Posts Tagged Game Release

Species 0.5.0 OFFICIAL RELEASE DATE

Species 0.5.0 is now feature-complete (from an engine standpoint). Everything that remains is bug fixes, performance upgrades, and compatability-programming for everyone using Shader Model 2.0, as well as importing various assets from the other dev-team members.

So, with that said, I offer you this mysterious and alluring PNG image with absolutely no hints as to what it could be referring to:

A wild release date appears!

What could it possibly meeeaaan?

“You know those fuzzy noise pictures where if you cross your eyes and stare really hard, after a few minutes you’ve got a horrible headache and you still can’t see crap? And everybody else is like “I see it!” and you’re like “WHY DO I SUCK AT THIS SO MUCH?!”

This is like the really easy version of that.”

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Species 0.4.1

… is Released!

Heeeellllooo…

Download the game here: Species ALRE Official Website

From the Development Thread:

Developments

Gene Splicing
Radiation Gun
Highlight Colour Filters (basic implementation)
Ultra Time Acceleration (deactives rendering, runs at the maximum speed the computer can handle)
Q/E to make the camera Rise/Fall. (It’s like maaagic)
Head animation and movement. (To make them look like they’re actually thinking. Makes them seem a lot less brain-dead)
Eye animation and movement. (as above)
Animated Cloud Plane.
Tree’s waving in the breeze. (These two should make the Time Accelleration actually feel like Time Accelleration, as opposed to simply putting all the creatures on meth)
Better Looking Corpse/Meat Models (Steaks! Delicious bloody raw steaks! How can they resist evolving into carnivores now?)
Fake Shadows
Basic Ambient Noises (placeholder sounds: check back for a hotfix for them later this week)
Export Creature function
Import Creature function
Mutation Map – Feature Model
Mutation Map – Feature Texture
Mutation Map – Body Covering
Mutation Map – Colour Pattern
Update the Mod Maker to acknowledge new Mutation Maps.
Mark Perception Target. (Head animation already made the creatures a bit easier to read: showing the player what the selected creature is targeting should improve that even more)
Remake the Eyes (Eyestalks and eyelids and light sensing pits!)
Remake the Eye textures (Lenses and Compound Eyes!)
Autorestart option for Mass Extinction (in the Options Menu)

Fixes

Creatures not wandering even though they say they are. (LIIIIIEES!)
Creatures spinning endlessly in circles around tree’s. (Clearly they’re attempting to rob the planet of it’s rotational momentum. They must be stopped)
Game crashes at some point when you set the population cap to 2000.
Autosave closing any open UI tabs. (My bad guys, I should have fixed that one before release)
Creature’s heads rotating into their own bodies (mostly fixed, still happens occasionally though)
Creatures looking in the wrong direction in the Creature Details Panel.
Fake shadows visible through cliffs.
Fake shadows not orienting to ground properly.
Remove Creature Thumbnails. (currently they’re being taken at birth for every creature on the map, which costs performance. It would be better to take one solely for whichever creature is currently selected)
Deforest the area outside the border
Automatically detect if the player’s graphics card can’t handle Pixel Shader 3.0 and/or > 2048×2048 textures
Deal with all of the AI problems that Mark Perception Target made painfully obvious
Bind the Up, Down, Left and Right keys as secondary movement controls for people who don’t have qwerty keyboards.
Option to save as BMP files, for systems that don’t support saving to PNG (assuming that’s what’s causing the loss-of-terrain problems some people are reporting)
Check Biomass Bar for possible Memory Leak (No way to test it, but I have made sure it won’t try to draw more than 150 scale sprites)

Report any bugs here. (or leave a comment below)
Discuss the release here.
Make suggestions for 0.5.0 here.

You think you know me? You know nothing.

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T-minus 6 days and counting…

Species: Artificial Life, Real Evolution: Alpha 0.4.0 (Proof of Concept Demo) Release is this Sunday!

Still working on getting administrative stuff done, but the game itself is ready and apparently stable on at least 3 machines. I’m only performing a few small optimisations and bug fixes at this stage (don’t want to break it!), as well as cleaning up the dead-ends and exceptions in the mod maker.

As mentioned on the comments recently, here are some system requirements. They’re not minimum requirements, strictly speaking (they’re actually taken from my development laptop, which struggles a bit but does run it), and if you’re okay with lag feel free to try it out on something slower.

CPU: Intel Core 2 Duo, T8100 @ 2.10Ghz
RAM: 2 GB
Graphics: NVIDIA GForce 8600M GT

BTW, any readers here who own a Mac and would be interested in getting their hands on the game a week early? If so, email me: I’d like to try to find a way to get it working on Mac. I’m trying to cancel out the negative karma points I incurred by using a Microsoft product to build the game.

PS: that surprise I mentioned a few weeks back? Turns out I’ve actually got two of them. Should have one in time for the release, and another within a week or two after that.

(Edit) Oh yeah, I managed to keep the entire game smaller than 25MB once it’s zipped up.

“518402… 518401… 518400… 518399…”

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