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    • farcodevfarcodev
      Participant
        0.4 Completion again…

        New updates concerning this (long) SPM coding:

        * the policies process is now complete, apart a detail concerning the government destabilization in case if a requirement for a unique policy (like the political system) isn’t met. It will be added in the 0.4.1 w/ the CSM event itself.

        * memes spread value calculations are now complete

        So i need again to implement the requirements process and the belief level progression for the memes and it will be completed. For the requirements it’s not a big deal to implement since it’s barely the same than for the policies.

        Of course these implementations lack of some details but the goal of the alpha (for become a beta version) is to have all the core systems to be implemented.

        So finally i hope it will be finished tomorrow

    • SolCommand
      Participant

      Sounds cool man !

      Is the game in a playable state right now ? I mean, it would be possible to make a closed-alpha release to test the game ? Or is it already out ? …. I’ve been away for a while so dunno :p

    • #75988
      GeraldineGeraldine
      Participant

      I always check this thread for news <img src='http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gif&#8217; class=’bbc_emoticon’ alt=’:)’ /> Nice to see your game is progressing along farcodev.

    • #75989
      farcodevfarcodev
      Participant
      SolCommand wrote:
      Sounds cool man !

      Is the game in a playable state right now ? I mean, it would be possible to make a closed-alpha release to test the game ? Or is it already out ? …. I’ve been away for a while so dunno :p

      Thanks !

      Oh it is, it’s just not complete yet, and the first release was for the 0.1.5. It’s more tech demos for now, but with obviously more and more stuff.

      I uploaded a dev snapshot version of the 0.4.0 yesterday (or this morning since i did that at 1 am ๐Ÿ˜ฏ ) because the 0.4.0 is finished today.

      With this one you can: apply interplanetary and colonization missions and set policies for your faction. There’s also an offline help/encyclopedia. You can also show how the CSM manage your colony (especially with the events) and inspect your faction’s status and SPM setting. There’s for now 18 policies/memes for the SPM, and it’s far to be completed since there’s 45 of them in total.

      It’s about all, i concede it’s not much because most of implemented systems concerns the simulation of the colonies and the factions, so there’s much things in game system/simulation side but not much for the player yet. With the 0.5 there will be more stuff in player’s side since it will concerns the production system (including resources survey) + the infrastructures. Anyway it’s a required phase for have all the core components of the game system in place ๐Ÿ™‚

      I’ll make a real release for the 0.4.1 (version that will include additional help text and user’s interface refinement) and will begin the dev of the 0.5 right after it.

      I hope to release a complete playable beta for the end of 2011, or jan/feb 2012… ๐Ÿ˜•

      Geraldine wrote:
      I always check this thread for news ๐Ÿ™‚ Nice to see your game is progressing along farcodev.

      Thank you ! It’s always cool to know that some people follows the news ๐Ÿ˜€

      It’s a long path, especially when for 1/4 of development you have 3/4 of information research / brainstorming and game design docs update. ๐Ÿ™ ๐Ÿ˜†

    • #75990
      SolCommand
      Participant

      For a one man army you’re doing damn well man ๐Ÿ˜‰

    • #75991
      farcodevfarcodev
      Participant
      SolCommand wrote:
      For a one man army you’re doing damn well man ๐Ÿ˜‰

      As long as the army don’t scream “I SURRENDER” like my ex-compatriots (the french ones ๐Ÿ‘ฟ ) it’s ok ๐Ÿ˜†

      Thanks !

    • #75992
      GeraldineGeraldine
      Participant
      "SolCommand" wrote:
      For a one man army you're doing damn well man <img src='http://spacesimcentral.com/forum/public/style_emoticons//wink3.gif&#8217; class=’bbc_emoticon’ alt=’;)’ />

      Totally agree with SolCommand here, for one man working on your own, that's an impressive amount of coding you have been doing. Looking forward to the next update

    • #75993
      farcodevfarcodev
      Participant
      Geraldine wrote:

      Totally agree with SolCommand here, for one man working on your own, that’s an impressive amount of coding you have been doing. Looking forward to the next update ๐Ÿ˜‰

      Thanks ! and it’s far to be finished yet ๐Ÿ˜ฏ , a bit of masochism of my part perhaps ๐Ÿ˜†

    • #75994
      farcodevfarcodev
      Participant
        0.4 completed, 0.4.1 on the way

        Ok with 9 days of delay, regarding what was planned, the 0.4 is now complete.

        I begin the 0.4.1 right now, this sub-version will include help texts, user’s interface refinement and additional memes/policies, after that i’ll begin the 0.5 with the infrastructures and production system (a big part, more than the previous major versions).

        I don’t make an “official” release for the 0.4 since there’s help texts and memes/policies missing, i’ll do for the 0.4.1 including an installer.

    • #75995
      sscadminsscadmin
      Administrator

      Will be great to see how FARC has progressed over the months since alpha build 0.3.

    • #75996
      farcodevfarcodev
      Participant
      Darkone wrote:
      Will be great to see how FARC has progressed over the months since alpha build 0.3.

      Hehe Thanks Darkone, at least in the player’s side there’s the UMI, not complete yet but complete for the faction tab, and the policies enforcement.

    • #75997
      farcodevfarcodev
      Participant
        0.4.1 update

        This sub-version concerns some refinements before the 0.5.

        First i updating the encyclopedia texts which are a slow and long but required job, especially when English isn’t my primary language ๐Ÿ™‚

        You can see below a screenshot of a new text.

        I also added a new sub-feature which applies the faction’s status rules for policies enforcement, in clear if the player’s faction hasn’t an enough status level, he/she can’t enforce policies.

        For a more detailed look of the faction’s status, read the text in the screenshot above.

        That’s all for now, there’s some job to do for this 0.4.1 and i hope to not waste too much time before the next main version, but if you want to do a good job you can’t add new main features before to have a solid base ๐Ÿ˜€

        For the 0.4.1 release, i’ll block the faction’s status rules for allow the people that will test this release to try the policies enforcement.

        That’s all for now

      The screenshot is here:

      [hsimg]http://1.bp.blogspot.com/_puFhHubgqxc/TS5sYz2ge2I/AAAAAAAAABY/PWh-e5Yhq_U/s1600/SS-2011-01-12_22.02.18.jpg[/hsimg]

    • #75998
      farcodevfarcodev
      Participant
        0.4.1 Update Again and Completion this Weekend

        The last changes are:

        – full shortcut keys support for the UMI/Faction tab

        – addition of a new CSM event (the 6th) Governmental Destabilization, which is triggered when the political system requirements aren’t met or a HeadQuarter is lost

        – addition of the 19th SPM item, Green Economy

        – Colony Panel: interface elements presentation overhaul, see the screenshots below:

        Before:

        [hsimg]http://2.bp.blogspot.com/_puFhHubgqxc/TTkAJoy8UoI/AAAAAAAAABc/y1LfPERQtkM/s1600/2010-06-29-001.jpg[/hsimg]

        After:

        [hsimg]http://3.bp.blogspot.com/_puFhHubgqxc/TTkAmF-eyYI/AAAAAAAAABg/fR4wYpQzyxQ/s1600/SS-2011-01-20_22.41.09.jpg[/hsimg]

        I need to update the maximum allowed faction’s status in the UMI + some cleanup and bugfixes and the 0.4.1 will be done… and released this weekend.

        NB:

        SPM= Socio-Political Matrix

        CSM= Colony Simulation Model UMI= Unified Macromanagement Interface

    • #75999
      farcodevfarcodev
      Participant
        0.4.2 Completion
        Yup there’s a 0.4.2, surprise ! ๐Ÿ™‚

        In fact this version doesn’t concerns the player itself but a debug tool, and not an optional one: the FUG, or FARC Universe Generator.

        I completed the interface with orbits generation and system type settings and added the calculations for determine the number of orbits to generate.
        This tool is obviously used for generate the stellar systems of the game, and is a debug tool since the universe of the game is static and based on our real one. So after each major version i update the FUG until it’s completed for the 0.9 beta, and ready to generate the final stellar systems.
        For now only a test system (the Alpha Centauri one) is in the game.
        The development of this tool isn’t from scratch since i made 3 previous complete version of the generator. The only problems is that these codes are buggy and outdated but at least constitute a good base for the FUG.

        For give you an idea, here’s a screenshot of the current FUG:

        As you can see on the right, the output is formatted in XML for an easy copy paste to the universe.xml database.
        And now it’s complete the 0.5 begins ! It will take 2 to 3 months (not more i hope) to be completed.

    • #76000
      farcodevfarcodev
      Participant
        January 29, 2011

        0.5.0: Settlements

        There was no SVN update since the previous post because i updating the main game design document and the infrastructure specific table files.

        Infrastructures in FARC are all buildings, structures and support installations. They’re grouped in Settlements which are founded on a region.

        The reason of such groups is for the following purposes:

        – to treat infrastructures location in an easy way

        – to group infrastructures in a same homogeneous type of urbanization (see the settlements types below)

        – to apply events and battle effect on infrastructures as a whole, a single entity

        – to store a custom name location

        Here’s a quick list of particularities of the settlements:

        – only one of the same faction can occupy a region, whatever it’s size

        – each of them has a level noted from 1 to 7, not related to the colony level, that indicate the size of the urban organization

        – each of them has a specific type

        There’s 3 specific types: Surface (can be used in Free and Restricted environments), Space Surface (can be used in Space environmnent) and Subterranean (can be used in any environments).

        Here’s the Tables descripting each level for each specific type:

        * Surface Settlement:

        Level Level Name

        1 Isolated Dwellings

        2 Hamlet

        3 Village

        4 Town

        5 City

        6 Metropolis

        7 Megalopolis

        * Space Surface Settlement:

        Level Level Name

        1 Outpost

        2 Station

        3 Base

        4 City Dome

        5 Space City

        6 Local Ecosphere

        7 Regional Ecosphere

        * Subterranean Settlement:

        Level Level Name

        1 Buried Outpost

        2 Deep Covered Settlement

        3 Underground Complex

        4 Tube Habitat

        5 Multilevelled Underground Complex

        6 Beehive Habitat

        7 Deep Underground Matrix

        Of course the conditions for an infrastructure to expand to the next level and the effects of these levels (like the building costs bonus) aren’t the same for each of these levels.

        That’s all for now, i’ll resume the development, and SVN updates, tomorrow ๐Ÿ™‚

    • #76001
      SolCommand
      Participant

      Hey man, do you happen to have some sort of tutorial for this ? Such as “First you need to build a factory so click the XYZ button and place the factory ….. then you need a energy plant so click the XYZ button .. etc. etc” ?

      I downloaded the game last week and tried to play it but I have no idea what to do in there … or how, hehe.

    • #76002
      farcodevfarcodev
      Participant
      SolCommand wrote:
      Hey man, do you happen to have some sort of tutorial for this ? Such as “First you need to build a factory so click the XYZ button and place the factory ….. then you need a energy plant so click the XYZ button .. etc. etc” ?

      I downloaded the game last week and tried to play it but I have no idea what to do in there … or how, hehe.

      Heya SolCommand, sorry or the delay but i’m sick (not of you, just a cold ๐Ÿ˜† ), for now there’s no tutorial since i prefer to complete the beta stage first (the drawback to be a one man army is that you can focus only on one part in same time hehe).

      But of course i’ll implement a sort of engine for tutorial generation, at least for the basics, don’t remember that it’s far to be a complete game yet, even for the first phase and that the player-centered update really begins with the 0.5. Most of the previous updates concerns the game and simulation systems themselves.

      Oh and don’t search how to build an infrastructure, because it’s not implemented yet ๐Ÿ˜† But i working on it since it’s the main goal of the 0.5 ๐Ÿ™‚

      w/ the 0.4.1 apart the colonization you can play w/ the policies setting (F5 key)

      I know that it feel incomplete and perhaps less serious that team-based projects of the same kind (even if it’s not an universal rules when you see many of these projects to be cancelled) but i try to do my best.

    • #76003
      SolCommand
      Participant
      farcodev wrote:

      I know that it feel incomplete and perhaps less serious that team-based projects of the same kind (even if it’s not an universal rules when you see many of these projects to be cancelled) but i try to do my best.

      Hehe, man, rest assured, your progress is better than that of some teams I know ๐Ÿ™‚

    • #76004
      farcodevfarcodev
      Participant
      SolCommand wrote:
      farcodev wrote:

      I know that it feel incomplete and perhaps less serious that team-based projects of the same kind (even if it’s not an universal rules when you see many of these projects to be cancelled) but i try to do my best.

      Hehe, man, rest assured, your progress is better than that of some teams I know ๐Ÿ™‚

      Thanks for your support dude :mrgreen:

      the 0.5 will be released between end of april, begin of may. There’s tons of work to do for it ๐Ÿ˜ˆ

    • #76005
      Stardreamer
      Participant
      farcodev wrote:
      SolCommand wrote:
      farcodev wrote:

      I know that it feel incomplete and perhaps less serious that team-based projects of the same kind (even if it’s not an universal rules when you see many of these projects to be cancelled) but i try to do my best.

      Hehe, man, rest assured, your progress is better than that of some teams I know ๐Ÿ™‚

      Thanks for your support dude :mrgreen:

      the 0.5 will be released between end of april, begin of may. There’s tons of work to do for it ๐Ÿ˜ˆ

      Yeah, totally, Farco. don’t give up, man. This is an awesome project and I’d love to see it completed. You’ve done so much to it already. I just wish I had some skills to help you in some way!

    • #76006
      sscadminsscadmin
      Administrator

      With the scope/complexity of Far Colony I think Farcodev is moving a long at a good pace for development for a one man team. I can’t even image all of the math that is involved to bring Far Colony together. ๐Ÿ˜‰

    • #76007
      farcodevfarcodev
      Participant
      Stardreamer wrote:

      Yeah, totally, Farco. don’t give up, man. This is an awesome project and I’d love to see it completed. You’ve done so much to it already. I just wish I had some skills to help you in some way!

      Thanks Stardreamer :), no of course i don’t give up, i working hard to set up the infrastructures/production system and transportation system in the game design documents. There’s so much notes spread among my papers and old design documents from the previous iterations that there’s enough documentation job until end of february.

      I don’t know if the game will be fun but i swear it will not be boring ๐Ÿ˜†

      Darkone wrote:
      With the scope/complexity of Far Colony I think Farcodev is moving a long at a good pace for development for a one man team. I can’t even image all of the math that is involved to bring Far Colony together. ๐Ÿ˜‰

      Thanks Darkone ! Yup it’s not so slow for a part-time coding, but the fact is there’s not much assets for now, i keep only one faction w/ 3 space units and a poor but sufficient testing planetary system until the beta.

      But for this 0.5 new assets will be added: some technosciences, products/items and infrastructures, and also some new SPM items.

      And yes, math and logic are big parts of the systems, even if it’s not rocket science (excepted for interplanetary transit) i reduced the overhead by processing the existing systems (mainly the CSM/SPM and the PGS for now) at different custom intervals.

      It really become a kind between a simulation, even if it’s not a pure one, and a strategy game or something like that ๐Ÿ˜† .

      And all inspiration began with Outpost…

    • #76008
      SolCommand
      Participant
      farcodev wrote:

      I don’t know if the game will be fun but i swear it will not be boring ๐Ÿ˜†

      Epic quote right there ! :mrgreen:

    • #76009
      farcodevfarcodev
      Participant
      SolCommand wrote:
      farcodev wrote:

      I don’t know if the game will be fun but i swear it will not be boring ๐Ÿ˜†

      Epic quote right there ! :mrgreen:

      ๐Ÿ˜†

    • #76010
      farcodevfarcodev
      Participant
        0.5: Production System

        I continue to making game design work about the production system itself.

        The production concerns the items/products that can be extracted/refined and manufactured in the game.

        There’s 5 classes of items:

        * Resources: regroup all raw resources, like water or Carbonaceous Ore

        * Energy: regroup all energy-related items, like Helium-3 Isotope or Nuclear Fission Reactors

        * Materials: regoup all materials, like Plastics or Nanocomposites

        * Bioproducts: regroup all biological products, like Animal Food and Bioroids

        * Equipment: regroup all hardware and equipment (out of energy equipments), like Fractal Building Unit or Scout Autonomous Rover

        These items are generated by infrastructures which can have one ore more than one production mode.

        For example an Ore Processing Plant has 3 production modes: Carbonaceous Ore Refining, Metallic Ore Refining and Rare Metals Ore Refining.

        A Mining Camp has 1 production mode: Resource Mining.

        Resources aren’t really generated, but extracted from resources spots on an orbital object.

