’ve added our own set of new errors to replace them, so don’t get too comfortable)
Quite a few visual improvements:
- Procedural texturing: creatures now have different top, side and underbelly textures, giving them a more distinct appearance and more recognisable body covers.
- Custom textures: beaks, claws, teeth and mouths now have their own (appropriately horrifying) textures, blended into the triplanar texturing.
- Fur: Fuzzy wuzzy was a bear, fuzzy wuzzy had no hair, but the creature’s in Species do now. And they find bear meat tasty.
- Water reflections: They only reflect the skybox, but they significantly improve the appearance of the game nonetheless.
Plus a number of subtler ones, like adjusted tree shaders, a better wasteland texture and we got rid of that weird blue shading on trees when you pause the game.
It’s not been all about code and shaders: we’ve also overhauled the content in some of the less-developed area’s of the game.
- Body coverings: fur, feathers, scales and skins. Also octopus suckers, toad warts and Quasars forearms (ewwww…), but we’re probably better off not mentioning those.
- Leg shapes: from 6 to 20, meaning a much greater variety of knees.
- Heads: a number of additions (and of course, the existing heads had to be adjusted to provide beak and mouth textures and fur polygons).