Work on SymbioSys is picking up momentum again now that our final exams and assignments are out of the way …
We’re aiming to distribute SymbioSys on Steam … and to get it up to standard, we’ve discussed the kinds of additioal features and changes required to make SymbioSys a success!!
Frontlining development this last week is the slight modification of some of the missions to make them more challenging or better balanced. Additionally, I overhauled some of the navigational code to improve consistency and root out a significant bug that affected how critters Wandered around the game in loaded missions (there was no problem with the Freeform mode, however). Some other superficial changes have been applied, and there are some small bugs I am still chasing down. I now preload more of the seasonal and were textures to reduce the burden whilst the game is in play … I’ll try and do the same with audio as well … this removes or limits the jitters when new textures are loaded in game to add smoothness to game play. Other updates include the addition of a couple more roaming creatures in some environments … the simple little things that make the player stop and think for a moment. I’ve also added the latest versions of some tree and landscape seasonal textures from Dean … you can certainly feel the difference a lot more!
As for new features, we’re aiming, partly upon the advise of an industry professional:
New Tutorial Levels
Enhanced Model Appearance – I am still having issues with Gouraud shading .b3d models in Irrlicht …
Proper post level feedback instead of the jarring loss of control
Simple AI opponents (at this stage, just allow the computer some intelligent control over non-player controlled critters). Opponent could build brances to reach creatures, and employ (assault) tactics when their predators are in high numbers, and (withdrawal) tactics when their numbers drop … should be relatively simple to implement.
Improved navigation – I am currently working on the minimal spanning tree code that will allow critters to know when to backtrack to find their destinations. It will also allow AI opponents to know where to build bridges.
A couple more random events – Blizzards are tempting, Disease would also be a treat, and occasional random species migration would certainly be interesting!
Critter Icon click to camera jump to Cluster 0 … another interfacing improvement letting players select difficult to locate creatures.
Mouse hover options – if on, mouse hover will identify the interface icon being highlighted for better beginner in-game control.
Audio control – modify sound volumes
Beyond that list, there are other plans as well … enhanced AI with multiple difficulty settings, and the jewel in the crown, Co-op and Head to Head multiplayer mode … but these options will be assessed once the game is prepped with the other mentioned features.
Still a lot of work to do on SymbioSys, programming particularly, though some interfacing and art assets are required … but I hope to accomplish a lot in the next few weeks! We are considering bolstering the programming team … but I’d rather try and work things out myself at this stage … a specialist focusing on networking may be invaluable, however, as multiplayer is strongly desired.
- Colin

