        Resources spots must be found by expeditions doing resources survey.

        One region can have one or several resources spots, and at the contrary to the rest of the orbital objects data the resources spots are generated in-game, and so the finding will never be the same from one game to an another.

        That’s my 2 cents of description, of course it’s a bit more complicated, especially since the system, w/ the infrastructures and the items are separated in 3 documents.

        Stay tuned, this 0.5 will be the bigger of all the other already implemented major versions :))

    • #76011
      farcodevfarcodev
      Participant
        0.5 Development Started

        Even if the game design of the infrastructures and production system isn’t complete yet, there’s now several parts done and ready to be implemented, so the development is started since february 8.

        It concerns mainly the infrastructures data for now with some modifications and refinments and the addition of the settlements. The Colonization Mission setup is being expanded too, to be in accordance to the settlements.

        I try to not develop too far the number of infrastructures, production modes and items for now and keep a short basic list needed to establish the colony and begin to play with it. It will be always the time to develop further in the future.

        Anyway it’s already an heavy work so stay tuned ๐Ÿ™‚

    • #76012
      farcodevfarcodev
      Participant
        0.5 Game Design Update

        These last days i completed the infrastructures building system, in the game design documents, including:

        * created the rules for the Conversion/Assembling/Building (CAB) queue

        * completed the calculations for colony’s building workforce, including those when a new infrastructure is in the CAB queue

        * completed the Building rules and calculations, for determine the building duration

        * completed infrastructures’ staff rules and calculations

        * completed rules for infrastructures transition status and production delay

        * completed the production processes rules

        * added some production modes

        * (Work In Progress) nearly completed the repartition of the production between colony’s reserves and colony’s storages for industrial purposes, i working on it yet. This part include also the colony’s reserves (food/oxygen/water) management rules and calculations. The Colony Simulation Model (CSM) data are also expanded with colony’s reserves. New CSM events will be created too, especially in case of life support overload and reserves shortage

        And… that’s all for now concerning the game design. For information the main game document reached 104 pages yesterday.

        In the dev itself, settlements are now displayed, and the surface is automatically updated when a colony is settled.

        Look this screenshot, it’s not much but it’s a start:

        [hsimg]http://1.bp.blogspot.com/-ih1fWiSQl48/TWAWrPNksEI/AAAAAAAAAC0/pFIOj18V2-k/s1600/SS-2011-02-19_14.14.42.jpg[/hsimg]

        The Surface in this example display 3 settlements

        After the game design session is done, i’ll implement the new infrastructure and colony’s data and i’ll begin to display the settlement’s infrastructures in the colony data panel.

        Lot of work…lot of work… ๐Ÿ™‚

    • #76013
      SolCommand
      Participant

      This game is getting more and more complex, dunno if I can handle it ๐Ÿ™‚ :mrgreen:

    • #76014
      farcodevfarcodev
      Participant
      SolCommand wrote:
      This game is getting more and more complex, dunno if I can handle it ๐Ÿ™‚ :mrgreen:

      Dunno too, only the future will tell ๐Ÿ˜†

    • #76015
      farcodevfarcodev
      Participant

      Hi, for those interested 0.5 is always on the way, it taken some delays because of the new PC.

      There’s many changes and additions already made, and the interface is recently updated to display the infrastructures list

      Here’s a screenshot

      [hsimg]http://4.bp.blogspot.com/-ktigtdDeZjA/Tazwf4_gIjI/AAAAAAAAADA/gQFfKbLeLLQ/s1600/Screenshot-2011-04-18_22.04.29.jpg[/hsimg]

      There’s a ton to do yet, and thanks to these 4 days off it will progress a little bit faster.

    • #76016
      sscadminsscadmin
      Administrator

      Hope the new PC is running great, I will probably add more memory to mine in the next few months and a newer HD.

      That ‘Colony Data Panel’ is looking good and is packed full of information and it is displayed for newbs like me to understand it ๐Ÿ˜‰

    • #76017
      farcodevfarcodev
      Participant
      DarkOne wrote:
      Hope the new PC is running great, I will probably add more memory to mine in the next few months and a newer HD.

      That ‘Colony Data Panel’ is looking good and is packed full of information and it is displayed for newbs like me to understand it ๐Ÿ˜‰

      Hi Darkone, and sorry for the lack of posts here, i was a bit “lazy” these month and only posted on the blog ๐Ÿ˜ณ

      Oh ya the PC is night and day compared to what i had before, even if the CPU isn’t the faster one (a phenom II o/c to 4.02Ghz) it do the job, and more than that it has also 2 SSD, and these little incredibly light things make a BIG difference, even if you don’T change your system. It has 16 gb that it’s not an option since during the dev i climb above 6gb, and above 8 w/ a virtual machine. So if you have the opportunity to buy a SSD, excepted if you have one already, BUY IT ! :geek:

      Thank you for your remark on the Colony Data Panel (what a long name ๐Ÿ™„ ๐Ÿ˜† ), i try to make something readable for not fall like Master of Orion 3.

      I’ll keep posting again here now ๐Ÿ˜ณ

    • #76018
      farcodevfarcodev
      Participant

      Fission reactors are now added (will be completed in some hours after the overtime), in the products and infrastructures database. Why that ? Well, the reactors, far smaller than a nuclear power plant, are classed in the Assembled infrastructures, which requires 2 sets of data, one in a product form (in this case the kit itself), and one in an infrastructure form (when it’s assembled). So in clear you can manufacture several kits, send them to many colonies and they can assemble them w/o any need of local resources and with a smaller workforce than a built infrastructure.

      It’s not new, but now the concept is finalized and implemented ! ๐Ÿ˜Ž

      Inflatable Habitat and Greenhouse will follow after that.

      It will give some stuff to assemble for the new colony ๐Ÿ˜Ž

    • #76019
      farcodevfarcodev
      Participant

      0.5: Workforce Construction SubSystem


      I’m working actually on the construction workforce subsystem, particularly the interface for it.

      ‘What ? another “system” again ??! damn you w/ your strange “game” !’

      Haem…. well.. the construction workforce use one data at the colony level named TCWP or Total Construction Workforce Points. 1 point is equivalent to one construction worker.

      TCWP are used only for assembled and built infrastructures and are generated at the player’s choice by 2 means:

      1/ By colonists assignation: the player can assign a number of colonists, associated w/ a class of construction equipment depending of which ones are available in the colony’s storage, for use them as construction workforce. The calculation is fairly simple, roughly it’s: colonists number*construction equipment coefficient. For example if the player assign 20 colonists w/ (20) “Hand + Power Tools (well equipped)” product which has a coef of 1, it will provide 20*1=20 CWP to the TCWP.

      2/ By mechanized construction equipment assignation: the player ca assign a number of mechanized construction equipment, depending of which ones are available in the colony’s storage, for use them as construction workforce.These mechanized can be robots or vehicles. In the case of robotic equipment, there’s a big advantage since 1 unit can be equivalent to more than one worker and doesn’t need any colonist. In the case of vehicular equipment, they requires a crew taken in the colonists, there’s a slight cons since the crew itself doesn’t generate any CWP.

      To assign colonists is a tactical choice, because any assignated colonists can’t be used or converted anymore for any other task than construction. It’s a limitation not by choice but a practical one in the programming side.

      There will be an option, that will can be applicable to any of the player’s colonies, to stabilize the number of construction workers compared to the total population. In clear, it will be possible to tell to the game to assign a minimum of 1 to 10% of the total number of colonists in all time.

      Don’t worry it appear to be complicated, perhaps due to my bad english ๐Ÿ™‚ but it’s fairly simple in the player’s side.

      There’s no screenshot of the interface itself since it’s a work-in-progress yet.

      And oops, the TCWP is used to calculate assembling/building times. The calculated construction workforce for an infrastructure, or iCWP, is calculated as follows (taken for the design doc):

      TLVL: sum of all infrastructures levels currently in the CAB queue, including the new added one

      LVL: infrastructure level of the new one that’s added in the CAB queue

      x= Log(TLVL) / Log(LVL)

      iCWP= TCWP / x rounded at 1 decimal

      That’s all for now.

    • #76020
      sscadminsscadmin
      Administrator

      Farcodev you have been quite for a while, how is development going on Far Colony?

    • #76021
      farcodevfarcodev
      Participant

      Sorry for the lack of post but i only updated my blog these months ๐Ÿ˜ณ

      I always working on the 0.5, the interface that display available infrastructures and also the one to configure the assembling/building is done, many rules are also implemented, i only need to complete the building rule and i’ll begin to implement the production phase for hourly production/construction progress.

      I’m on schedule for now since at the end of april i decided to put a deadline at the end of July, and you know how it’s hard to put a deadline for a personal project…

      I also have more than 140 pages in the main design document.

      As usual since it’s a major version, things are complicated on the dev side, this version add 5044 lines of code for now, nearly as much as for the 0.4 and the dev isn’t finished yet.

      The update/additions in the todolist for this version is 180 lines long for now too.

      I’ll don’t release the 0.5, but perhaps after the 0.5.1.. or i’ll wait to complete this playable alpha…

      here’s a screenshot from the blog:

      [hsimg]http://1.bp.blogspot.com/-15Q8HnYktdk/Te7nl_7ebAI/AAAAAAAAAD0/PXCAKFo7yac/s1600/Screenshot-2011-06-07_22.46.17.jpg[/hsimg]

      And the finalized roadmap until the playable alpha (from the blog):

        0.5.0: the current version i’m working on, concerning the production system and the conversion/assembling/building of the infrastructures

        0.5.1: will focus on a mass update of the Socio-Political System (SPM) by the implementation of the others policies/memes which waiting to be coded, and also by the addition of the SPM custom effects. This version will include code bug fixes and audit/refactoring.

        0.5.2: will be an update of the FARC Universe Generator (Called FUG) that i’ll try to complete as fast as possible, especially since i have an already completed one, from the previous failure, and even if it was of course bad coded and bugged at least it exists.

        0.5.3: will see the completion of the Colonization Phase System, which is the core system of the first phase of the play. Many colonization objectives will be implemented.

        0.5.5: concern a basic trading system, to allow the player’s colony to buy products and services from his/her allegiance faction.

        0.6.0: concern the game event systems, for generating (not so) random events.

        I hope to reach the 0.6 completion at the end of 2011, or the first trimester of 2012…

        I honestly don’t know if i could do it, especially when i don’t work full time on it, but we’ll see.

      Since 10 days i didn’t dev but updated massively the docs for, among other thing, to complete a key part of this 0.5: the resources spots and survey… and also to prepare an exam for this monday ๐Ÿ˜ณ

    • #76022
      GeraldineGeraldine
      Participant

      Hey Farcodev. <img src='http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gif&#8217; class=’bbc_emoticon’ alt=’:)’ /> Nice to see another update. A playable alpha? Sounds good! <img src='http://spacesimcentral.com/forum/public/style_emoticons//icon_cool.gif&#8217; class=’bbc_emoticon’ alt=’8-)’ />

    • #76023
      sscadminsscadmin
      Administrator

      Wow Farcodev that .5.0 code stream is chalk full of goodies. I wouldn’t even no where to start to implement a social-political system? Reading your posts do bring some insight to a newb like me when it comes to programming and the scope of thought that it takes to create a feature. Hat’s off to ya Farcodev and hope you do good on your test.

    • #76024
      GeraldineGeraldine
      Participant
      DarkOne wrote:
      hope you do good on your test.

      Goodness yes! Best of luck in your exam Farcodev ๐Ÿ˜‰

    • #76025
      farcodevfarcodev
      Participant
      Geraldine wrote:
      Hey Farcodev. ๐Ÿ™‚ Nice to see another update. A playable alpha? Sounds good! ๐Ÿ˜Ž

      Goodness yes! Best of luck in your exam Farcodev ๐Ÿ˜‰

      Hi Geraldine, yeah it’s the goal: to have something playable for the colonization phase. After that there’s a mass load of work to do again but at least the advantage to have a two parts game is that i can concentrate on the first one before to lost myself in the 2nd one…especially with the AI and the research and development system ๐Ÿ˜ฏ

      …And Thank you !! ๐Ÿ˜€

      DarkOne wrote:
      Wow Farcodev that .5.0 code stream is chalk full of goodies. I wouldn’t even no where to start to implement a social-political system? Reading your posts do bring some insight to a newb like me when it comes to programming and the scope of thought that it takes to create a feature. Hat’s off to ya Farcodev and hope you do good on your test.

      Ya the 0.5 is a big part, even if it’s frustrating that the screenshots doesn’t show much of it ๐Ÿ‘ฟ

      The social-political system is already implemented since the 0.4.0 but need to be completed in the 0.5.1. I also need to add the policies/memes custom effects, especially for the political and economical systems, in clear the effects in these two types of policies will also define how policies can be enforced and how revenues are generated, among other details….

      Finally i’ll try to add the rest of the 46 policies/memes in this subversion. For your question i just taken the Civilization civics system idea and made a new one from it.

      And yes, to have ideas is one thing but to implement them is an another one, especially if the scope of your game is not simple…and when you can’t work full time on it…

      Thank you ! ๐Ÿ˜€

      After that i’ll have all my job-break time for dev FARC during about 2 months before the next courses session.

    • #76026
      farcodevfarcodev
      Participant

      i know that i don’t post often here but anyway, here’s a small post to say that FARC is alive as usual and i continue to struggle with the 0.5. Like i wrote on my last dev blog post, this version is the biggest one i made since the start of the dev 2 years ago.

      Here some stats and just for fun because i know that lines count doesn’t obligatory show the amount of work but depends more of the style of coding:

      The 0.5 itself reaches now 7194 lines of codes (without count the XML ones). It’s about 1.4 time the size of the 0.4.

      FARC itself reaches 42607 lines. I think there will be about 1000 lines off after some code audit/optimization/clarification.

      If you don’t read the dev blog, i must say that the major feature planned for 0.5.1 is now implemented in the 0.5, since i worked it during my break time at my work (no course/overtime yet so i have some more free time for now), it’s the complete implementation of the 42 memes and policies of the Socio-Political Matrix + some of the custom effects. So the 0.5.1 will concern only code audit and consolidation/bugfixes update.

      Considering the 0.5 itself, i finally finished the energy segment of the production phase + the energy equilibrium rule, for colony energy balancing.

      I working now to complete the addition of the rest of infrastructures and products for the alpha.

      The next update will concern the implementation of the staff management + production delay. After that i’ll implement the production segment of the production phase and finally i’ll complete many “details” and it will be done.

      To be honest i working on it since january 25 and i begin to be fedup to work only on this part, but it’s an important one because how can you have a colony without the ability to produce and build anything huh ?

      Delay is the burden of all opensource projects worked part time, if i was able to work full time on it i should certainly be at the same state in april instead august…

      Anyway whinning stopped, it’s time to dev :geek:

    • #76027
      GeraldineGeraldine
      Participant

      Hi farcodev

      Any more updates? I was on your blog, meaning to try out your latest alpha but the links are down <img src='http://spacesimcentral.com/forum/public/style_emoticons//sad.gif&#8217; class=’bbc_emoticon’ alt=’:(‘ />

    • #76028
      farcodevfarcodev
      Participant

      Hi Geraldine,

      The download links for the old 0.4.1 doesn’t work anymore since i’ve been kicked off from Sourceforge because of an old and dumb story w/ them, so it induced some delay beside of the other license sh*t.

      SF is like an ex girlfriend now ๐Ÿ™„ all is fixed.

      Since August 24 the project is hosted on Google Code here: http://code.google.com/p/farcolony/ but i didn’t re-uploaded the 0.4.1 file since it’s a completely outdated version now.

      Like i wrote on the Google Code page, i’ll put perhaps a new alpha snapshot for the 0.5.1 or will wait for the playable alpha 0.6 (the final goal for this part at least) before to upload any file.

      There’s no SVN update since september 22 due to overtime at my work (ya it’s not too old but for me it is) but the 0.5 is nearly to be completed, i just need to implement the final segment of the production phase for resources/fuel/materials/bioproducts and equipment production.

      Colony’s energy management, infrastructure enabling/disabling, infrastructure staff management and transition status rules are now all implemented.

      It wasn’t nothing because since the start of september i added nearly 1000 lines of code only for staff management and transition/production delay rule.

      Starting from this week i have all my friday off until end of october so i’ll use these for dev the game, but considering the 0.5 it will be really completed perhaps THIS friday, w/ 10-12 hours of dev i hope to FINALLY finish it.

      At least it’s not a pain and boring user’s interface to make ๐Ÿ˜† so “normally” faster to do.

