About This Game The holidays are in danger. Millions of vacationers are unable to find a suitable holiday destination. Are you the right businessman to build the unique holiday paradise everyone is looking for? To become rich and expand your paradise? But watch out, there will be competitors and some unpredictable weather that could destroy all your hopes and dreams. Summer Islands - This versatile economic simulation gives you the opportunity to build an indescribable holiday paradise. Build cabins, villas or expensive hotels right at the beach or up in the hills. After the first buildungs are completed, tourists will start to visit the island via boat or plane in hope of a great vacation. That is when the challenge begins: to please the tourists needs you can build bars, discos, golf courses, supermarkets and many other buildings that are popular with tourists and enhance your income as the islands owner. But don't underestimate your environment. There are many disasters to occur and enemies who are equally striving to make money. So make sure to always keep an eye on your holiday paradise. [/ i] "Due to adjustable seeds there are endless randomly generated atolls, archipelagos and islands. »Real-time strategic gameplay in the server-client architecture. »Single player with various challenging campaigns. »Multiplayer so you can play with friends. »Computer enemies in single and multiplayer mode. »Various buildings and recreational facilities as well as special attractions, auctions, sabotage and some unpredictable disasters. »Map editor to create and play your own world. 6d5b4406ea Title: Summer IslandsGenre: Indie, Simulation, Strategy, Early AccessDeveloper:MatthiasMaPublisher:MatthiasMaRelease Date: 21.06.2019 Summer Islands Download Under 1gb Update March [v0.0.20]: Hello together,in the last weeks we have made good progress again and we are slowly entering the test phases where you can once again admire the whole project. Some problems with the multiplayer communication have to be corrected in the next weeks. There are small things that must not lead to crashes in the lobby or ingame. We are confident to be able to please you with some ingame videos in the next weeks.The biggest changes this week are new SoundFX components which we have integrated. Like e.g. at construction works, at the disco or at shops for mobility. The difficulty is to calibrate them in such a way that they are actively noticed but immediately fall back into the subconscious. An atmosphere should be created with it and not a whistle concert. The positioning of the sounds in relation to the position of the viewer also presents us with a few problems in harmonizing this with the architecture of the game. But we work very hard not to have a mono sound at the end. For the course of the game we also made some changes. The biggest change is in the parks. Before, roads were essential to connect two buildings. So to say that the tourists can get from the airport to all other buildings. We have extended this principle with parks. The parks act as an extension of the connection. One can build a beautiful park at the street and behind it the other building like e.g. a hotel. Because of the park the hotel is still connected to the street and therefore accessible for the holidaymakers. However, one cannot extend a street connection by a park. Parks only extend the connection to other buildings.In the player colours there is also something new to announce. Previously we always randomly assigned the colors from a previously created texture file to the players. Since this of course does not correspond to the gaming standards, the necessary textures are now created at the beginning of the game on the basis of the colour preferences. This uses a bit more memory but it simplifies the whole color selection and texture creation process.And last but not least we don't want to deprive you of the new textures that have been created:A whole series of new airports have been created. From small with low capacity to the largest airports for the big cities.A new attraction was also added. The open-air cinema. More often to be found in sunnier regions, this building offers an exciting atmosphere for every film.At the end I would like to make a recommendation for an interview (german) that we finally gave. Who would like to have some background information I recommend to read this here:https://www.zippy-net.work/article/im-interview-summer-islandsUpdate log:. Update end of october [v0.0.13]: Hello together,in the last two weeks we have concentrated a bit on bug fixing again. So that the basic functions work flawlessly. We have been implementing the Save and Load functions for some time now. But as time went by more and more Feytures were added so this had to be updated again. This time we could also integrate the AI which now, as expected, continues to build after loading.Furthermore many bug fixes were added to correct unreadable objects or apparent elements in the background. To inform you about a major change towards early access: In the last weeks we have managed to shrink our Javascript files (50%) and make them unreadable. Now one of you thinks that Javascript can only be made unreadable pseudo. This is partly true. But at least we try to prevent with it a "fast" intervention into the game code. It's all about protecting our work and preventing unfair gameplay. Mods are a completely different topic. We try to support them. But until we have a working mod support it will probably still take a while. To also present some pictures to you we want to introduce some new buildings in this update:On the one hand we have designed another restaurant in the last weeks called Mega