Progress Updates

Why is development slowing down? I assumed that the Godot switch would give things a boost.

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I think it happened because there are like 1~2 active programmers now like our powerful and thrive legend hhyyrylainen and generally one guy more which is active at the moment (some weeks ago there were more active ones now its just like hhyy and a other occasional not-so-active active programmer), also hhyy is focusing in the thrive launcher and thrive dev center to get automated devbuilds and launcher features.

So our powerful and almost coder-robot thrive legend hhyyrylainen is busy with things that aren’t exactly the game itself, so no new features and closed issues in thrive itself but launcher and devbuilds.

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Why do they even care about the launcher right now? It’s nice, but pointless without an actual game behind it.

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Perhaps they couldn’t leave them for later times and its a thing that its like “oh very basic thing every game has it” “then we need develop it first to finally get this”

One example is saving, its a basic game feature but as thrive is in its ‘begginings’ they did saving to finally have it done, and not care about it later. As the game gets bigger, saving becomes important

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I think we saw that for a while, but now we are pretty low on active programmers. I think over the past week only one other programmer besides me has done something.

I’m working on the automated devbuilds so that patrons get a lot more for their money (at the devbuilds tier). I’ve seen a bunch of Patron notifications about people removing their pledges, so I decided that I need to do more for them. In classical programmer fashion I underestimated the effort to do this, as such I’ve spent the last 3 weeks on it, but it’s now starting to be done.

What this also allows is that team members who aren’t programmers can also try the builds. So we can do stuff like easily testing different balance builds with very low amount of effort required from team members. We could probably also in the future have dedicated testers on the team, as currently I have to review the code and playtest each PR, it’d be much nicer to have a first line of defence of QA testers before I have to look at a PR.

I’m hoping we’ll get someone else on the team willing to tackle the really big stuff. It’s been probably since Untrustedlife did the microbe AI and added chunks that someone has done a really major feature (that wasn’t me).

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Well, stop posting here and go work on it! I couldn’t care less about any Patreon benefits; I signed up so that the game would be developed faster. :pray:

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Nine developers this week :star_struck:

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so
I noticed that the number of likes for the progress updates is dwindling
oof

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hopefully that means that progress will speed up! :smiley:

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Looking good. May I suggest adding a number or some notches to the fluidity/rigidity scale to make it easier to select what you want

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It’s neat that you got the modDB page back, that how i found about the project

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While watching the second video I realized that the Double Membrane tooltip doesn’t show exactly how much it will affect your cell, why?

Also, the new editor UI is great!

Already ahead of you:

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I loved these musics.

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