    • #76029
      GeraldineGeraldine
      Participant

      Hey, hey, hey, more progress! <img src='http://spacesimcentral.com/forum/public/style_emoticons//icon_cool.gif&#8217; class=’bbc_emoticon’ alt=’8-)’ /> The thing I like most Farcodev, is that you just quietly code away and then bring out these announcements! <img src='http://spacesimcentral.com/forum/public/style_emoticons//icon_e_biggrin.gif&#8217; class=’bbc_emoticon’ alt=’:D’ /> I will look forward to 0.5.1 and 0.6 and thanks for updating your links. Full credit to you Farcodev for doing this all on your own. <img src='http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gif&#8217; class=’bbc_emoticon’ alt=’:)’ />

    • #76030
      farcodevfarcodev
      Participant
      Geraldine wrote:
      Hey, hey, hey, more progress! ๐Ÿ˜Ž The thing I like most Farcodev, is that you just quietly code away and then bring out these announcements! ๐Ÿ˜€ I will look forward to 0.5.1 and 0.6 and thanks for updating your links. Full credit to you Farcodev for doing this all on your own. ๐Ÿ™‚

      Ya, when i have time to code… ๐Ÿ˜• ๐Ÿ˜†

      Thank you for your support Geraldine ! ๐Ÿ˜Ž

    • #76031
      farcodevfarcodev
      Participant

      from the blog:

      Quote:
      0.5: Production – Resources and Their Locations

      Well it has been a long time (since September 21) w/o any post and SVN commits, due to some overtime and free time laziness. But it’s done and the project is back again.

      I completed many parts of the game system concerning the transition rule and particularly the staff, it wasn’t a big deal but the routines weren’t completed at 100%.

      Now I begin to work on the production segment itself, but just before that, i need to implement the resource data for each region of each orbital objects included in the testing planetary system.

      Resources are the basic products a colony can produce. They are directly extracted from an orbital object’s environment. Most common resources are water, hydrogen and carbonaceous ore, but they have many others (15 in total for now).

      Resources can have 2 kinds of origin: the Direct Resources Locations (or DRL) and the Resource Spots.

      Both the resources spots and DRL appear in the resources list of the current region.

      The Direct Resources Location (or DRL) are origins that doesn’t requires any resource survey before to be exploited by the player/AI.

      There’s 5 types of DRL:

      – Atmosphere: if an orbital object has an atmosphere it’s possible to extract some of it’s gases for storage and later use in game. Of course all depends of the atmosphere composition because only a few of these gases are usable. The list of these usable gases in the game is the following: Argon, Nitrogen, Oxygen, Hydrogen and Methane. Depending on the importance of these gases in the atmosphere, a production infrastructure can extract more of less of them.

        – Arable Lands: if a region has a type of terrain named Arid / Fertile / Coastal Arid / Coastal Fertile with a Liquid Water hydrosphere it has arable land for direct farming.

        – Edible Fauna/Flora: if an orbital object’s biosphere class is Carbon-Based the fauna is edible.

        – Hydrosphere: this DRL indicate that exist exploitable local hydro sources. Of course it depends on the orbital object’s hydrosphere type, only Liquid Water, Liquid Ammonia and Liquid Methane are taken in account. A local hydro source can be a river or a lake for example.

        – Oceanic: this DRL is available for any coastal region. The sea/ocean is directly exploitable and used by the Sea Pumping & Filtering production mode.

      The resources spots requires that a preliminary resource survey is made, There’s actually 5 types of resource spots, detailed below:

        – Gas Field: is a underground gas pocket from where the gases can be pumped, exploited by Natural Gas Processing production mode. The spot indicate the proportion of each gas in the field that can be extracted, so the % for the CH4 and N2.

        – Hydrosphere Well

        – Icy Ore Field: like Ore Field but for Icy Ore extraction.

        – Ore Field: more or less underground ore lode. The nature and volume of the ore contained in this lode is listed by product with a %. Possible products that can be in a Ore Field are the following:

        – Carbonaceous Ore

        – Metallic Ore

        – Rare Metals Ore

        – Uranium Ore

        – Underground Water

      These spots are listed when they’re discovered and have a size data which indicate the total size in infrastructure levels. This size is used to cap the number of infrastructures assembled or built on these resources spots.

      I hope the above is clear. Anyway it’s that i implementing now, it should not take long since it’s only data management code and an update of the region’s data structure.

      After that i’ll implement the production segment (yup it’s the fourth post that i saying that…) and will test it with resource extraction.

      There will be also an interface update to show the colony’s storage and production matrix.

      Stay tuned.

    • #76032
      farcodevfarcodev
      Participant

      from the blog:

        Fractal Terrains & 0.5: Resource Spots Data

        Well first, i just upgraded my copy to the new Fractal Terrains version. This software is a key tool for creating orbital object’s custom maps for FARC, and i’ll create some for the current planetary system actually in the game for testing before to begin to generate final maps along final planetary systems data, regarding that the current one is only a crude system for testing purpose.

        If you’re interested of what this software can do you can take a look here for the full features list:

      http://www.profantasy.com/products/ft_features.asp

      and here:http://www.profantasy.com/products/ft_terraformer.asp for the features of it’s free addon.

      I made a fast & dirty test map here:

      [hsimg]http://4.bp.blogspot.com/-b2Zh53t-GgU/TpTy8z3CFVI/AAAAAAAAAFw/tISUIL8Z6Ys/s1600/test.jpg[/hsimg]

      It is even possible to add clouds cover and craters, and support multicores !

      Now the 0.5… The resource spot data are now implemented for all regions and there’s 2 data: Quality and Rarity.

      Quality indicate the quality, or resource purity, that can be found in the region. It’s indicated by a letter, like a school score. The table below describe these letters:

        Quality Level

        F Bad

        E Poor

        D Fair/Average

        C Good

        B Excellent

        A Perfect

      Rarity indicate the rarity level of a kind of resource in a region, more it’s rare, more it will be difficult to find a usable spot.

      This data is indicated by a named level, each of these levels is in the following list: Rich, Abundant, Common, Present, Uncommon, Rare and Not Present.

      These two data will be used during region’s resource survey.

      There’s also 2 calculated data by resource spot discovered:

        – Mean Quality Coefficient: which is used directly for resource extraction by some production modes. It represent the part of the resource itself that can be extracted out of the waste.

        – Spot Size: indicate the usable size, in infrastructure levels. It caps the sum of infrastructures which can be built to use the spot.

      All this is implemented and uploaded w/ the last SVN commits of today.

      Please take a note that two thing:

        1/ for now, resource survey isn’t implemented and will be not until the end of the so called playable alpha (0.6). I just implemented hardcoded data which is sufficient for this alpha.

        2/ for now, resources depletion aren’t taken in consideration, maybe it will in far future (2013, 2015, 2025 ?? ok joking..).

      That’s all for now, tomorrow i’ll begin FINALLY the production segment and yeah… FINALLY go toward the end of these nearly 9 months of dev for this 0.5 (the time for a human baby to be “assembled”).

    • #76033
      sscadminsscadmin
      Administrator

      This looks great farcodev. I think in the last screenshots of the planet surface scans you were using google/nasa maps. If fractal terrains can mix it up and give you varying regions and just different terrain elevations that will be great. I haven’t looked on their site yet but will you have to hand create all of these topo views or will the program randomly generate them for you?

    • #76034
      farcodevfarcodev
      Participant
      DarkOne wrote:
      This looks great farcodev. I think in the last screenshots of the planet surface scans you were using google/nasa maps. If fractal terrains can mix it up and give you varying regions and just different terrain elevations that will be great. I haven’t looked on their site yet but will you have to hand create all of these topo views or will the program randomly generate them for you?

      Thanks.

      It’s purely randomely generated. With this version, and associated w/ the free addon you can mix it w/ NASA-JPL map and so generate complete custom staggering maps ๐Ÿ˜ฏ The better of the two methods ๐Ÿ˜€

      Just see this tutorial (http://www.profantasy.com/rpgmaps/?p=913), the first part of it describe what i’m talking about.

      Of course it’s not also completely random, because you can have many infos like axis rotation, temperature, levels and so on.

      With the old version of my universe generator i made code to generate Fractal Terrains parameters for an easy and better generation with each generated orbital objects. The current generator will have updated code for the same purpose, and the xml will even store the seed for each orbital object who needs a custom map.

    • #76035
      farcodevfarcodev
      Participant

      oops I’m sorry Darkone ๐Ÿ˜ฏ i apparently didn’t understood your comment well about the “last screenshots” ๐Ÿ˜ณ I though you talked about the post’s screenshot.

      Well in fact there’s a combination of standardized maps and personalized ones. Only some class of telluric planets have personalized ones, excepted that with the new version of Fractal Terrains which allows to generate crater and mix surface maps w/ generated maps, I think I will extent personalized maps to ALL telluric planets (asteroids excluded) !

      And so you’re right, it will be great ๐Ÿ˜€ !

      And for answer to your last question, nope the program generate them, based on many parameters, even when you include an image map, the program simply mix them. It’s really impressive and painless. The free addon, which takes 700megs uncompressed provides a wide range of maps and climates colors range files. It also include many sort of cloud maps/colors.

      And this version have a full support for multicore cpu ๐Ÿ˜Ž

    • #76036
      sscadminsscadmin
      Administrator

      Looking over that tutorial Farcodev and I think you struck gold with this software. It seems like a standalone app is there some sort of plugin that your using to accomplish this?

      Liked this image

      FT-Test-Pic-9C.jpg

    • #76037
      farcodevfarcodev
      Participant
      DarkOne wrote:
      Looking over that tutorial Farcodev and I think you struck gold with this software. It seems like a standalone app is there some sort of plugin that your using to accomplish this?

      Liked this image

      FT-Test-Pic-9C.jpg

      Ya i found it many years ago when i was in need of a mapping software.

      Must of what you see is from Fractal Terrains itself, the addon include just additional files for terrain climates, cloud colors and maps, image climates, layers of terrain surfaces and even borders, cartouches and compass roses :mrgreen: FT blend all that, associated w/ the settings in the parameters.

    • #76038
      farcodevfarcodev
      Participant

      from the blog:

        I completed all resource spots data + discovered resource spots data.

        Now I working for adding the last infrastructure of this 0.5, a Mining Site, which obviously allow to be linked to a resource spot and exploit it. For now it will be only possible to extract resources and until the 0.6 I’ll add some new infrastructures for extracting other kind of resource like the water (if there’s any … ).

        After this Mining Site is implemented I’ll complete the production segment, and FYI I updated my to-do list, and I can confirm that segment is the last game system update of the 0.5.

        Finally I’ll update a bit the interface and it will be done.

        I also cleaned up some useless time wasting task like Facebook, less shit more dev ๐Ÿ™‚

        Stay tuned.

    • #76039
      farcodevfarcodev
      Participant

      from the blog:

        0.5: Mining Site and Sneak Peek on the Game Design Document

        After many hours of calculation for the Mining Site and the production mode Resource Mining I implementing them.

        Here’s a screenshot of a part of the game design document concerning the infrastructures, and especially the Mining Site:

        [hsimg]http://3.bp.blogspot.com/-GncePLOJq6c/TqYmVMAdXgI/AAAAAAAAAGM/lT0txesnYsA/s1600/Screenshot-2011-10-24_22.46.27.jpg[/hsimg]

        I try to calculate these values based on real stuff but also on other data in the game, obviously I don’t try to make it realistic but at least coherent. It’s cool but requires many hours of research and calculations, for sometimes an average result…

        I must also add a new product: Mining Machinery, which is used for the construction of the Mining Site.

        And after that I’ll complete also the implementation of the production segment, and test the system with this first production infrastructure.

        Delays, delays, delays, again… and many work hours yet ๐Ÿ™‚

      sadly Google resized the picture ๐Ÿ‘ฟ anyway…

    • #76040
      farcodevfarcodev
      Participant

      Last news:

        November 14, 2011

        0.5: (finally) Last Row

        Sorry for the lack of update but I needed to cope with a hard drive failure.

        Anyway I attack the last row of work for this 0.5, I know that since September updates were scarce but I had some (good) change in my job life.

        But it’s ok now and I hope finally to complete this 0.5 before the end of November…

        So for now I implement the calculations for the first production mode, Resource Extraction. I also must update some code concerning the rule for assign an infrastructure to a resource spot, complete the colony’s production matrix management code and FINALLY complete the production segment itself.

        And that will be all for this 0.5

        December 1, 2011

        0.5 (will be) Completed by the End of December

        Yup it’s pretty sure, the 0.5 will be completed before the end of December, and resource spot data update w/ assignment of infrastructure is completed.

        Now I am completing the implementation of the production mode รƒยขรขโ€šยฌร…โ€œResource Extractionรƒยขรขโ€šยฌร‚ย calculations.

        So by the way I should not be too late to release a 0.6 so playable Alpha in first quarter of 2012, as I planned it. After 2 years and 4 months itรƒยขรขโ€šยฌรขโ€žยขs the time… There will be a lot of work to do yet after that but at least it will be usable.

        Time, precious time…

    • #76041
      sscadminsscadmin
      Administrator

      First off congrats on the good news about your job. In today’s job climate there isn’t always good news being sent out ๐Ÿ™‚

      I know you must be getting relieved that you are coming close to the alpha state because it has been a long time coming and I think once it gets here you will be then flooded with feedback and playability questions ๐Ÿ™‚ But all that is the fun part since people are now playing your 2.5 yrs worth of effort.

      For the resource collection will there be something in FC that will let you move resources from colony to colony or is the resources extracted only for that colony alone?

    • #76042
      farcodevfarcodev
      Participant
      DarkOne wrote:
      First off congrats on the good news about your job. In today’s job climate there isn’t always good news being sent out ๐Ÿ™‚

      Thanks ! ๐Ÿ™‚

      I have been very lucky because i have been hired just before the budget spending freeze the management applied until the end of this year… 2 weeks later and no new position…

      DarkOne wrote:

      I know you must be getting relieved that you are coming close to the alpha state because it has been a long time coming and I think once it gets here you will be then flooded with feedback and playability questions ๐Ÿ™‚ But all that is the fun part since people are now playing your 2.5 yrs worth of effort.

      Yes, a very long time, even after cutting/postponed some details. Itรƒยขรขโ€šยฌรขโ€žยขs not completely all I wanted for this alpha but anyway, between a desire and the reality thereรƒยขรขโ€šยฌรขโ€žยขs always a gap. And the game systems are really present now. The production system + infrastructure management has been a complicated process to implement, but it’s a “feature” when you want to dev a complicated game ๐Ÿ˜† The design process is a breeze compared to it.

      The dev flow is always an up and down scheme, w/ phases of lower work made on it following by a raise of commits. Weรƒยขรขโ€šยฌรขโ€žยขre all humans after all and the last รƒยขรขโ€šยฌร…โ€œdownรƒยขรขโ€šยฌร‚ย phase occurred since the begin of October until end of November, itรƒยขรขโ€šยฌรขโ€žยขs maybe not much but since I want to release the 0.6 before the end of March/April 2012 the time is limited, especially considering the work to be done yet.

      Anyway the 0.6 will be the completion of the Colonization Phase System, the system which manage the first part of the game, and since part of it is already implemented it will be a faster work. Most of it will concern the colonization objectives and the end of the first phase of the game. Thus it will make a real “complete” or at least playable, from start to end, game.

      DarkOne wrote:

      For the resource collection will there be something in FC that will let you move resources from colony to colony or is the resources extracted only for that colony alone?

      Yes, the spacecrafts ! :mrgreen:

      The Hauling mission will have the option to be automated, but the only problem in the resource transfer, like for many things in FARC, is time: Considering that even a low distance between a planet and its nearest satellite can be counted in days of travel, depending the technology used to propel a spacecraft, it may be difficult to support a good and sustained flow of resources between 2 colonies.

    • #76043
      farcodevfarcodev
      Participant

      last news:

        0.5 Finally the Last big step

        The rules about the enabling/disabling of the production modes of an infrastructure are now implemented and Resource Extraction is completed too.

        So now I need to test if the code does its work and after that Iรƒยขรขโ€šยฌรขโ€žยขll implement the production segment.

        Finally the 0.5 arrives to its end.

      Yeah all have an end… even 10 months on the same version number…

    • #76044
      farcodevfarcodev
      Participant

      I know that only a few of people here cares off about the project, so here’s one small post :mrgreen: (from the blog):

        0.5 Status: COMPLETE

        It’s 23:55 and the production segment is finally completed, so thatรƒยขรขโ€šยฌรขโ€žยขs mean that the 0.5 is also completed.