Grill. A bigger restaurant for the masses in the rustic wild weststile. A must for every saloon lover.Another building which was finished in the last weeks is under the category attractions. The zoo, a highlight for the whole family. It is more difficult to build because it is a larger building.In the next weeks we try to concentrate on efficiency and error solutions. In addition, our graphic designer creates additional content for the individual building typesUpdate log. Update from the 4.week in april 2018 [v0.0.6]: Hello together,this time we worked on two different things.The first one is more a correction from the tornado and the clouds. In the past we hadn't a good animation of the tornado, clouds and dark clouds. So, we worked on our animation to get it more realistic and smooth. It took us a few days for just a small result. But it had to be done.On the other days we saw a trailer analysis about our Summer Islands trailer from the Schematics Team here: https://youtu.be/F_206kBHI-QIt was great to watch and we got some nice feedback. Also some inspiration but we're not sure about the sharks with lasers. There we saw the need for the GUI scaling. We already had it on the to-do list. But it was really important to integrate it now. If some people want to see some features they must see what it is and get the impression about it. So we added a new option where you can set the GUI scale from 1.0 to 1.7. That is really the maximum for the option window.With these big buttons it is really nice to play, also with touchscreen. Maybe we can add a touchscreen mode or a pen mode or something like that. Also It would be nice to create a Smartphone version or a Console version.But for now, we’re working hard to get a stable alpha version. Update Log:. Update from september 2018 [v0.0.11]: Hello together,it was again a longer break since our last update. We've been working on new content for Summer Islands for a couple of weeks now, but only now are we going to publish it.On our Steamforum there are a lot of questions about the release date in relation to 2018. Before I come to the new content I wanted to go into it again.We know that the year is almost over and Summer Islands is still not in early access. We have to thank you for your patience. We still have a lot of features for Summer Islands which we haven't mentioned yet and which we still want to implement. There isn't anything worse than a half-finished game and unfortunately this is becoming more and more normal nowadays just to generate more sales with more and more games. The good thing for you is: because we program Summer Islands in our spare time, we are not financially tied to a schedule/fund donor. This allows us to realize the features Summer Islands needs and makes Summer Islands even better. The bad news is: We are only a 3 person team, spread over different continents, that Summer Islands creates in our spare time. With that we always have a full schedule and believe me, it's already scratching your conscience if no new update has been created for you every week.So in summary we would like to appeal to your patience. 2018 is still our plan, but game projects are always difficult to plan because of their complexity. :)But now to our smaller update: we have redesigned our building construction menu in the last weeks. Ergonomics and clarity are especially important to us in Summer Islands. We try to make every aspect of the game as familiar as possible. So that there is no irritation during the course of the game. We want to create a natural game flow.So we adapted the building construction menu with all buildings rather to the well-known touch menus and equipped it with more icons and pictures. The advantage of the new design is the larger space to present more information about the building to the player and the easier comparison of buildings with each other. Update Log:. Update from end of June 2018 [v0.0.9]: Hello Togetherthe last week in June there were a lot of little things to fix and improve. You notice that all the puzzle pieces are coming together and the early access is approaching.- At the beginning we added the total costs in the annual financial report. Because you want to know at first glance the exact losses/gains of recent years.- For a better differentiation of buildings and land we have limited the black and white effect to buildings only as soon as you click on one. Since clicking on a normal natural field does not require any colour preferences to be displayed, as is the case with buildings. - To improve the performance, the dark water was provided with a uniform click event. Thus the computer no longer has to check every field in the dark water to see if it was hit by a click.- Furthermore we have made the window clearer which opens when you click on a building. In addition, this menu can now be moved individually via the bar.Many more bugs have been fixed or ergonomic improvements have been made to make the game feel more relaxed and natural. There are a few bigger ideas that need to be integrated until early access. Nevertheless, a lot of game concepts are already integrated which would make a pleasant game possible.We look forward to integrating further major innovations in the coming weeks. Update Log:. Update from mid august [v0.0.10.1]: Hello together,You can really say that we just had summer break. Not only in Germany it is usually much too hot to work, also here in Down Under the heat does not exactly contribute to work. In addition, in the outback there is not really often Internet and more often no electricity. So not the optimal conditions to move Summer Islands forward.But even if you don't manage to continue working on Summer