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Updates and Announcements - Page 16
My Colony 2 v0.12.0 Released
I hope you are all having a great today! Today I am releasing My Colony 2 v0.12.0, which includes quite a bit of new content. I have also submitted this build to both the Google Play store and the Amazon App Store so that I can start getting better feedback on mobile performance and UI! MC2 is really starting to shape up into a real game now, so let's take a look at what is new in this release!
First, you may notice that My Colony 2 now has a proper title background image instead of a blank grey screen, which of course looks a lot nicer. Modders can obviously customize this to be whatever they want.
I started adding in the interface for the in-game encyclopedia, which you can see from the main slide-out menu. The only section so far is the in-game credits, which are automatically generated based on username data attached to game data and .vpp files. Check it out if you want to see who has all helped on the game so far! The neat thing is that the credits will be different when you activate a mod, so that you can see information on the mod creator as well.
Since the game is starting to get more resources, I made a change to the resource readout bar. It will appear static as normal until your resource list takes up more space than can fit on one line, then it will begin scrolling like it does in My Colony 1.
Speaking of resources, I added two new ones to this release, Rum and Sugar! I always thought that Rum in MC1 should have been made out of sugar instead of food, so that is how it works now in My Colony 2. Sugar is obtained through the new Sugar Extraction Lab which extracts trace sugars from your excess food. Rum is naturally made as the new Distillery. Unlock these structures with the new Microgravity Brewing tech.
As you may have noticed in the background of the above picture, the Solar Tower from MC1 has returned. You can unlock it using the new High Density Solar Panels tech.
Some good new structures pulled from @GeneralWadaling 's voxel batch have been added, including the Regolith Processing Plant, and Greenhouse Park, and the Trading Depot.
The Regolith Processing Plant is a superior version of the Regolith Compactor on Lunar maps. The Greenhouse Park is sort of like the Green Dome from MC1, except it will produce some food as well. The Trading Depot currently only generates a bit of cash, but is eventually going to be used to facilitate trade between players on the same world. So stay tuned for that.
You can now start generating Civics using the new Civic Center! The Civic Center is unlocked with the Colonial Civics tech. Civics in MC2 are slightly different from MC1, in that they are stored at the settlement level and are not shared between settlements, even if you have a logistics center. Civics are going to determine the "city level" of a settlement, and be a factor in deciding what sort of government options a city has available.
I have made a lot of fixes to pavement rendering in this release. In addition, Pavement is now slightly depressed into the ground once built. It is fairly subtle, but you can notice it when the lighting is right.
In addition, the engine can now automatically generate brick road patterns for pavement, which I demonstrate in this release with the addition of the Solar Road. I also want to add checkered pavement generation, which will probably be coming in the next update or so.
There are more little changes here and there, and you will see them as you play. For now though, I want to thank everyone for playing, leaving feedback, and helping with content! The next few updates are all going to be big on content, so stay tuned for more!
#mycolony2
First, you may notice that My Colony 2 now has a proper title background image instead of a blank grey screen, which of course looks a lot nicer. Modders can obviously customize this to be whatever they want.
I started adding in the interface for the in-game encyclopedia, which you can see from the main slide-out menu. The only section so far is the in-game credits, which are automatically generated based on username data attached to game data and .vpp files. Check it out if you want to see who has all helped on the game so far! The neat thing is that the credits will be different when you activate a mod, so that you can see information on the mod creator as well.
Since the game is starting to get more resources, I made a change to the resource readout bar. It will appear static as normal until your resource list takes up more space than can fit on one line, then it will begin scrolling like it does in My Colony 1.
Speaking of resources, I added two new ones to this release, Rum and Sugar! I always thought that Rum in MC1 should have been made out of sugar instead of food, so that is how it works now in My Colony 2. Sugar is obtained through the new Sugar Extraction Lab which extracts trace sugars from your excess food. Rum is naturally made as the new Distillery. Unlock these structures with the new Microgravity Brewing tech.
As you may have noticed in the background of the above picture, the Solar Tower from MC1 has returned. You can unlock it using the new High Density Solar Panels tech.
Some good new structures pulled from @GeneralWadaling 's voxel batch have been added, including the Regolith Processing Plant, and Greenhouse Park, and the Trading Depot.
The Regolith Processing Plant is a superior version of the Regolith Compactor on Lunar maps. The Greenhouse Park is sort of like the Green Dome from MC1, except it will produce some food as well. The Trading Depot currently only generates a bit of cash, but is eventually going to be used to facilitate trade between players on the same world. So stay tuned for that.
You can now start generating Civics using the new Civic Center! The Civic Center is unlocked with the Colonial Civics tech. Civics in MC2 are slightly different from MC1, in that they are stored at the settlement level and are not shared between settlements, even if you have a logistics center. Civics are going to determine the "city level" of a settlement, and be a factor in deciding what sort of government options a city has available.
I have made a lot of fixes to pavement rendering in this release. In addition, Pavement is now slightly depressed into the ground once built. It is fairly subtle, but you can notice it when the lighting is right.
In addition, the engine can now automatically generate brick road patterns for pavement, which I demonstrate in this release with the addition of the Solar Road. I also want to add checkered pavement generation, which will probably be coming in the next update or so.
