Hello everyone! The Early Access launch is tomorrow and we are very excited.
Several CREATORS that contacted us had a chance to play a pre-release copy of Buoyancy. This was initially nerve-racking to watch but, aside from some expected bugs, everything went smoothly!
Here are several videos at their peak freshness handpicked by Shawn:
Thanks for getting Buoyancy to a wider, global audience!
Storm Direction Tracker
Through our feedback with testers as well as the recent Content Creators we’ve realized the storm is a bit more punishing than we want it to be. One of the bigger issues we see with the Storms is not knowing where they’re coming from or where they’re going. We want the player to have enough time to evade the Storms in the earlier stages of the game. The goal with the Storm Event is to punish players in the mid-late game for being too heavy or not having enough speed to evade the Storm.
For now we have added a directional arrow that is rendered on the surface of the water to help see the storm earlier and have it easier to get out of the way. There may also be more Storm re-works in the future, possibly removing the instant destruction in favor of fires. I would also like to start rendering more UI/Gameplay element displays on top of the waters surface to help give the player more information. It also looks pretty cool.
I made this. Thanks for watching it. If you haven’t you should watch it.
Water Cannon concept
Started playing around with assets to come up with a Water Cannon concept. The design isn’t finalized yet. In-game it will shoot out high-pressure water that will extinguish fires quicker than any villager can. This will be an automation featured that goes well with the planned changes to villager firefighting. In addition to firefighting the water will do an AOE slow.
Thin Bridges concepts
This platform is a 1 villager wide bridge. This is one of the planned additions to improve the customization and look of a player’s city.
Trade Post optimization
The original trade post was currently very high poly more than necessary. To get ready for release, a little optimization to drastically cut back on polys for this node was made.
Recycler, Refinery concepts
There is a lot of information hidden in this game. I put in some UI stuff exposing things that might help the player.
And there’s some other polish and juice here and there that I’m too lazy to record.