        Here are some fun facts of about this version:

        Duration: 11 months

        Lines (added by the 0.5 only and without count the XML files): 9,550 (86% more lines than for the 0.4)

        So… whatรƒยขรขโ€šยฌรขโ€žยขs up?

        First, Iรƒยขรขโ€šยฌรขโ€žยขll begin the 0.5.1 in which the job will consist in code audit and interface updates for the production (like the display of the colonyรƒยขรขโ€šยฌรขโ€žยขs storage), no additional gameplay addition in this one.

        And after this one, Iรƒยขรขโ€šยฌรขโ€žยขll begin the 0.6 with the completion of the colonization phase system, and that will be the start of the so called playable alpha.

        Iรƒยขรขโ€šยฌรขโ€žยขll donรƒยขรขโ€šยฌรขโ€žยขt do any release before the 0.6, if I have request Iรƒยขรขโ€šยฌรขโ€žยขll release a snapshot of the 0.5.1 but anyway for the 0.5.1 Iรƒยขรขโ€šยฌรขโ€žยขll make and upload a new YouTube video to show all what is possible and allow the waiting until the 0.6.

        Iรƒยขรขโ€šยฌรขโ€žยขm happy thatรƒยขรขโ€šยฌรขโ€žยขs finally finished…

      ๐Ÿ˜‰

    • #76045
      SolCommand
      Participant
      farcodev wrote:
      I know that only DarkOne and Geraldine cares off about the project here so one small post

      Should I feel offended right about now ? ๐Ÿ™‚

    • #76046
      farcodevfarcodev
      Participant
      SolCommand wrote:
      farcodev wrote:
      I know that only DarkOne and Geraldine cares off about the project here so one small post

      Should I feel offended right about now ? ๐Ÿ™‚

      Not at all ๐Ÿ˜ณ

      But since February 20 no one, apart Geraldine and DarkOne, posted so i though that…

      Call that the Ghost in The Machine syndrome… sort of :mrgreen:

      Sorry again, i edited the previous post then ๐Ÿ˜‰

    • #76047
      sscadminsscadmin
      Administrator

      There is a lot of lurkers here Farcodev so i would hope we are not the only fans of it. You deserve a much needed break and hopefully you will not code a bit over the holiday and just recharge them batteries. But what a milestone with almost 10,000 lines of code in just one release version. And from all the descriptions you have given it seems like one of the most complicated pieces of coding so far.

      I have a question for you farcodev, I was glancing back at some of the screenshots and videos and was wondering are you planning a port to mobile platform for Far Colony? Because I think it would run well on those platforms with the way you are setting up your interface so far.

    • #76048
      farcodevfarcodev
      Participant
      DarkOne wrote:
      There is a lot of lurkers here Farcodev so i would hope we are not the only fans of it. You deserve a much needed break and hopefully you will not code a bit over the holiday and just recharge them batteries.

      Yes DarkOne i hope too, it sure that maybe when i’ll release something else than only news people will have something to say. But i prefer to reach the 0.6 before. Maybe i’ll do a snapshot.

      I working currently on many interface update in the 0.5.1. Right now from tonight the progress of the infrastructures converting/building/assembling are now displayed in realtime ๐Ÿ˜Ž

      DarkOne wrote:
      But what a milestone with almost 10,000 lines of code in just one release version. And from all the descriptions you have given it seems like one of the most complicated pieces of coding so far.

      Yes it was fairly complicated, and honestly i didn’t dev one line of code during many weeks periods since february, so i didn’t not so much work in a other way, especially for 11 months but we are all humans.

      DarkOne wrote:
      I have a question for you farcodev, I was glancing back at some of the screenshots and videos and was wondering are you planning a port to mobile platform for Far Colony? Because I think it would run well on those platforms with the way you are setting up your interface so far.

      No, nothing is planned not even in far future, i struggle already to release something playable with only one platform, i don’t even imagine to maintain 2. But you’re right it could be a right game for this kind of platform.

    • #76049
      PinbackPinback
      Administrator

      Unfortunately the lack of any feedback seems to be a problem with a number of projects, although it does not mean that there is no interest in the game.

    • #76050
      GeraldineGeraldine
      Participant

      I am here as always farcodev <img src='http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gif&#8217; class=’bbc_emoticon’ alt=’:)’ /> An incredible amount of work you have done so far and I totally understand with you working on the project on your own, that update news is something we have to be patient about, heck compared to progress and the amount of news available about Elite IV, your practically zipping along! <img src='http://spacesimcentral.com/forum/public/style_emoticons//wink3.gif&#8217; class=’bbc_emoticon’ alt=’;)’ />

      Also, I think the You Tube vid with a good few examples of the gameplay shown, would be a great idea. If you make one, I have a few threads in other forums which I will happily provide links back to this thread. In fact I will do so right after I finish this and edit this post to show links to those other forums. Screen shots would help too, but ultimately, that 0.6 release should really get people to sit up and notice. It will also be useful because people trying it out can help in highlighting any bugs or feature tweaks that might need attention, bringing you ever closer to that 1.0 version.

      EDIT: Here is links back to the threads I created <img src='http://spacesimcentral.com/forum/public/style_emoticons//wink3.gif&#8217; class=’bbc_emoticon’ alt=’;)’ />

      http://www.pcgamer.c&#8230; … post163736

      http://social.biowar&#8230; … ex/8868077

      http://forums.fronti&#8230; … #post20778

    • #76051
      farcodevfarcodev
      Participant
      PINBACK wrote:
      Unfortunately the lack of any feedback seems to be a problem with a number of projects, although it does not mean that there is no interest in the game.

      You’re right, it’s not that is a vital thing but can have a good psychological effect on the dev :geek:

      Geraldine wrote:
      I am here as always farcodev ๐Ÿ™‚ An incredible amount of work you have done so far and I totally understand with you working on the project on your own, that update news is something we have to be patient about, heck compared to progress and the amount of news available about Elite IV, your practically zipping along! ๐Ÿ˜‰

      Haha thanks Geraldine ๐Ÿ˜† I wish sometime to speed up the things a bit but anyway it’s hard to occupy completely our free time for dev a game.

      And for the people it’s also never easy to be patient and have expectation on a project, i know that there’s many projects that become dead after some years, and that an understandable thing.

      Geraldine wrote:
      Also, I think the You Tube vid with a good few examples of the gameplay shown, would be a great idea. If you make one, I have a few threads in other forums which I will happily provide links back to this thread. In fact I will do so right after I finish this and edit this post to show links to those other forums. Screen shots would help too, but ultimately, that 0.6 release should really get people to sit up and notice. It will also be useful because people trying it out can help in highlighting any bugs or feature tweaks that might need attention, bringing you ever closer to that 1.0 version.

      EDIT: Here is links back to the threads I created ๐Ÿ˜‰

      http://www.pcgamer.com/forum/showthread … post163736

      http://social.bioware.com/forum/1/topic … ex/8868077

      http://forums.frontier.co.uk/showthread … #post20778

      Yup i have already one about an early 0.5 i’ve made some time ago (http://www.youtube.com/v/Bp46ymSQ-EU?ve … tube_gdata). But i’ll do one with the 0.5.1 and the complete interface updates.

      Thanks for the headup on the sites ! ๐Ÿ™‚

    • #76052
      farcodevfarcodev
      Participant

      from the blog:

        0.5.1 is Near to be Completed

        Well, the 0.5.1 will be completed before this weekend. I lost some time because of a float precision bug, but itรƒยขรขโ€šยฌรขโ€žยขs fixed now since I have extended the float declarations with more precision.
        The colonyรƒยขรขโ€šยฌรขโ€žยขs storage and production matrix are now displayed, yet in a crude but usable form. The storage capacities are also displayed and all that is updated in real time if required.
        Hereรƒยขรขโ€šยฌรขโ€žยขs a screenshot of the modified data panel, including the storage/production data display:

        PS: don’t mind the typos, especially for the storage capacities, it’s harcoded non-localized (yet) text for fitting purpose (between english/french).

        So whatรƒยขรขโ€šยฌรขโ€žยขs next? Well the first thing I have to do is to refine some userรƒยขรขโ€šยฌรขโ€žยขs interface elements of the colony data panel (especially with the shortcut keys) and it will be complete for this 0.5.1…
        Next Iรƒยขรขโ€šยฌรขโ€žยขll do a video and รƒยขรขโ€šยฌร…โ€œperhapsรƒยขรขโ€šยฌร‚ย will upload a snapshot, even if frankly I donรƒยขรขโ€šยฌรขโ€žยขt like that before the 0.6.
        Talking about the 0.6, Iรƒยขรขโ€šยฌรขโ€žยขll begin the dev of the final step of this soplayableMaybeboringAlpha after the uploads of the 0.5.1.
        With some luck Iรƒยขรขโ€šยฌรขโ€žยขll be on time to release the 0.6 before May… many people believe in miracles so why not.
        For the final word, I appreciate the support of some of you on this blog, it worth it more than anything else, thumbs up!

      And thanks again for the support here too ๐Ÿ˜‰

    • #76053
      SolCommand
      Participant

      Your game it’s shaping to become one of the most complex games I’ll probably ever play.

      “Yearly precipitations” … “Wind Speed”, those are things I never needed to know of in other games that I played but looks like here they’re important and these are only 2 of the 100.000 other things you coded in this game lolz :mrgreen:

    • #76054
      farcodevfarcodev
      Participant
      SolCommand wrote:
      Your game it’s shaping to become one of the most complex games I’ll probably ever play.

      “Yearly precipitations” … “Wind Speed”, those are things I never needed to know of in other games that I played but looks like here they’re important and these are only 2 of the 100.000 other things you coded in this game lolz :mrgreen:

      Heya SolCommand.

      Yep, it’s not really a mainstream game, and no data here aren’t mean to be unused or just for “fun” ( :ugeek: intended lol), they’re already for some and are planned to be used for the rest. Windspeed for example is already used for a production mode. It will be also used for calculate the effect of wearing on the infrastructures.

      In the future there will be a lighter display, for people that doesn’t bother with these data, it will be possible to switch between the 2 modes (the normal and lighter one) on the fly. The lighter one either will remove some display, or will transform some others to most readable/dumb one. But it will only concern the display, the game system will not be changed, don’t expect a lighter version ๐Ÿ™‚

      It’s sure that the users interested by this game will not be legion, but it’s why that FARC must exists, because we have already more than enough mainstream/casual games, the market is already oversaturated and hey it’s free and will rest like that until i die lol (even after).

    • #76055
      farcodevfarcodev
      Participant

      New post from today:

        0.5 Report Part I – Infrastructures

        Ok here’s it’s time to talk about what have been added in 0.5.

        Infrastructures:

        An infrastructure represent any building and structure (like a landing pad) in the game. Since FARC isn’t different from any other strategy, infrastructures represent the backbone material of a colony. they allow the player to house people, extract resources, build differents products and apply research & development.

        Each of them has one basic function among 5 possibles:

        [*:n5u2ncw9]Energy: regroup any infrastructure that produce energy

        [*:n5u2ncw9]Housing: like the name indicating, this function focus on housing a colony’s population

        [*:n5u2ncw9]Production: this one focus on resource extraction and products refining and manufacturing, depending which production modes are set in an infrastructure

        [*:n5u2ncw9]Intelligence: regroup any infrastructure that

        [*:n5u2ncw9]Miscellaneous: the last but not least, regroup all infrastructures that cannot be classified in any of the others functions. They’re defined by the custom effects set in them.

        These basic function provide additional data, like the power output for the Energy function.

        Additionally with these functions there’re the custom effects and production modes.

        Custom Effects allow to add special effect to an infrastructure, not initially provided by its function. One basic example is the HQ (headquarter) effect which add the capability to an infrastructure to represent the location of the head of the local state.

        Production Modes are sort of custom effects,excepted that they can only be affected to Production infrastructures. In clear, a production mode is related to on particular industrial process used to generate any product in the game.

        As example Resource Mining is already implemented, and it’s the first one. Here’s an exert of the game design document describing it:

        =====================================================================

        (sorry for this part, but i can’t copy/paste libreoffice documents in phpbb, for look it got to post itself:

      http://farcolony.blogspot.com/2012/01/05-report-part-i-infrastructures.html

      =====================================================================

      There’s also other ones, in the doc only at this moment, like Farming, Carbonaceous Ore Refining or Antiprotons Production.

      When a Production infrastructure is enabled, all its production data are calculated and the results are transfered to the corresponding colony’s production matrix.

      Beside these production modes there’s also the Energy Modes that are used for Energy infrastructures and working in the same way as the production modes. Obviously they are used to produce energy.

      The ones already implemented are Nuclear Fission and Photon Energy.

      Here we go for this first part, the second one will concern the production phase

    • #76056
      GeraldineGeraldine
      Participant

      You know what your game reminds me of Farcodev? It reminds me of those super complex little clockwork toys you might have found years ago in Gernot's part of the world (Switzerland), where you would have a highly talented watchmaker toil for months and months over his project, carefully adding each and every carefully hand crafted cog, gear and spring and not stopping until it was just right. <img src='http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gif&#8217; class=’bbc_emoticon’ alt=’:)’ />

      I guess what I am trying to say is that I totally applaud this level of detail your putting into FARC. I mean windspeed effecting production <img src='http://spacesimcentral.com/forum/public/style_emoticons//icon_eek.gif&#8217; class=’bbc_emoticon’ alt=’:shock:’ /> It makes perfect sense to me. Wind turbines only are of use in windy conditions after all. You keep on going Farcodev, this is going to be a great game when it's finish, GREAT!! <img src='http://spacesimcentral.com/forum/public/style_emoticons//icon_e_biggrin.gif&#8217; class=’bbc_emoticon’ alt=’:D’ />

    • #76057
      sscadminsscadmin
      Administrator

      Agree totally with Geraldine. Farcodev I really admire the detail level you are putting into Far Colony. I was thinking while I was typing this about when I actually review FC on how hard it might be because of all the little details. It’s almost like I would need to only give a high level overview and let the people play and decide for themselves on how they like the detail levels. I think I also remember you talking about automation of certain aspects of FC to make it easier for the less capable colony managers ๐Ÿ™‚

      I know if you every looking for a job and they need an example of your work and thought process you don’t need to go any farther than FC development cycle ๐Ÿ™‚

    • #76058
      GeraldineGeraldine
      Participant
      "DarkOne" wrote:
      I know if you every looking for a job and they need an example of your work and thought process you don't need to go any farther than FC development cycle <img src='http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gif&#8217; class=’bbc_emoticon’ alt=’:)’ />

      Very true Darkone <img src='http://spacesimcentral.com/forum/public/style_emoticons//wink3.gif&#8217; class=’bbc_emoticon’ alt=’;)’ />

      Farcodev? Send your CV to Frontier Developments right away! <img src='http://spacesimcentral.com/forum/public/style_emoticons//icon_e_biggrin.gif&#8217; class=’bbc_emoticon’ alt=’:D’ />

      As for reviewing FARC, I think you will need several months of gameplay to see all those little details and what effects they have and seeing (thanks to these updates) how much work has gone into FARC, I doubt you would catch them all in a first playthrough. <img src='http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gif&#8217; class=’bbc_emoticon’ alt=’:)’ />

      Games with this level of depth to their gameplay are getting rarer and rarer these days sadly. Which only serves to prove what a gem FARC will potentially be. <img src='http://spacesimcentral.com/forum/public/style_emoticons//wink3.gif&#8217; class=’bbc_emoticon’ alt=’;)’ />

    • #76059
      farcodevfarcodev
      Participant
      Geraldine wrote:
      You know what your game reminds me of Farcodev? It reminds me of those super complex little clockwork toys you might have found years ago in Gernot’s part of the world (Switzerland), where you would have a highly talented watchmaker toil for months and months over his project, carefully adding each and every carefully hand crafted cog, gear and spring and not stopping until it was just right. ๐Ÿ™‚

      Your definition made me ๐Ÿ˜† even more when it’s a true one, especially when you apply that to the game system.

      Geraldine wrote:
      I guess what I am trying to say is that I totally applaud this level of detail your putting into FARC.

      Thank you. Of course there’s many part not so detailed,especially in the settlements management but anyway it’s ok at it is. I’ll continue to dev it even after the 1.0 so who know what it can become in the future :geek:

      Geraldine wrote:
      I mean windspeed effecting production ๐Ÿ˜ฏ It makes perfect sense to me. Wind turbines only are of use in windy conditions after all.

