Impressions from the game and development, ordered chronologically. The most recent screenshots are at the top.
Click on the thumbnails to display the screenshots enlarged and with description.

The school is the second public building to allow the inhabitants to advance to burghers. The church paves the way to merchants.

July 7, 2016

The first ship is there. It can not move yet, but it already has cargo.

June 12, 2016

Grain fields, grain mill and bakery

May 28, 2016

A long time the cattle farms only had sheeps because the graphics for the cattle was missing. Now they are done.

February 7, 2016

The info panel meanwhile shows the demanded goods. There is no logic for consuming yet.

January 3, 2016

Here you can see the German translation file in the translation editor.

December 28, 2015

All phrases in the game are now translatable. The screenshot shows OpenIsles in English.

December 28, 2015

The dummy widget was replaced by the player's status showing information about total population and finances.

November 28, 2015

The info panel for public buildings is now complete.

November 28, 2015

When a house is selected the info panel shows information about population and population tier.

November 28, 2015

Added controls to rotate and zoom the map. Minimap graphically revised.

September 14, 2015

Information in the build menu revised. Thanks to the GUI components we now have statusbar text for the building costs.

August 23, 2015

Refactoring "BuildOperation" finished. The screenshot shows existing and new street tiles adepting while building (Crossing across the cobbled street; Cobbled street at top becomes a tee piece).

August 11, 2015

Refactoring "BuildOperation": The build mode can be seen here on a preliminary development state. The collision detection while building works (again).

July 19, 2015

Rendering of objects with elevation 0 (i. e. sitting on top of the water, not the island). Here the pier can been seen.

June 28, 2015

Sugarcane and tobacco plantations.

May 14, 2015

Sugarcane and tobacco field.

May 14, 2015

Carriers behind buildings are now rendered correctly.

April 13, 2015

All graphics of the 5 settlers' houses are done.

April 13, 2015

Building paths. Here one recognizes clearly that street tiles do not adept yet (no tee piece).

March 29, 2015

Building areas. Here the squares are to be seen.

March 29, 2015

Forest tiles around the forester's house, where one can see the forest's different views and growth states.

March 29, 2015

First graphic of the forest.

March 29, 2015

Farm road graphics are finished.

March 19, 2015

"Hover object" in build mode when the building to be constructed has no place.

March 15, 2015

Multiple buildings can now be built at once.

March 15, 2015

Screenshot in the middle of development of the feature "Rotation of the map". Rendering is completely screwed.

February 13, 2015

All buildings now have graphics for the four views.

January 7, 2015

A rendering bug. ;-)

January 5, 2015

Settlement showing all building graphics that exist at this time.

November 30, 2014

Graphic of pioneers' house improved.

November 15, 2014

Elevation finished. Here with the new coast graphics.

November 12, 2014

Elevation finished. Here still the old coast graphics are to been seen.

November 12, 2014

New: graphic of toolsmith's.

October 28, 2014

Pathfinding algorithm calculates a route only using streets.

October 26, 2014

Sheep farms and weaving mills with both new goods woll und cloth.

October 22, 2014

Pathfinding algorithm finished.

October 18, 2014

Java helper program showing the dependencies in rendering order.

September 28, 2014