Islands very often, you can't rest on your mind. That's why we have worked out many buildings in the last weeks and prepared them as artwork. So that you don't have to survive the summer break without new updates, we want to present you some buildings in the following:With the last update with the pseudo-random generator we can now generate different types of the same buildings for each field. Here, for example, different types of campsites.But we also try to maintain the personal holiday resort of each player. Because for everyone it is important to create something unique in the game. That is why our parking system is shown here again. With this (pre-)system we want to promote the creativity of every player to make his holiday resort as individual as possible.Another building we have created is a gourmet restaurant. Not revolutionary! But there will also be cheap buildings and expensive variants of restaurants. This gourmet restaurant is one of the more expensive buildings and will earn a lot of money if it is placed in the right place.Something more sophisticated is the water hotel. This can of course be rotated to adapt it to all different coastal variants. Due to its modern style, this building will also be one of the more expensive hotels. The difficult thing is the positioning at a suitable coastal location.Of course, the fun for the tourists should not be missing. That is why we have designed an open-air swimming pool. However, the building is not located around the luxury sector like the others, but rather in the cheaper sports buildings. Also with these buildings the difficulty lies to find the suitable coastal section. And of course, what should not be missing in an open-air swimming pool in the sea: The sharks. As sabotage possibility or as natural disaster in form of an overpopulation sharks can reduce your profit of course. We are still thinking about how these occur in the game. But they will definitely be part of it (For the laser shark friends: we are still considering whether these will fit in Summer Islands;) ).Let us now come to the more serious topics of life. The basic needs of every tourist. We have designed a sewage treatment plant to meet basic needs such as water, electricity or waste. Just like the other buildings that meet basic needs, a sewage treatment plant can only serve a certain number of tourists. So you always have to have the right number of sewage treatment plants for the number of tourists in a resort. Other buildings such as hotels naturally do not want to have a sewage treatment plant next door, which makes the location for a sewage treatment plant more complex to find.Like the sewage treatment plant, there is also a landfill site, which has the same characteristics. The location for a landfill is more difficult to find because no other building wants a landfill next door. But on the other hand, a holiday resort needs a certain number of garbage dumpers depending on the number of tourists. Alternatively, we also had in mind the decomposition process of a landfill site. That would be interesting to see. But there is a little more risk, because the player has to keep in mind a constant renewal of the rubbish dumps. But still the decomposition process would be nice to look at :D. Update begin of december [v0.0.17]: Hello together,this week there was a lot of restructuring but no big appearance changes. This week was completely in the spirit of memory and calculation management. But let's start all over again. As I mentioned before, the client of Summer Islands is based on a Javascript engine called createJS. An engine that is really outstanding in terms of HTML5. It's not a grinding advertisement but the efficiency and freedom is really great. On the server side we use NodeJS which is perfect with speed. The problem with a HTML5 game is mostly the browser's limitations in terms of security. So you don't want the Javascript in the browser of a website to simply access your own files in the computer. Thus any creation/access of files must come from the server. This week we have put the focus on the creation of the exe. This means that we have files that should not be stored in the Exe and when loading the reference must be loaded from the server to the Client. So we have reduced the loading time of the Exe strongly. Because everyone who wants to play has no desire to wait long for it.To sum it up you have to say that the most important thing in a HTML5 game like Summer Islands is the architecture. You also have to constantly make new efficiency changes and optimize storage space.For example, we have exchanged arrays and maps that you use by default in INT8Arr. You have to make some architecture changes but you can improve the memory usage by 95%. With such ideas you are always busy to get a constant 60 fps.I am a bit embarrassed but I found the Javascript declaration let in the last week. If you have learned to program with Java then you are already automatically set that the location of a declaration of a variable is at the same time the definition whether the variable allows a local or global access. To avoid mistakes we now change all variables to let!An additional increase in efficiency we have managed with the Minimap. Before that, the client painstakingly created each pixel and stored it in the cache. When opening the minimap for the first time in the game, you often had to wait longer due to the size of the map. Because all pixels had to be displayed from the cache to the screen for the first time. An alternative that we are now using comes from the server. The server already creates an image of the map during the map generation which we can reload in the client. Thus we have no more