      Exactly that, wind turbines. The thing is that a big part of the data in FARC are linked between them. Add the seasonal effect to it and you’ll have the picture. The planets will move around their respective star like it was the case in the 2 previous iterations of the game, changing temperatures in each region and so affecting anything linked to local temperatures.

      Geraldine wrote:
      You keep on going Farcodev, this is going to be a great game when it’s finish, GREAT!! ๐Ÿ˜€

      Thanks again ! I only hope it will be not be too much boring, add details and game system is a thing but it must stay also a game. I know that’s not the first time that I say that. We will see ๐Ÿ™‚

    • #76060
      farcodevfarcodev
      Participant
      DarkOne wrote:
      Agree totally with Geraldine. Farcodev I really admire the detail level you are putting into Far Colony.

      Thanks ! ๐Ÿ™‚

      DarkOne wrote:
      I was thinking while I was typing this about when I actually review FC on how hard it might be because of all the little details. It’s almost like I would need to only give a high level overview and let the people play and decide for themselves on how they like the detail levels. I think I also remember you talking about automation of certain aspects of FC to make it easier for the less capable colony managers ๐Ÿ™‚

      Yes i will certainly need to make a special documentation, other than the one in game, to explain the game system and what affect what. Because compared to Civilization 4 and Galactic Civilization II the game system isn’t really clear for someone not involved in the development. It’s the main cons when you try to push the simulation and do something less abstract than the 2 cited games.

      Talking about automation, it’s planned don’t worry, but a bit far in the future yet, sorry ๐Ÿ˜ณ

      DarkOne wrote:
      I know if you every looking for a job and they need an example of your work and thought process you don’t need to go any farther than FC development cycle ๐Ÿ™‚

      Haha yes, a portfolio worth any 1000 words CVs ๐Ÿ˜†

    • #76061
      farcodevfarcodev
      Participant

      A video, for the 0.5.1, will be uploaded tonight on Youtube.

      I would like to do it this weekend, but an unexpected bug prevented it. Always like that isn’t it ?

      The first part of the video is already done, i just need to finish to put annotations on it.

      It takes time since that i don’t have great skills in this domain, but thanks to Camtasia and its simplicity :geek:

    • #76062
      farcodevfarcodev
      Participant

      And here it is:

        This serie of two videos is to show part of game system developed in the 0.5 and 0.5.1.

        The first part also show a bit of the basic interface which have already been developped prior to the 0.5 version.

        0.5 part concern many changes in the Colony Data Panel, the addition of the infrastructures including their assembling/building process, the colony’s storage and production matrix and finally the production process itself.

        0.5.2, which will be the first “official” soooo playable alpha, will be released in april/may 2012.

        Please, excuse me about the annotations, some of them show briefly, i suck a bit at making video, so don’t hesitate to pause the video. It will not concern the annotations about the colony data panel, they’re fine.

        The second part will be uploaded this weekend (jan 28/29 – 2012)

      [youtube]http://www.youtube.com/watch?v=DTOij2f9RX4&context=C3d4d2d1ADOEgsToPDskIWOQDPXHm545fOYONUy_ld[/youtube]

    • #76063
      sscadminsscadmin
      Administrator

      Nice overview with the new layout and especially the planet colony screens and mining.

      On CWP, does everything require this that needs to be built or is this only on larger structures. And if you have more workers to accomplish a task could it be sped up or if too little to take a long time to complete. I remember play with that very early alpha and its nice to see how far FC has come in about a year or so now. Farcodev I think I remember you talking about managers/governors once. If you have these in the game will they actually build structures and manage production or do you have to frequently go back and manage the colony?

      Side note on the video, it was well done and descriptive. Only thing on the text popups is there a way to keep them on the screen longer at times I felt rushed to read and look at the screen to see what you were talking about in some spots ๐Ÿ™‚ But better video editing job than I could do right now.

    • #76064
      SolCommand
      Participant

      I sometimes get a feeling that this project should not be in the “Free Indie” category. Once completed, I believe it will be complex and good enough for people to pay a few bucks to play it ๐Ÿ™‚ Of course, we as old time fans will still get the game for free haha.

    • #76065
      farcodevfarcodev
      Participant
      DarkOne wrote:
      Nice overview with the new layout and especially the planet colony screens and mining.

      Thanks, the second part will show more about the production itself, even if there’s nothing revolutionary it will give you the idea.

      DarkOne wrote:

      On CWP, does everything require this that needs to be built or is this only on larger structures. And if you have more workers to accomplish a task could it be sped up or if too little to take a long time to complete. I remember play with that very early alpha and its nice to see how far FC has come in about a year or so now. Farcodev I think I remember you talking about managers/governors once. If you have these in the game will they actually build structures and manage production or do you have to frequently go back and manage the colony?

      CWP is used to calculate assembling/building duration for any infrastructure. And yes, the more you add workers w/ better equipment and/or robots and vehicles, the more you have a solid workforce.

      Also if you initiate more than one assembling/building in the same time, the CWP for subsequent building process is reduced due that the workforce is shared between many construction projects.

      The “tactical” thing is when you assign people to WCP you cannot recover them for other use, at the contrary of when they are assigned to an infrastructure or a space unit.

      Talking about automated colony management, no, you will just to have to define the priority and the game manage itself the colony w/o any player’s action.

      DarkOne wrote:

      Side note on the video, it was well done and descriptive. Only thing on the text popups is there a way to keep them on the screen longer at times I felt rushed to read and look at the screen to see what you were talking about in some spots ๐Ÿ™‚ But better video editing job than I could do right now.

      Ya i know, a bad edit from my part, i’m not very good a video making ๐Ÿ˜ณ It’s why that on the Youtube video decription i said “Please, excuse me about the annotations, some of them show briefly, i suck a bit at making video, so don’t hesitate to pause the video. “

      The second part will be slower for the annotations.

    • #76066
      farcodevfarcodev
      Participant
      SolCommand wrote:
      I sometimes get a feeling that this project should not be in the “Free Indie” category. Once completed, I believe it will be complex and good enough for people to pay a few bucks to play it ๐Ÿ™‚ Of course, we as old time fans will still get the game for free haha.

      ๐Ÿ˜†

      Well this game, as long as it stay opensource, will stay free ๐Ÿ˜‰ Even if one day i stop to make it open source, the price will continue to be $0.

      But anyway the donation button is on the blog’s page if someone want to send some bucks, it’s less annoying than to begin to try to sell a game, and especially a non-mainstream/casual one like this ๐Ÿ˜† .

    • #76067
      GeraldineGeraldine
      Participant
      farcodev wrote:
      0.5.2, which will be the first “official” soooo playable alpha, will be released in april/may 2012.

      Oh goody! More update news, I will look forward to that! ๐Ÿ˜Ž

      And Farcodev? If you fancy a small break from the dev process and you have a copy of Gal Civ 1 or 2, I uploaded a ton of mods to the Download area. Remember, all work and no play?

    • #76068
      farcodevfarcodev
      Participant
      Geraldine wrote:

      Oh goody! More update news, I will look forward to that! ๐Ÿ˜Ž

      And Farcodev? If you fancy a small break from the dev process and you have a copy of Gal Civ 1 or 2, I uploaded a ton of mods to the Download area. Remember, all work and no play?

      Time.. time…. TIME is the culprit, and I have not so much free for the dev. Last time i played, 1 hour, was like 2 weeks ago ๐Ÿ˜†

      Btw i don’t have GalCiv1 or 2 ๐Ÿ˜ณ

    • #76069
      farcodevfarcodev
      Participant

      From the blog:

        January 29, 2012

        0.5.2: Spanish Language Added + Dev Status

        FARC received its first external contribution under the form of the translation of the user’s interface texts in Spanish, thanks to nenexulo22 who is now added in the credits of the game.

        For my part, the update I made since the start of the 0.5.2 are purely interface based, some fix here, some code completion here and so on.

        The encyclopaedia text formatting for the Socio-Political Matrix items is nearly finished too.

        The next updates will concern interface updates again, all that concern the colonization phase (the main goal of the 0.5.2) is in design phase yet. I need to complete the design of the colonization objectives before to implement them.

        I go to upload a snapshot of the 0.5.2, it’s of course not an “official” release, but will help nenexulo22 to refine the Spanish translation. I need also to adapt some hardcoding in the text for the Spanish language.

        And don’t worry Iรƒยขรขโ€šยฌรขโ€žยขll upload the part 2 of the 0.5/0.5.1 video.

        That’s all for now.

      ๐Ÿ˜‰

        January 30, 2012

        0.5.2 Snapshot available for download

        I uploaded a snapshot yesterday night, it contains all the 0.5/0.5.1 updates and also the last additions in the development of the 0.5.2 (Spanish language and many user’s interface refinement).

        Take a note that’s not an “official” release, and so has not an installer, just unpack in a directory of your choice (you must to create one). There’s many things to dev to reach a playable 0.5.2 but at least you can take a look.

        Also panels locations aren’t very optimized for all resolutions, it should be ok for res >=1024*768.

        And also since it’s a manual installation you’ll need to install the fonts too, in your OS’ font directory, the package is included in the archive.

        I’ll make the part 2 of the video tonight and, if finished, i’ll upload it on Youtube before SOPA and ACTA shut all of us down (sarcasm included). Since my beloved country seems to want to apply the bill C-11 (a SOPA like shit) all is possible.

        That’s all ๐Ÿ™‚

        NB: i forgot to put the download link:

      http://code.google.com/p/farcolony/down … akechanges

    • #76070
      SolCommand
      Participant

      Hey mate

      I was reading some news about another game and I noticed some pics showing the game’s interface and I realized that if you were to change your game’s interface to something similar it would make the graphics look ten times better. You probably have this planned already for a later release but just figured I’d mention it cause I’m a graphics whore :ugeek:

    • #76071
      farcodevfarcodev
      Participant
      SolCommand wrote:
      Hey mate

      I was reading some news about another game and I noticed some pics showing the game’s interface and I realized that if you were to change your game’s interface to something similar it would make the graphics look ten times better. You probably have this planned already for a later release but just figured I’d mention it cause I’m a graphics whore :ugeek:

      Heya my space dude ๐Ÿ™‚

      Yeah for sure but please don’t compare a game which will be sell and has already a dedicated graphic freelance paid by the dev with an opensource freeware non-professional-one-man project.

      Personally I prefer to concentrate on the game itself and I have enough job to do already, even in the graphics department. Of course with your help (your 3d objects, and as usual THANKS again for that ๐Ÿ™‚ ) and some other free assets it reduce the graphic workload.

      So the interface itself will not change even in a far future, the 3d and the hud is an another story and at least the hud will be updated, but as you seen the 3d is kind of secondary in this sim.

      The other thing is that the game is more incomplete than his game, so please have a pitty for my pitty alpha ! ๐Ÿ˜†

      By culture, open source projects are far less an appeal for “graphics whores” ( ๐Ÿ˜• ๐Ÿ˜† ) apart some rare exceptions like xplane, pioneer or battle for wesnoth. But for these projects there’s already a shitload of people working on them.

    • #76072
      SolCommand
      Participant
      farcodev wrote:
      … opensource freeware non-professional-one-man project …

      That part had me laughing. C’mon man, let’s be serious, this project is more professional than 95% of the “professional” indie games out there. ๐Ÿ˜‰

      Anyway, if you change your mind I’d be happy to help out with this task so you know where to find me if that’s the case.

    • #76073
      farcodevfarcodev
      Participant
      SolCommand wrote:

      That part had me laughing. C’mon man, let’s be serious, this project is more professional than 95% of the “professional” indie games out there. ๐Ÿ˜‰

      Thanks ๐Ÿ˜ณ It’s not really as i would but we all need to know our limits, especially if you want to do something in a certain time frame.

      SolCommand wrote:
      Anyway, if you change your mind I’d be happy to help out with this task so you know where to find me if that’s the case.

      Thanks man ! As usual you’re always a cool dude ! ๐Ÿ˜€

    • #76074
      farcodevfarcodev
      Participant

      oops double post ๐Ÿ˜ˆ

    • #76075
      farcodevfarcodev
      Participant
        February 1, 2012

        0.5/0.5.1 Video – part 2

        And here’s the second and final part of the video, with the production system and Policies Enforcement:

        [youtube]http://www.youtube.com/watch?v=7l3_hkYLu_w&context=C300d477ADOEgsToPDskIWOQDPXHm545fOYONUy_ld[/youtube]

    • #76076
      Overlord
      Participant

      Is Far Colony not available to download at the moment? Links and blog says no…

    • #76077
      sscadminsscadmin
      Administrator

      I haven’t tried it yet personally (but I will Farcodev, promise) and it is still alpha code but even some of Farcodev’s early alpha’s from over a year ago still let you see basic concepts. Here is the download from google: http://farcolony.googlecode.com/files/F … 29-2012.7z

    • #76078
      farcodevfarcodev
      Participant
      Overlord wrote:
      Is Far Colony not available to download at the moment? Links and blog says no…

      Yeah there’s just a snapshot of the 0.5.2 that I uploaded for help the guy for spanish translation.

      The official and more complete release will be uploaded in April/May.

      But you can always download it at the link provided big DarkOne and see the thing.

      DarkOne wrote:
      I haven’t tried it yet personally (but I will Farcodev, promise) and it is still alpha code but even some of Farcodev’s early alpha’s from over a year ago still let you see basic concepts. Here is the download from google: http://farcolony.googlecode.com/files/F … 29-2012.7z

      Thanks DarkOne ! :geek:

      I’ll upload maybe patches and other snapshots before the “official” release.

    • #76079
      farcodevfarcodev
      Participant

      Here’s a pack of news from the dev blog:

      Quote:
      April 16, 2012 – 0.5.2: (little screenie) Reserves and New Encyclopaedia Links:

      The basic management of colony’s reserves is done, I need to update the production phase to update the population’s consumption and add the CSM events ( reserves shortage) and this part will be complete.

      I also decided to put the links to the encyclopaedia in a little ‘?’, it’s more discreet and cleaner than to put a complete entry as a link. Here’s a little screenshot to show the reserves and these ‘?’:

      screenshot2012041622265.jpg

      For reminder 1 point of reserve sustain one person for 24 hours (see the post of April 1st for more details).

      So the next update will concern these links, I’ll update this new method for all the other parts of the interface, after that, as I said at the begin of this post, I’ll update the production phase for a complete reserve management and add the CSM events.

      Quote:
      April 26, 2012 – 0.5.2: Status and Release Confirmed:

      I currently begin to adding the segment 3 of the production phase concerning the reserves.

      In fact I need to complete 3 key updates: the segment 3, the CSM events concerning the reserves (like for the shortage) and finally the end phase of the CPS. The rest is details.

      So รƒยขรขโ€šยฌร…โ€œnormallyรƒยขรขโ€šยฌร‚ย I would release the 0.5.2 by the end of May as planned. Of course it will lack of many things but during the next 2 or 3 month (until about end of August at max) I will consolidate this 0.5.2 and will provide updates/patch until I decide thatรƒยขรขโ€šยฌรขโ€žยขs OK to go further and add the next game system feature.

      I donรƒยขรขโ€šยฌรขโ€žยขt know how much time it would take to release the first beta of FARC (w/ its complete feature) and I donรƒยขรขโ€šยฌรขโ€žยขt even know if I will able to do it or if it worth it, especially when you see the new 4X space games that are released this year (Endless Space, Legends of Pegasus, Beyond Beyaan, Novus Aeterno, Sins: Rebellion and StarDrive for just cite them), but anyway I will see.

      FARC isnรƒยขรขโ€šยฌรขโ€žยขt targeted as a 4X TBS/RTS strategy game anyway…

      Stay tuned.

      CPS= Colonization Phase System.

    • #76080
      sscadminsscadmin
      Administrator

      Yes some games are coming out soon, but don’t give up the spirit you have had over the many years. Far Colony by far is a much more deeper experience in game mechanics. From what i have read of the others so far. Farcodev, have you even thought about opening development to Far Colony to open source but still control what is in and out of the game itself.?

    • #76081
      farcodevfarcodev
      Participant
      DarkOne wrote:
      Yes some games are coming out soon, but don’t give up the spirit you have had over the many years. Far Colony by far is a much more deeper experience in game mechanics. From what i have read of the others so far. Farcodev, have you even thought about opening development to Far Colony to open source but still control what is in and out of the game itself.?

      Thanks for your support DarkOne !

      Yes I’ll don’t give up, it’s just that sometimes when I look at the work of others that make me feel that I have a long trip yet before completion, and especially for some part like the AI which is already made for most of it on paper, but will be a workload on the dev itself.

