Weekly Changelog: v0.115
Big update this week!
Explore and repair the future:
-This will be a very important core feature of Sinking Eternity. In-game, you will be able to access a distant future era of the planet and change its outcome through your actions in the present time. I added the first part of this core feature to the demo! You will now find a strange portal at the highest point of the starting islands.
Schools of fish:
-There are now schools of fish in Sinking Eternity! These colorful groups of fish swim in a semi-organized way and really bring a lot of life to the underwater areas.
This week’s demo updates:
-Added the future era (accessible in the demo!), thousands of years in the future
-Added an interactable object that acts as a portal to the future era. You can find it on the shelter island
-Added an info popup the first time the player interacts with the portal
-Added semi-eternal beings in the future era
-Added fog, rain, volumetric fog, dark clouds, and a raging sea in the future era
-Added unique storm ambience music to the future era
-Added a sphere inside the future era to define the area the player can explore with their current temporal anchor level
-Added schools of fish to the shallow waters and the rest of the game
-Added code to make schools of fish flee in a semi-organized way if the player gets too close
-Greatly improved schools of fish FPS, with up to 250 fish on screen at the same time and almost no noticeable FPS drop
-Added info tooltips when targeting already analysed sea creatures (it looks very good and gives info about hostility level, creature-behavior, etc.)
-Added a brand new, very alien-looking peaceful sea creature to the shallow waters
-Added code to make this peaceful fish slowly swim away when approached
-Added a lot more details at the bottom of the sea (alien grass, plants, etc.)
-Added large plants to the shallow waters
-Improved the shallow waters terrain design and object placement
-Added volumetric fog in many underwater areas
-Improved the visibility of the UI crosshair with a better outline and shadow
-Improved the visibility of the UI target names and interaction info with outline and shadow
-Moved the UI target name and info under the crosshair to be more consistent with AAA third-person UI standards
-Upgraded the default crosshair design
-Improved the creature encyclopedia tab UI
-Improved the main top of screen info popup size scaling when the player enables UI scaling
-Reset UI scaling size when the player turns off UI scaling
-Added a new popup for time era changes
-Upgraded the small creature model (even if you only see a teaser of the questline in the demo)
-Made underwater bubbles be affected by fog so they are not visible from too far away
-Improved the analysis, mining, and wood chopping progress bars by adding the action text inside the bar to make the UI feel less cluttered
-Bug fix: Moved up the build tooltip as it was not visible on some screen resolutions
-Bug fix: The interact action shown when targeting an object that can be analysed is now “Hold E” instead of “E”