There are more little changes here and there, and you will see them as you play. For now though, I want to thank everyone for playing, leaving feedback, and helping with content! The next few updates are all going to be big on content, so stay tuned for more!
#mycolony2
My Colony 2 v0.11.0 Released
Today My Colony 2 v0.11.0 is heading to the "stable" channel, and should become available for all users soon. This is the last update before the "beta" heads to Android, and there are a few goodies inside, so let's take a look!
Firstly, Research is now being utilized!
I have added three techs (pictured above) in order to get things started, and as a result, the Hydroponics Farm, Ore Fraking Operation, Advanced Ore Refinery, Dormitory, and Warehouse all now have tech requirements before they can be built.
Moving along, clicking on a building will now give you some options, you can Rotate, Power On/Off, or Sell a structure now:
Next, Pavement has been added to the game, although it may be a bit glitchy still. The glitchyness is related to rendering, so you can build pavement in your maps without worrying about ruining anything.
I have also added the Advanced Builder Bot to the game, and several of the existing structures have been moved over from the Builder Bot to the new Advanced.
Finally, I have added the ability for the Engine to utilize Premium content, and added a Small Warm Light Post and a Golden Shelter as a proof of concept. In addition, modding and multiplayer now require Premium.
So that is this update in a nutshell, although there are a lot of smaller changes that you will notice here and there as well. The upcoming v0.12.0 is going to be a large content release with a lot of new structures, techs, and units, and it will be the first version published to Android. Publishing to Android will allow me to collect more feedback and bug reports, so it should really help development out a lot. I plan to have iPhone, Windows Store, and Steam releases sometime this fall.
Thanks for playing My Colony 2, and stay tuned for more!
#mycolony2
Firstly, Research is now being utilized!
I have added three techs (pictured above) in order to get things started, and as a result, the Hydroponics Farm, Ore Fraking Operation, Advanced Ore Refinery, Dormitory, and Warehouse all now have tech requirements before they can be built.
Moving along, clicking on a building will now give you some options, you can Rotate, Power On/Off, or Sell a structure now:
Next, Pavement has been added to the game, although it may be a bit glitchy still. The glitchyness is related to rendering, so you can build pavement in your maps without worrying about ruining anything.
I have also added the Advanced Builder Bot to the game, and several of the existing structures have been moved over from the Builder Bot to the new Advanced.
Finally, I have added the ability for the Engine to utilize Premium content, and added a Small Warm Light Post and a Golden Shelter as a proof of concept. In addition, modding and multiplayer now require Premium.
So that is this update in a nutshell, although there are a lot of smaller changes that you will notice here and there as well. The upcoming v0.12.0 is going to be a large content release with a lot of new structures, techs, and units, and it will be the first version published to Android. Publishing to Android will allow me to collect more feedback and bug reports, so it should really help development out a lot. I plan to have iPhone, Windows Store, and Steam releases sometime this fall.
Thanks for playing My Colony 2, and stay tuned for more!
#mycolony2
My Colony 2 v0.10.0 Released
Today marks the availability of My Colony 2 v0.10.0, along with some cool new features and enhancements! Updates for MC2 will be weekly during most of the rest of the summer, so make sure you stay tuned for all of the new features and content. In the meantime, let's take a look at what's new with this release.
My Colony 3D - If you thought that Jaws 3D was all of the rage back in the day, it's got nothing on My Colony 2. If you have a pair of red/cyan 3d glasses, yes the old movie theater kind, you can now enable Anaglyphic 3d Mode in the Engine Settings menu for a neat stereoscopic 3d effect. Observe the above screenshot using 3d glasses for an example.
My Colony 3D - If you thought that Jaws 3D was all of the rage back in the day, it's got nothing on My Colony 2. If you have a pair of red/cyan 3d glasses, yes the old movie theater kind, you can now enable Anaglyphic 3d Mode in the Engine Settings menu for a neat stereoscopic 3d effect. Observe the above screenshot using 3d glasses for an example.
My Colony 2 v0.9.0 Released
Today I am doing another "weekly" version bump for My Colony 2, incrementing the release to v0.9.0. This release cleans a few things up, adds a few things, and lays the groundwork for some sheer epicness that will be on the way very soon. Let's take a look!
In terms of content, I have added the Small Food Silo to the game, for storing food of course.
I have also added @GeneralWadaling 's great Advanced Ore Refinery model into the game.
In terms of content, I have added the Small Food Silo to the game, for storing food of course.
I have also added @GeneralWadaling 's great Advanced Ore Refinery model into the game.
My Colony 2 v0.8.0 Released
Today I have bumped My Colony 2 up to v0.8.0 which should now be available for all to enjoy. I don't have anything fancy to show a screenshot of in this release, but you now have the ability to finally save and restore your games! In addition, you can finally access the game menu from the dedicated server console, which means you aren't trapped anymore when you decide to open a dedicated server. Speaking of the dedicated server, now it will no longer simulate the game if there are no active players logged in. And as usual, there are a handful of minor changes in this update that aren't worth writing about.
#mycolony2
#mycolony2