      But there’s a bright side, and a big one, my courses for my work reach an end: I finally complete the cert in June, so after that Iรƒยขรขโ€šยฌรขโ€žยขll could use most part of my breaks at work, and more free time at home, to push the dev without time restrictions anymore!

      Even if I success to complete the alpha to the beta stage I’ll don’t stop the dev of this game, there’s so much room to expand the game to. Without pretention, it will follow the path of Dwarf Fortress which is developed and expanded since so many long years.

      The game is already open source since the start (the code is on Google Code: http://code.google.com/p/farcolony/source/browse/#svn%2Ftrunk%2FDelphi-Windows) but not much people develop in Object Pascal these years.

      But it’s OK, I prefer some contributions, and these times I have one person (nenexulo22 on the dev blog) which had translated most of the user’s interface in Spanish. He’s waiting for the 0.5.2 release, before making further translation, and that’s cool ๐Ÿ™‚

    • #76082
      farcodevfarcodev
      Participant

      Talking of contribution, here’s a “video”, more a music picture ๐Ÿ˜† , I uploaded some days ago with one tune someone made for the game many years ago, of course it will be included in the game in the future:

      [youtube]http://www.youtube.com/watch?v=o3M3fmlEnIg&list=PL57550E715E2FA41B&index=5&feature=plpp_video[/youtube]

    • #76083
      GeraldineGeraldine
      Participant

      That's a lovely piece of music Farcodev that will suit FARC well <img src='http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gif&#8217; class=’bbc_emoticon’ alt=’:)’ />

    • #76084
      sscadminsscadmin
      Administrator

      Yes that is good music, soothing and adventurous sounding all in one ๐Ÿ™‚

    • #76085
      farcodevfarcodev
      Participant
      Geraldine wrote:
      That’s a lovely piece of music Farcodev that will suit FARC well ๐Ÿ™‚

      DarkOne wrote:
      Yes that is good music, soothing and adventurous sounding all in one ๐Ÿ™‚

      Thank you ! ๐Ÿ˜€ The guy who made it (Roboconstruct) did it well. There’s another ones that are a bit weirder than this one.

      Back to work ! :geek:

    • #76086
      farcodevfarcodev
      Participant
      Quote:
      May 6, 2012: 0.5.2 Release Date

      FARC 0.5.2 will be released on May 31 /2012.

      I donรƒยขรขโ€šยฌรขโ€žยขt know if the 0.5.2 will be fully completed for this date but at least I working for finish the main parts of it.

      For now I am working again on the reserves management. I loosed time to clean the CSM events data structure, but now itรƒยขรขโ€šยฌรขโ€žยขs completed, and I just finished adding a new event, Oxygen Production Overload.

      Since Food and Water Production Overload events are based on the same process, there will be implemented faster tomorrow. I need after that to add the events Oxygen/Food/Water Shortage events and finally Iรƒยขรขโ€šยฌรขโ€žยขll complete the segment 3 of the production phase concerning the reserves consumption.

      All of that for just adding some difficulties for the players ๐Ÿ™‚

      Stay tuned.

    • #76087
      sscadminsscadmin
      Administrator

      I think all this attention to detail will pay off when people start playing a rough alpha demo of Far Colony. I hope people will appreciate all of the small things that sounds from your descriptions a while to add but adds to the whole complexity and realism of Far Colony.

    • #76088
      farcodevfarcodev
      Participant
      DarkOne wrote:
      I think all this attention to detail will pay off when people start playing a rough alpha demo of Far Colony. I hope people will appreciate all of the small things that sounds from your descriptions a while to add but adds to the whole complexity and realism of Far Colony.

      Thank you. I hope too.

      The only thing is that’s a bit austere, aside with its complexity, with the lack of graphics or fancy user’s interface, but anyway it’s why that I prefer to concentrate on the game system, I want to see it completed, one day or another. Assets will follow.

    • #76089
      Overlord
      Participant

      Ready and waiting! The subtle details are the things which make great games. You may not know they are there, you just know you like it.

    • #76090
      farcodevfarcodev
      Participant
      Overlord wrote:
      Ready and waiting! The subtle details are the things which make great games. You may not know they are there, you just know you like it.

      Thanks ! ๐Ÿ˜†

      Yes there’s many calculations and details already implemented yet, especially for the two systems already in game the SocioPolitical Matrix and the Colony Simulation Model. Even if the displayed results don’t show that.

      I’ll need to update the encyclopaedia badly after this 0.5.2.

    • #76091
      farcodevfarcodev
      Participant
      Quote:
      Alpha 1 [0.5.2] Dev Status – Last One Before Release:

      It’s the last post before the next one that will announce the release of the Alpha 1.

      The segment 3 of the production phase is nearly finished. Oxygen and Water consumption works, including the management of their events. I need to complete the Food consumption and its events management and this part will be fully done.

      The end of the colonization phase is the next and last step.

    • #76092
      farcodevfarcodev
      Participant

      The Alpha 1 is done a bit ahead of schedule (for the very first time), but since there’s 2 days left, I go to implement some additional things like an infrastructure for the oxygen production. On May 31st I’ll do the release and will upload it.

      There’s not a lot in this alpha 1, but it’s the first officially “playable”.

      It include the Colony Simulation Model, the Socio-Political Matrix, the Production System including conversion/assembling/building of infrastructures, energy management, reserves consumption and extraction/refining/manufacturing of products.

      The colonization phase system is also done from start to the end, even in a crude form.

      It lack of return of information for the player, another colonization objectives, planetary survey (and especially the resources survey), complete settlements management (surface/subterranean and so on…), complete infrastructure configuration + the possibility to assemble/build groups of infrastructures and finally to complete the mission cancelling for the space units.

      All that will be included in future updates and are a requirement before I continue the development further. A full code audit/optimization will be applied too in the next months.

      Assets, assets and… tons of assets missing (did I said assets ?)

    • #76093
      sscadminsscadmin
      Administrator

      Assets in the way of models, pics, textures and sound/fx?

      Maybe some talented folks here can lend a hand, I would not be one of those talented people ๐Ÿ™‚

      Looking forward to taking Alpha 1 for a spin an a huge milestone for Far Colony is very soon to be completed. Congrats Farcodev!

    • #76094
      farcodevfarcodev
      Participant
      DarkOne wrote:
      Assets in the way of models, pics, textures and sound/fx?

      Maybe some talented folks here can lend a hand, I would not be one of those talented people ๐Ÿ™‚

      Looking forward to taking Alpha 1 for a spin an a huge milestone for Far Colony is very soon to be completed. Congrats Farcodev!

      Assets in the way of multiple XML updates (encyclopaedia, the factions, the infrastructures and the products) + yeah pics too.

      But one guy on spacesector forum made me, about 14 days ago, the 5 icons of the resource spots (like ore field or underground water) that I’ll add in a upcoming future alpha. So yeah some contributions begin to appear, and he’s ready for another works ๐Ÿ˜€

      Thank you DarkOne, even if it’s only a small step it’s a step DONE ! ๐Ÿ˜Ž ๐Ÿ˜†

    • #76095
      farcodevfarcodev
      Participant
      Quote:
      FARC Alpha 1 [0.5.2] is Released.

      (PS: I just applied many typo/grammatical corrections, sorry for the bad writing)

      The so-called “first playable alpha”, or version 0.5.2, is finally released, after about 4 month of development.

      Like it, Hate it or “WTF” it, it’s available to download and here to stay until the next major release.

      You can find the file (Windows only, or usable under Linux by Wine) here: https://code.google.com/p/farcolony/downloads/detail?name=FARCsetup.Alpha_1_v0.5.2.862-win32.exe&can=2&q=#makechanges.

      The Download page of this blog is also finally updated with the links and the long changes list, if you want to see what are the additions since the 0.4.1.

      Talking of version I changed it a bit: until FARC goes in beta, one day, the releases will be counted as Alpha 1, 2… and so on, including the real version between [] (ex Alpha 1 [0.5.2] ). I do that because there will be more often releases from now as long as I work to consolidate this Alpha 1, and only the build will change, not the version. It could be confusing a bit.

      There’s not much to do, apart to assign people for construction and build some infrastructure, but anyway an another core system is done.

      If you want only see what work has been done in 1 year and 4 month you can see the changes in the Download page.

      Here’s a little FAQ (based on comments/ forum posts over the time and a bit of self masochism ๐Ÿ˜› ):

      ===============================================

      Your game is boring, looks like a screensaver, and feels incomplete, are you aware of it ?

      Since it’s an alpha and since I focusing mostly to the implementation of the game systems, a lot of things lack in this version like all the rest of the playable factions, final planetary systems (there’s only one for now and it’s only for dev testing, it will be replaced by a fully generated one), and many infrastructures. The game lack also of many information reports for the player, but some will be implemented in the subsequent patches after this Alpha 1.

      For the boring part I can’t do much for now, come back in 2 or 3 years when FARC will be feature complete. Just keep in mind that it’s free, not made by a studio in full time, and there’s a ton of alternative out there that will fulfill right now all your needs; as Endless Space for example.

      Is it a Master of Orion Clone or inspired from it ?

      By the background and design of the game, FARC is far from MOO 1/2 and even the 3.

      The only video game reference I use is Outpost (the first one, released in 1994). See this wikipedia page .

      So what’s next ?

      Well, first I’ll consolidate this 0.5.2, so that means no new feature but a mass of bug fixes, code completion, and interface refinement and frequent updates available as patch and complete downloads.

      When I’ll decide it will be OK I’ll begin to dev the next major version.

      When do you plan to begin to dev the next major version and what it will be about ?

      I don’t know exactly, in fact it’s not entirely true. I lie a bit because I planned about 2 months of code consolidation for the 0.5.2, but in the Open Source world, development schedule always stay an uncertain feat.

      The next major version (0.5.5) will include a hybrid realtime system and a turn based system. Yes it will have the two; because in the manner I coded FARC time flow I can join a turn based system to the whole time flow system. If all goes well the player will can switch in realtime and turn-based on the fly. I’ll do that because even if I like real-time based, I know that many of you prefer turn-based strategy games.

      Talking about schedule why it’s so slow ? Do you plan to complete FARC when windows 12 will be released ?

      I’m a one man army and do that during my free time so I can’t do miracles BUT… since I don’t plan to take any new courses for my job until 2013, I will use most of my breaks at work to push further the development. It’s maybe only additional 45/60 min by day but that will allow me to process all non trivial tasks in the development, to update the XML files and also the docs. That will be the first time, since the start of this 3rd iteration in 2009 that I’ll have so much additional time dedicated to the game.

      Third iteration ?

      Yes, the two previous ones are in fact failed-and-never-completed ones, and that for many reasons.

      The first one was started in 2002 and halted in 2006, and the second one was started in 2007 and halted in 2008.

      I uploaded some screenshots of these old iterations in the Gallery section if you’re interested. Just take a look to the bottom of the page.

      Will FARC stay free ?

      Yes, and indefinately as far as its GPL license protect it. If someone wants to pay someone else for downloading it on a website, simply don’t. Google Code is the only official repository of the FARC packages for now.

      Do you consider other platforms ?

      No. Some time ago, maybe more than one year, I talked about a “possible” native Linux port, but I have already too much job to do with this version only, and no more spare time.

      ===============================================

      Thanks for reading this post and thanks to anyone to have kept your interest in this project since so much time for most of you. The best gift I have is by sharing my dream with you ๐Ÿ™‚

      I strongly advice you to look the changes here: http://farcolony.blogspot.ca/p/sf-project-page.html

      It’s the first official release since 1 year and 4 months

    • #76096
      Overlord
      Participant

      I dont seem to be able to read the introduction message. I can open the message but there is no way to scroll down to read it all.

      Are you able to actually “do” anything yet? Don’t worry, I know the game has just been born, I’m just curious ๐Ÿ˜€

    • #76097
      farcodevfarcodev
      Participant
      Overlord wrote:
      I dont seem to be able to read the introduction message. I can open the message but there is no way to scroll down to read it all.

      ๐Ÿ˜ฏ Can you tell me what resolution and main window size you use ?

      The interface isn’t fully compliant for all sort of screen resolution and window size yet ๐Ÿ˜ณ

      Overlord wrote:

      Are you able to actually “do” anything yet? Don’t worry, I know the game has just been born, I’m just curious ๐Ÿ˜€

      Yep, press “s” to switch on the space units view and with the first, right click and click “Colonization”

      Setup the mission and commit it, when it’s done you’ll see the CPS data on top of the view (like the CVS).

      Go back on the orbital object view with “s” and right click + “Colony/Faction Data”

      From now you can assign robots and personal to the construction workforce and build some infrastructures.

      You can always see the videos on Youtube, they show how to do it, go to the blog’s Gallery, it the two parts videos that concerns the 0.5/0.5.1, and press F1 for the help panel with the keyboard shortcut.

      I’ll add a message about this F1 in the title bar, for the alpha 2 ๐Ÿ˜• ๐Ÿ˜†

    • #76098
      Overlord
      Participant

      My screen res is 1280×768. Tried to take a screeny with fraps but it doesn’t display windows.

      I must say I’m looking forward to seeing where this game goes. Looks like its going to be very deep and complicated(which is good). I’m already wanting to do start production and stuff. Looks like there will be a big manual that goes with the game ๐Ÿ˜€

    • #76099
      farcodevfarcodev
      Participant
      Overlord wrote:
      My screen res is 1280×768. Tried to take a screeny with fraps but it doesn’t display windows.

      Strange, I tested it on my 19 inch monitor @ 1024*768 and it’s displayed correctly:

      [hsimg]http://img833.imageshack.us/img833/8849/screenshot2012060212292.jpg[/hsimg]

      ๐Ÿ˜ฏ

      Overlord wrote:

      I must say I’m looking forward to seeing where this game goes. Looks like its going to be very deep and complicated(which is good). I’m already wanting to do start production and stuff. Looks like there will be a big manual that goes with the game ๐Ÿ˜€

      Yes, it will not be an easy game, but I can reassure you, it’s not an easy one to dev too ๐Ÿ˜†

      Thank you for your interest ๐Ÿ™‚ :ugeek:

    • #76100
      Overlord
      Participant

      Well thats still a different resolution to mine. I use a Samsung 32″ LCD TV.

      My screen looks exactly the same as yours, except the text ends with “… 1 standard year (365” Thats the end of the text.

      Do I get a prize for the first bug report?? :mrgreen:

    • #76101
      farcodevfarcodev
      Participant
      Quote:
      June 3, 2012: Alpha 1 Problems and Alpha 2 Dev Update

      New release, new problems.

      Among the messages on this blog, and those on spacesimcentral and spacesector forums there’s 3 problems:

      – problem with the 3d (out of the wobble because for now I can’t do anything and I don’t consider that an annoying thing) considering the atmospheres and space units display, with certain of you. The current Alpha 2 has now the previous 3d framework and the atmospheres are back. For the space units 3d bug I don’t know, I just hope that this other framework version will fix that.

      – problem with the welcome message display, only one of you reported that bug. I’ll check it, but since I don’t have any problems too it will difficult to overcome.

      – the last but not least and more problematic one: a range check error after a colonization mission.. For this one I don’t know since it’s OK on my computer and in a Win7/64 + a XP32 virtual machines…

      Maybe it’s one thing with the interface that I didn’t prevented, I already noted a bug with the colony panel when a colonization mission is finished and on a particular situation I haven’t tested before.

      I actually overcoming this problem.

      A range check error isn’t a particular difficult bug to kill but if I cannot reproduce it myself it will be an another difficulty.

      Anyway here’s the super news… it’s useless to say that I’m disapointed by my work and it will certainly, not cancel this project, but will delay it a bit more until further development, if there’s any.

      Regarding these problems, I’ll release the Alpha 2, which will include many changes and fixes, earlier than planned, so in some weeks at max.

      I hope that the full code audit I’ll apply in the next weeks will kill some others too.

      Sorry for this crappy release, it’s a difficult birth.

    • #76102
      farcodevfarcodev
      Participant
      Overlord wrote:
      Well thats still a different resolution to mine. I use a Samsung 32″ LCD TV.

      My screen looks exactly the same as yours, except the text ends with “… 1 standard year (365” Thats the end of the text.

      Do I get a prize for the first bug report?? :mrgreen:

      Sadly you’re not the first ๐Ÿ˜ฅ (look the last blog’s post of today…), but the one of a kind with this one ๐Ÿ˜ฏ

      Do you mean that thetext reach the end/side of the panel or does the text is cut like that ? ๐Ÿ˜ฏ

      Because I checkd the code and XML and don’t see a thing that could cause this problem ๐Ÿ‘ฟ

    • #76103
      farcodevfarcodev
      Participant
      Overlord wrote:
      Well thats still a different resolution to mine. I use a Samsung 32″ LCD TV.