waiting time with the client.But now also to a few further textures which we have integrated. As you saw a few days ago in the last tweet we integrated a cinema.The cinema belongs to the attractions and earns a little more money than other attractions. It doesn't have any special features regarding the location. So a building that always brings money in.A souvenir shop was created as a smaller shop. This is small, not expensive and always runs well with tourists. A must for every holiday island.The car business was not new but reworked. The quality as a more upscale building for the luxury segment has remained the same.We hope you also enjoy seeing Summer Islands come together in good steps. We could see that on Steam already about 1000 people have Summer Islands on their wish list. That makes us really happy to see so many people interested in Summer Islands. We are working hard towards early access.Update Log:. 2.Update march 2018 [v0.0.3]: Hello together,after a small time of silence we have finally some news for you.First of all. The silence came on one side from the bigger feature we have added the last weeks and on the other side from the Australia trip two of us do. But don't worry. Like we already sad, the university is over so there is nothing we can't do :)Back to Summer Islands and the new features. We already announced to work on some new plants and environment stuff. In the last weeks we implemented it. We still have some trouble to re-calibrate the amount of plants and stuff on the Islands. But it gives you already a better atmosphere in the gameplay.So which new plants are coming:In the first row you see the bushes. They can grow and they are the first plants which starts to grow on an empty field.The second row shows the different stones in the field. In a field with a stone a tourist can not lay down.The third row gives you a look on the growth of a palm. From small in the beginning and sensitive for the tourists to the big ones in the next row.In the fourth/fifth row yo see the big palms. For a better perspective we added a different shadow to the big plants.The sixth we have something special for you. We created some mangrove. The trees will grow on the edge of the islands to the water. You already see the growing of these plants.In the second last row you see the the growth of the normal trees. From small to the big ones in the last row. The trees will only grow in the higher levels and sometimes they have something special in it.....So how will they look like in the gameplay. Here you can see a first impression and like we sad, it still needs some more recalibration:In the next days we have some more news for you. Update Log:. Update from the first weeks in april 2018 [v0.0.4]: Hello together,i'm writing here from down under and today we have a bigger update to announce. In the last weeks we worked on a better illustration about the impact of a building to another one.So if you build a building the building gets a normal popularity depending on the position of the building. But with a nomal popularity your earnings are only a little bit higher than your losses. So you can boost the popularity with the surrounded fields.When you click on a building, the important fields are highlighted in three different colors (traffic Light principle). 2 fields in every direction. starting from the building. The other fields will get greyed out. RED (negative boost): All buildings that negatively affect the selected building YELLOW (neutral): All buildings that do not affect the selected building GREEN (positive boost): All buildings that positively affect the selected building.So for example we selected a tent in the middle of the screen. Streets are always bad fields. The Tourists don't like to many streets around a building. So the streets are red highlighted.The bigger hotel is highlighted in yellow. So it doesn't effect the popularity from the tent. And in the end the green highlighted fields. The empty fields are always good. The tourists like free fields to lie down. So they will give the building a boost and also the bike seller on the other side of the road.Here you see some more examples from the Hotel:and from the Airport:Be aware that some buildings like the airport, harbors and so on, they don't have the possibility to boost the popularity. Because there popularity only depends on the workloadUpdate Log:. 1.Update march 2018, v0.0.2: Hello together,in the first weeks in march we worked on some new functions like demolition or sabotage. These functions are really important. Because...you know...if have to much money you can blow you enemy away. In Summer Islands sabotage is pretty expansive.For the Beginning we added a bomb, sharks and bacterial for the hotels. With these you can influence the popularity of the buildings. If it worked your enemy will earn much less money. Sabotage is really something you should only do if you have a lot money and need the space or the revenge. Since we have added these function we can add in the future more creative sabotage functions. You need more possibilities with your revenge.Next to the sabotage functions/menu we added or renewed the demolition function with some effects. Just for now to have some effects. We will probably rebuild them too in the future. Also to have a better overview about the cost of the demolition, sabotage or if you do terraforming you get a small sign next to the mouse with the costs on it. It is a pretty small feature but it will bring more transparency and a better traceability for you. In the last post we wrote about new features/designs for the nature. We will do that now :) Update Log:
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