      My screen looks exactly the same as yours, except the text ends with “… 1 standard year (365” Thats the end of the text.

      Do I get a prize for the first bug report?? :mrgreen:

      Your problem is normal, I simply forgot the font dir in the game ๐Ÿ˜ฎ … since I declare them locally to prevent to install them in Windows… ๐Ÿ™„

      WELL, I’ll upload this Alpha 2 shortly, I even fixed some 3d + data problems ๐Ÿ‘ฟ

      You can see here http://farcolony.blogspot.ca/2012/05/farc-alpha-1-052-is-released.html#comment-form this day was busy one ๐Ÿ˜†

    • #76104
      farcodevfarcodev
      Participant
      Quote:
      June 4, 2012: FARC Alpha 2 [0.5.2] is Released

      Forget the alpha 1, here’s the alpha 2 that fix most of the critical bugs and misses of the 1.

      You can download the full installer here: http://code.google.com/p/farcolony/downloads/detail?name=FARCsetup.Alpha_2_v0.5.2.863-win32.exe

      You can download a 7zip archive of the full installation here: http://code.google.com/p/farcolony/downloads/detail?name=FARColony-Alpha_2_0.5.2.863.7z

      Or, if you have already the alpha 1, you can dowload the update (7zipped) here: http://code.google.com/p/farcolony/downloads/detail?name=FARColony-Alpha_2_0.5.2.863-patchOnly.7z

      You have just to decompress it in your installation directory and overwrite all the files

      The alpha 3 will begin tonight with the full code audit, as planned.

      Here’s the changes in this alpha 2:

      3D:

      – the OpenGL framework is reverted to the original 2009 package, it prevent a lack of texture for some planets and display again the atmospheres.

      Colony Panel:

      – the panel is correctly updated when a colonization mission is completed, and the surface panel is displayed.

      Help Panel / Ecyclopaedia:

      – Spanish hintlist is re-added to prevent a user’s interface crash when the Spanish language is selected.

      Installation:

      – the fonts directory was missing from the alpha 1.

      Missions:

      – when the interface of the mission settings is opened, the colony panel is correctly closed if it’s displayed.

      Production System:

      – new production mode added: Water Recovery.

      User’s Interface – General:

      – the decimal separator is forced to prevent loading errors in the XML files for float data, and also fix calculations problems.

      – the calls to the debug windows, when FARC isn’t in debug mode, weren’t prevented and generated exceptions.

      – the fonts didn’t adjust themselves, depending of the loacl windows settings, now the displays are all correct.

      Stay tuned.

    • #76105
      farcodevfarcodev
      Participant
      Overlord wrote:
      Well thats still a different resolution to mine. I use a Samsung 32″ LCD TV.

      My screen looks exactly the same as yours, except the text ends with “… 1 standard year (365” Thats the end of the text.

      Do I get a prize for the first bug report?? :mrgreen:

      Since the fonts display the texts correctly now, you should not have anymore problems w/ the alpha 2

      Your prize is… a thank you ๐Ÿ™‚

    • #76106
      farcodevfarcodev
      Participant
      Quote:

      Alpha 3 Dev Status: Infrastructures/Products Adjustments and Additions :

      I nearly finished adjusting all the infrastructures and products, according to my new design rules and processes, I also added 2 infrastructure kits: Humidity Trap and Inflatable Habitat, and the corresponding infrastructure Humidity Trap is added too (Inflatable Habitat was already added).

      The Humidity Trap is a production infrastructure that gathers water by two means in same time, which are regrouped into a single production mode named Water Recovery: by recover the rainfall and also according to the humidity of the atmosphere where a Humidity Trap is assembled.

      It’s another example of how are used the planets/asteroids’ data. Nothing is useless or displayed without goal in FARC.

      It will be used on a player side in the Alpha 3, and required since the player’s colony will have no more enough water reserves for all the duration of the colonization phase, and his/her population will can eventually die.

      Tomorrow the adjustments will be done and I’ll start again the code audits that have been postponed since June 7.

      That’s all for now, stay tuned.

    • #76107
      Overlord
      Participant

      Is Alpha 3 dowloadable or are you working on that? Couldn't see it on the FARC site.

    • #76108
      farcodevfarcodev
      Participant
      'Overlord' wrote:

      Is Alpha 3 dowloadable or are you working on that? Couldn't see it on the FARC site.

      Sorry for my late answer, it's a while that I didn't checked this forum, the Alpha 3 is "unofficially" released, I working currently on the Alpha 4 since August 21.

      You can download the Alpha 3 here: https://code.google&#8230;._3-0.5.2.883.7z

    • #76109
      GeraldineGeraldine
      Participant

      It’s been a while since we have had any updates about FAR Colony, but checking farcodev’s blog he has been busy! :girlcrazy:

      Details here about the Alpha 6 build.

    • #76110
      farcodevfarcodev
      Participant

      It’s been a while since we have had any updates about FAR Colony, but checking farcodev’s blog he has been busy! :girlcrazy:

      Details here about the Alpha 6 build.

      Wow! It’s been a while I didn’t checked and posted in this forum… and I’m very sorry for that.

      Thanks for the head up Geraldine! ๐Ÿ™‚

      Alpha 6 due by the end of August.

    • #76111
      sscadminsscadmin
      Administrator

      Hey there Farcodev, nice to see ya back and that Far Colony is progressing nicely. Those two videos covering .0.5.1 were nice showing off what you have developed so far.

    • #76112
      farcodevfarcodev
      Participant

      Hey there Farcodev, nice to see ya back and that Far Colony is progressing nicely. Those two videos covering .0.5.1 were nice showing off what you have developed so far.

      Heya DarkOne! ๐Ÿ™‚

      I’m really sorry to have stopped to post on SSC, the reason is more because of lazyness than something else.

      I’m not far now to complete the FARC Universe Generator, and after that I will begin to finally generate the first “official” planetary system of the game and remove the placeholder one.

      I’m glad that you appreciate these two videos, I promised to make a third one, after the alpha 5, to show the resources survey but I failed to do it. Maybe at the end of August, when I will release the alpha 6.

    • #76113
      GeraldineGeraldine
      Participant

      Hi Farcodev, end of August for Alpha 6? Excellent, I am on holiday then. :girlcrazy:

    • #76114
      farcodevfarcodev
      Participant

      Hi Farcodev, end of August for Alpha 6? Excellent, I am on holiday then. :girlcrazy:

      Hey Geraldine, haha :king:

      The only thing is that alpha 6 hasn’t much new gameplay, but will have the first full fledged planetary system in the game.

      I wanted to implement the switchable turn-base subsystem too but I think that will be for the alpha 7…

      Anyway thanks!

    • #76115
      farcodevfarcodev
      Participant

      Alpha 6 [0.6.0] Dev Status: Regions w/ Their Basic Generation and Surface Temperatures

       

      Sorry for the lack of SVN commits, for now I doing reverse engineering of the old code and put the calculations and design in the main doc.

      The generation of the number of regions is done and I’m working on the calculations of surface temperatures by region, according to the latitudes and day/night variations.

      It is a bit long because, as usual, the old code is a mess with some errors and sometimes not easy to understand but the RE progress.

      What is the use to it? The answer is simple: to provide something coherent to temperatures across the surface and region by region according to the orbital object’s inclination axis, period of rotation, orbit eccentricity, clouds cover and hydrosphere. If it wasn’t implemented, all the regions would have the same temperatures regardless their locations on the surface.

      These temperatures are also the backbone to process the next step: the region’s weather.

      Regarding of the delay, I really hope to complete the FUG before August 1st…

       

      :prankster:

    • #76116
      farcodevfarcodev
      Participant

      (jul19/2013) Alpha 6 [0.6.0] Dev Status: Region’s Climate

      The design of the climate is finished today and I will begin its implementation.

      The next step is the land type generation, including the data interfacing for Fractal Terrains, and so I will be able to begin to generate surface maps. It will also include interface updates to allow me to edit each region of an orbital object, particularly to set its relief and specify if the region is coastal or not or an ocean, based on the surface maps that Fractal Terrains will generate.

      After all that, the last step will be the resources and the biosphere, and that will be finally done, after more than 10,000 lines of code.

      Stay tuned.

       

      :mole:

    • #76117
      sscadminsscadmin
      Administrator

      Will these new additions mean that the topo map that would get generated before will now reflect the actual surface of the planet generated and also give accurate temps depending on location/atmosphere etc?

    • #76118
      farcodevfarcodev
      Participant

      Will these new additions mean that the topo map that would get generated before will now reflect the actual surface of the planet generated and also give accurate temps depending on location/atmosphere etc?

      Yeah. In fact, the FUG will have interface elements to allow manual edition of two features: if each region is coastal/oceanic/plain ground, and also to adjust its relief too. So the region data will be stickier to its corresponding surface map than it was the case for the old versions of the generator.

      Fractal Terrains also permit to use a good bunch of input data to generate a map, including surface temperature, axial tilt, atmosphere and other features. Of course the temperatures spreading on a map isn’t precisely the same as for the data generated in the FUG but it stay coherent.

      The FUG will translate directly the required FARC data for direct use into Fractal Terrains, which will speed up for me the generation of a planetary system. Before, with the previous versions, I needed to calculate some of them.

      The free and big addon that come with Fractal Terrains also allows to customize a bit more the surface maps, like by adding craters and other surface features.

      All in all it is not a 100% correct reflection but will be not far from it. For a 100% one I would need to build my own generator of fractal terrains, and that is out of the scope of the development, my skill and also my time.

      That’s the reason I cannot provide in-game dynamic generated planets. It’s a choice, maybe not a good one, but like I said I don’t have the knowledge for that. To compensate this, I planned as a post-beta feature to provide different sets of planets data/surface maps for a same planetary system. I t will never compete in-game procedurally generated worlds but at least will bring some variations. But it’s a load of work and like I am said, it will not be present before the beta version is released.

       

      The current maps in the game were only placeholders for testing purpose.

    • #76119
      farcodevfarcodev
      Participant

      Alpha 6 [0.6.0] Dev Status: Land Types + Surface Maps Generation
      Finally, the weather part is done. Now I begin the land type generation for each region to process including the data interfacing with Fractal Terrains. It will also include an update of the interface to allow to manually editing two data: the region’s coastal/oceanic status and its relief.

      After that, the last part will be about the biosphere and the resources spots.

      I’m late as usual but the development of the generator goes to an end too, and honestly I’m eager to develop another part of the game now.

      Stay tuned.

       

    • #76120
      GeraldineGeraldine
      Participant

      Onward Watchmaker, forever onwards! :girlcrazy:

    • #76121
      farcodevfarcodev
      Participant

      Onward Watchmaker, forever onwards! :girlcrazy:

      Hahaha!

      Above & Beyond! :superblue:

    • #76122
      farcodevfarcodev
      Participant

      Alpha 6 [0.6.0] Dev Status: Surface Maps Generation & Fractal Terrains (w/ screenshots)
      Tonight I began to learn again, and adjust, Fractal Terrain.

      I have some work because I need to read again the ebook concerning the big addon for this software, but it will be worthwhile.

      I know that’s not the first time I post one, but here’s two screenshots of Fractal Terrains in action w/ the setup of stuff for FARC:

      Screenshot-2013-07-30_22.54.44.jpg

      Screenshot-2013-07-30_23.04.23.jpg

      I found an old file (from 2008 yeah!) with all the grid templates that correspond to each max number of regions an orbital object can have. These grids in FT are superimposed onto the surface maps to help me to decide of the relief and plain/coastal/oceanic status of each region.

      In the game, in the colony panel or surface panel, the selection box onto a surface map reproduces exactly these configurations.

      For information, these are only basic surface maps; it is possible to generate as bit more complex than these.

      On the code side, I continue to design the land generation before to implement it.

       

       

    • #76123
      farcodevfarcodev
      Participant

      Alpha 6 [0.6.0] Dev Status: Surface Maps Generation & Fractal Terrains
      OK, I have now switched to another internet provider, so the SVN pulls are back.

      This weekend I worked mainly to create procedures to generate surface maps with Fractal Terrains, and explored its big addon.

      The fact is this software with the addon opens the doors to nearly limitless possibilities. So I would be able to generate maps that don’t resemble each other.

      In the code side, I finished the design of the land and relief types’ generation. It was the last step before I begin to implement the first phase of the regions generation.

      Since I also explored Fractal Terrains from A to Z, I also determined which planetary data are required to generate maps that correspond, the best possible, to the generated data.

      So now I begin to implement this first phase completely, including the update of the interface.

      Afterward I will test, with one planet, if all is OK and I will begin the second phase the regions generation, which is finally, the last part of the FARC Universe Generator development.

      I’m perhaps a bit late, because as usual I want each detail at the best, but it would be OK to release for August 31.

      That’s all, for now.

       

    • #76124
      farcodevfarcodev
      Participant

      Colors under Extrasolar Skies

      While I’m working on the surface maps, here’s an interesting PDF about the colors of plants under skies with other star types.

      http://instruction2.mtsac.edu/jkido/Biology%201/Lec%20Handouts%20&%20Articles/Exam%202/The%20Color%20of%20Plants%20on%20Other%20Worlds.pdf

      I base, for a part, the work on it.

      Another thing on the subject w/ a cool pic:

      http://www.universetoday.com/85038/red-suns-and-black-trees-shedding-a-new-light-on-alien-plants/

      Enjoy ๐Ÿ™‚

       

    • #76125
      farcodevfarcodev
      Participant

      Alpha 6 [0.6.0] Dev Status: Surface Maps Generation (WIP) & Fractal Terrains (Done)

       

      Sorry for the lack of pull of code but I finishing the Fractal Terrains procedure, for surface map generation.

      I worked all this weekend for sorting and selecting climates files for FARC, among 240. These one allow generating different flavor of flora/terrain according. I sorted those I will use by star type and age classification, based on some sources I found on the net.

      I also finally decided which render I will use for the maps, and it will be Image Climate instead of the too generic Gaia shader. Altitude render will be also used sometimes.

      That’s one problem with Fractal Terrains, because the software has been designed for topographic render not for a purpose of game development! But it’s OK with the climate image one.

      For example, a map with a matching Earthly climate and a G2 star looks like this:

      001.jpg

      Around an old K star:

      002.jpg

      Around a F5 star:

      003.jpg

      Around a A5 star:

      004.jpg

      and finally around a M star:

      005.jpg

      I have also custom climate files that I made for O/B stars but the statistics to have flora in worlds around such stars, even in my generator, aren’t much.

      The ocean color can also be changed to many flavors, with more than 100 coloration files, from a NASA/Blue planet style, as used above, toward a Venusian/Martian/Icy/Desert/Sterile one.

      I know that I make free advertisement with this software since the last posts, but I like this piece of tool ๐Ÿ™‚

      So now, I go to finally complete the first phase of the surface maps generation, in the FUG.

      It’s time, because the deadline coming and I really want to NOT release the alpha 6 too late!

      Stay tuned.

       

    • #76126
      GeraldineGeraldine
      Participant

      Looking good Farcdev! :girlcrazy:  One thing though about the above maps. Now I know you like attention to detail which is the only reason I mention this, but on cooler climates around cooler stars, wouldn’t the polar ice caps also be bigger, more widespread given that the above map is from the same planet that is the the same distance, but from different types of star? Sorry for the nitpick :girlsad:

    • #76127
      farcodevfarcodev
      Participant

      Looking good Farcdev! :girlcrazy:  One thing though about the above maps. Now I know you like attention to detail which is the only reason I mention this, but on cooler climates around cooler stars, wouldn’t the polar ice caps also be bigger, more widespread given that the above map is from the same planet that is the the same distance, but from different types of star? Sorry for the nitpick :girlsad:

      Haha thanks Geraldine!

      Yeah the map itself is just a test one, not tied to any particular “real” (or generated) value.

      So yeah don’t worrry: on the final surface maps, polar caps and all the flora/climate color spreading will be linked w/ the planet/asteroid’s data, and so really related to its star too.

      These examples were just to show climate/flora colors differences, the generated land itself is only a shell. I was simply lazy to generate typical lands for each examples :gaming:

      Fractal Terrains manage perfectly the polar caps related to mean surf temperature, its spread, the greenhouse effect and the orbital object’s inclination axis. Yeah only that :jester:

    • #76128
      GeraldineGeraldine
      Participant

      I knew it! You just cant help yourself! :girlcrazy: I promise to try and not ask silly questions like that again.

    • #76129
      farcodevfarcodev
      Participant

      I knew it! You just cant help yourself! :girlcrazy: I promise to try and not ask silly questions like that again.

      Haha!

      No problems, you’re always welcome to ask. :hi:

    • #76130
      farcodevfarcodev
      Participant

      Happy BDay FARC!

       

      Today, four years of development have passed, since this iteration has started on August 16 / 2009.

      So what to say?

      In the past 4 years, not much has been made, compared to what I can see for most indie games.

      Of course I don’t work fulltime on it, and if it was the case I certainly could have reached the same state two years earlier.

      But anyway, in 2 weeks the alpha 6 is released.

      There are 8 major releases left until the 1.0 and certainly the same amount of minor releases (with < 2 weeks of work) to do too… and my goal is the end of 2015…

      Is it a realistic goal? I don’t know, maybe not, or maybe I can do it because of course a major alpha doesn’t mean obligatory 8 month of work, it will not be the case for two of them at least.

      Does that mean that I will stop the dev of the game after that deadline? Nope, there are some additional years of work with additional features to implement.

      That’s always the dark point in the open source development, and the main reason that many project doesn’t reach completion or at least a mature state in an OK time frame.

      Added with that, there is always some apprehension that the game couldn’t work anymore in case of when a new version of Windows coming.

      Without even talking about if at the end the game system will be playable and not breakable because of some flaws…

      But on the positive note, some games like Dwarf Fortress continue to be developed even after 10/15 years. So anything can happen ๐Ÿ™‚

      So that’s it, happy bday FARC and I hope that I will be able to be a little more productive in the times to come.

       

       

    • #76131
      farcodevfarcodev
      Participant

      Alpha 6 [0.6.0] Dev Status: Surface Maps Generation (WIP) – The Hell with the Climates

       

      Since the deadline come close day after day, the stress rising and the bugs are a REAL pain.

      I passed days on multiple calculations bugs and also incoherencies of the Climate model to finally fix it completely only… now…

      Yeah the FUG isn’t really completed yet…

      I had to remake entirely the calculations of the wind speed and fix the calculations for the rainfall.

      Details? Yes, especially since the FUG must be finalized and completed at Beta stage even before the game itself…

      But it’s OK now, finally, and works whatever the environment, even if the planet has a cool ammonia or methane atmosphere and hydrosphere so healthy for us humans.

      Now I can FINALLY complete the user’s interface for Fractal Terrains and FINALLY pass to the last step of this 5 MONTHS of development.

      Yeah I’m a bit grumpy :]

      Stay tuned and pray for the release at the planned date.

       

      I can add to this blog post that I finally working on the final phase of the FUG:

      • Habitability Indexes
      • Orbital Object’s environment (just an other index)
      • Region’s Environmental Modifiers (EMO) – set of modifiers for construction/combats/survey/infrastructure wearing for each region
      • Resources (first phase)
      • Biosphere
      • Resources (final phase)

      That’s it :preved:

    • #76132
      GeraldineGeraldine
      Participant

      I will keep praying for the release date Farcodev. :girlwink: My goodnes, you have done a ton of work for this Alpha! :girlimpossible:

    • #76133
      farcodevfarcodev
      Participant

      I will keep praying for the release date Farcodev. :girlwink: My goodnes, you have done a ton of work for this Alpha! :girlimpossible:

      Thanks for your support Geraldine! :kingchris:

      Yeah, the fact is that the FUG is the only part of the game that will be at the beta stage, before even the 1.0 coming out.

      Why I do that? For the simple reason that I don’t want to generate a multiple time the same planetary system because I added a missing feature, that’s the drawback to opt in for a static universe not generated at each new game.

      So yeah, apart an audit of the code there will be no additional work done on it, at least until the 1.0.

    • #76134
      farcodevfarcodev
      Participant

      On Aug31:

      Alpha 6 [0.6.0] Dev Status: Delays Delays…

       

      FARC Alpha 6 will be released this long weekend (it’s 3 days off here in North America), so at max at Sept 2.

      Sorry for the delay, but you know…

      Stay tuned.

      Alpha 6 [0.6.0] Dev Status: Resources
      The complete first phase for the resources bring a heavy stack of change in the resources spots, so I need to do some adjustments in the game itself.

      That’s the joice of complicated things you know ๐Ÿ™‚

      I disabled the resource exploitation of ore fields for now, I will update this part into the alpha 7.

      But anyway the resources will be done today, and I will begin the biosphere today too.

      The first phase of the resources is finally done on Sept 1 @2:00AM EST (precisions?..)

       

      I began the implementation of the basic data of the biosphere and will implement the last phase for the resource generation, which is a tiny one compared to the first phase.

       

      I will complete the FUG tomorrow (in fact today, Sept 1) by the end of the day and will begin to generate (finally…) this first planetary system…

    • #76135
      farcodevfarcodev
      Participant

      Alpha 6 [0.6.0] Dev Status: Biospheres [Last Post Before RELEASE]
      As planned I actually work on the biospheres. There is some work of reverse engineering with the old code, and some other to update the main document of game design but it goes OK.

      Anyway I don’t implement the complete details: The FUG only generates two data: the biosphere level (BIOL) and biosphere vigor (BIVI).

      The BIOL indicate two things: the type of biosphere, among the 5 present in FARC, and the maximum evolution stage the biosphere reached.

      The BIVI indicate the biosphere strength in it evolution.

      These two data are the two key one to generate the species in-game, when it will be implemented.

      After that, I will implement the second phase of the resources which is pretty small since it concern only one resource spot, in fact the last one that is not implemented yet.

      Finally I will put some adjustments and will generate the first planetary system tomorrow.

      So the alpha 6 will be finally available and a big page of the development will be done.

      It’s not particularly a quiet weekend but at least an interesting one ๐Ÿ™‚

       

    • #76136
      farcodevfarcodev
      Participant

      Alpha 6 [0.6.0] Information About the Delay and the Release
      First I’m very sorry to not been able to release at the date I said.

      FARC is a complicated thing, and the generator isn’t much different from that.

      I passed two days + 1/2 additional one this last weekend to put on the game design document the result of the reverse engineering of biosphere from the old code I made.

      Since yesterday I implementing it and it is done at about 75%. I pass time on it but since the universe generator will be released in its beta stage version, I prefer to do it well.

      So without say a specific date, I can say that the alpha 6 will be released this week, and don’t ask which day I don’t know…

      In the future I will not announce any date, not before a release is near to be completed, that will prevent waiting time for the people that are interested and will avoid to give them false hope.

      :fool:

    • #76137
      GeraldineGeraldine
      Participant

      Farcodev, don’t worry about a bit of slippage in your new Alpha. This happens even to the biggest of dev teams. The important thing is progress is still progress. :girlwink:

    • #76138
      farcodevfarcodev
      Participant

      Farcodev, don’t worry about a bit of slippage in your new Alpha. This happens even to the biggest of dev teams. The important thing is progress is still progress. :girlwink:

      Thanks Geraldine.

       

      I’m not far to completion now, but you know how I can monitor tons of XML data and search for the small detail that doesn’t fit.

      But that stay fun to see. The biosphere model is based on many sources, as for the rest, and once assembled the conditions for life to thrive aren’t very easy. One variation in one data and all the biosystem can be dead.

      But that’s the thing when we generate random planetary systems, the more you add different data, the more the variations you’ll have.

      At least the Earth continue to generate carbon based life, the FUG isn’t so bad :mail:

    • #76139
      farcodevfarcodev
      Participant

      3 Biospheres out to 5 to go and I’m done… and I burn this computer ๐Ÿ™‚

      17,279 lines of code only for this thing ( nearly 30% of the size of the alpha 5 itself…)

    • #76140
      GeraldineGeraldine
      Participant

      Did you play the old Maxis title Sim Earth in the past Farcodev by any chance? Even though it is quite simplistic by todays standards, that game showed me a lot about how biospheres work.

    • #76141
      farcodevfarcodev
      Participant

      Did you play the old Maxis title Sim Earth in the past Farcodev by any chance? Even though it is quite simplistic by todays standards, that game showed me a lot about how biospheres work.

      I know about it but never played it. I had only an Amstrad 464 by the time so it was out my reach.

      But yeah it was a great game. Too bad there aren’t like these anymore now. But when we see what became Sim City now it’s perhaps better like that…

    • #76142
      farcodevfarcodev
      Participant

      Alpha 6 [0.6.0] Dev Status: Resources Final Phase, Adjustments, Planetary System
      Well, the biosphere is D.O.N.E.

      Now I just have to implement the last and only resource spot, update some adjustments and finally generate the first planetary system of the game.

      Yeah you read it well.

      So NOW, I can say and display that the alpha 6 will be released at max on Sunday 8, just to give me some time to generate and craft the planetary system.

       

    • #76143
      farcodevfarcodev
      Participant

      Alpha 6 [0.6.0] Dev Status: FUG adjustments, XML / OpenGL bugfixes and First Planetary System [Last Post Before RELEASE]
      Finally the FUG is complete, the XML data loading is fixed (there were some bugs due to the last changes) and the OpenGL is fixed too: mainly for the custom textures and also an exception, that has no link with what I done in this alpha 6, if you left click in the 3d view.

      So I finish checking and implementing/flushing the last notes I put on paper for the FUG and will begin the generation of this planetary system.

       

    • #76144
      farcodevfarcodev
      Participant

      And… the winner star for the this first planetary system is Epsilon Eridani.

      Stay tuned ๐Ÿ™‚

    • #76145
      farcodevfarcodev
      Participant

      I made a mistake and lose some time, but the alpha 6 will be released tonight EST time.

      Like to allow an asteroid to have an atmosphere, or trying to tracking and prepareing the surface maps of 80 asteroids…whereas the asteroids in the game doesn’t use any surface maps…and it is too much a hell of a job.

      So yeah it will be OK today. The new planetary system looks cool in game even if I need to update the OpenGL in the alpha 7 to display the asteroid belts.

    • #76146
      farcodevfarcodev
      Participant

      FINIIIIIITOOOOOO!!!!!

      My gosh what a work… and even w/ that I detected 2 problems but it’s OK, it will be better for the next planetary system ๐Ÿ™‚

      I only have to finish to generate the surface maps, pack that into FARC directories and release that sh*t.

    • #76147
      farcodevfarcodev
      Participant

      Alpha 6 [0.6.0] Unoficial Release Post

       

      Finally the alpha 6 is done, finito, stomped and killed.

      The funny thing is that I don’t have the time to make the packages, upload them and make a proper release post, it’s 23:13 here and I need to sleep for the job tomorrow.

      So by waiting tomorrow, I decided to post some teasing screenies. Tomorrow I will post a proper release with all the details.

      So here’s Epsilon Eridani:

      Screenshot-2013-09-09_23.13.41.jpg

      The only thing that this view miss are the two asteroid belts. The current engine doesn’t support them yet and I will add them for the alpha 7 (they will be fully playable).

      Here is the beauty of this planetary system, Epsilon Eridani 2. Epsilon Eridani 1 is an asteroid so no much beauty to show you ๐Ÿ™‚

      Screenshot-2013-09-09_23.14.29.jpg

      The surface map in the surface panel doesn’t do justice to the map itself (they are rendered initially in 4K resolution) but here it goes. It is a water-liquid world a bit more extreme than on Earth and smaller than our planet. It contains a carbon biosphere at Vertebrate Level and will be, later in the development, the home of the Magellan Unity faction.

      This planet is fairly denser than Earth and so the gravity is higher (about 22% more than Earth).

      So to move your human *ss on it will be all a physical competition ๐Ÿ™‚

      Here is the less cool (depend the sense of cool) world of Epsilon Eridani 3:

      Screenshot-2013-09-09_23.15.07.jpg

      This planet is only at 1.19 AU from the star but since it’s a K2 star and cooler and less bright than the Sun, the temperatures are pretty cold. This world is a bit larger than Earth and it is fairly rich in ore of all sort.

      I pass Epsilon Eridani 4 since it is the first asteroid belt and present the bluish Epsilon Eridani 5:

      Screenshot-2013-09-09_23.15.35.jpg

      This planet is one of the two gaseous planets of this system, and is based on the few and real info we have from the direct observations of this planetary system.

      As you can see this planet is fairly inclined by nearly 40 degrees, and have only 3 satellites. You can see the yellowish gravitational spheres of two of them at the left of the planet.

      Their satellites have not much special, apart the third and farest one which is a captured asteroid (yeah the FUG support that feature) with a density 1.5 time of Earth.

      Epsilon Eridani 6 isn’t a ice ball like others:

      Screenshot-2013-09-09_23.16.14.jpg

      In fact it’s hydrosphere is made of Methane. Yeah a bit like Titan. It’s why that it has this orange-ish color.

      This planet is big (a bit less than 20,000km in diameter) and support a subsurface ocean (yeah the FUG and FARC support this feature too)… and .. surprise… have some methane-based life in it. Yeah, fear that methane micro-organisms ๐Ÿ™‚

      Epsilon Eridani 7 is the second asteroid belt, so nothing to see too, for now.

      Finally here’s the last planet of this system, and the second gaseous one: Epsilon Eridani 8:

      Screenshot-2013-09-09_23.16.54.jpg

      This one is a big chunk of gas which support 6 satellites.

      One of them is a planet with a subsurface ocean and a presence of carbon-based life in it.

      So that’s it.

      Tomorrow I will upload all the stuff, it’s 23:51, have a good night.

       

    • #76148
      GeraldineGeraldine
      Participant

      Excellent Farcodev, looking forward to trying it out over the weekend. :girlcrazy:

    • #76149
      farcodevfarcodev
      Participant

      Thanks Google you can now join the suckers club with Sourceforge…

      I wanted to create a new entry to allow the download of the alpha 6 and stumbled on a old new from May that say that Google will stop their download service on January 15/2014. That’s not a new but I wasn’t aware of the fact.

      Now that remember me my bad experience with SourceForge and frankly I don’t know where to put the next releases. It’s out of question that I go back to Sourceforge, they put sh*t on me one time, that suffice…

      The funny thing is that I’m not even able to create an entry right now, and FARC is among the projects that have already other downloads…

      So for now no alpha 6, and they can put a Batrank colonizer in their *ss for the future SVN updates…

      Well, that certainly help the open-source community for sure…

      I’m sorry of that and looking for an alternative, I will keep you in touch when I will find something.

      Sorry to the readers for the bad words (yup I censured them myself).

      Alpha 6 In Waiting for Auth in IndieDB

      I decided to upload the alpha 6 file, it will be available in the next day.

      I waiting until that to unlock the release post.

      Until that, you can always goes into the IndieDB page and check if the file is authorized.

      All of that is so convenient of course.

      By a matter of fact I decided to stop to upload any future code into the Google Code SVN service, and I don’t think I am alone to do this along the 300,000 projects on Google Code.

      IndieDB page: http://www.indiedb.com/games/far-colony/downloads/farc-alpha-6-060960-full-package

    • #76150
      GeraldineGeraldine
      Participant

      Great, just awaiting authorisation I see. This shouldn’t take long. Usually just a few hours if my uploads of Pioneer are anything to go by. Also what about here Farcodev? I am sure Darkone could find a spot for you in the download section?

       

      Well, well looky here. What’s this empty folder doing? Its just sitting there waiting for something to fill it. :girlcrazy:

    • #76151
      SolCommand
      Participant

      I love how those planets look ! ๐Ÿ™‚

    • #76152
      GeraldineGeraldine
      Participant

      Got the Alpha 6  but I am sorry to report I am getting a crash at startup :girlsad:

       

      “Exception Exception in module farcolony.exe  at 00246BDD.

      Context deactivation failed”

       

      Do I need to update my system in some way? I am running Win7 64 bit on a AMD bulldozer ATI setup. I could test it again though if you like on a 32 bit Windows XP Intel/Nvidia setup?

    • #76153
      farcodevfarcodev
      Participant

      Great, just awaiting authorisation I see. This shouldn’t take long. Usually just a few hours if my uploads of Pioneer are anything to go by. Also what about here Farcodev? I am sure Darkone could find a spot for you in the download section?

       

      Well, well looky here. What’s this empty folder doing? Its just sitting there waiting for something to fill it. :girlcrazy:

      haha you girl :haha:

      Yeah but I think that DarkOne prefer more complete releases than the current state of FARC, and frankly myself I don’t like to spread it too much. It is too much unplayable and buggy for this kind of thing.

       

      I love how those planets look ! ๐Ÿ™‚

      Thanks SolCommand, but I have no pride for that: the ones for the gaseous planets are not mine and the rest is generated by Fractal Terrains.

      Btw your avatar is… cool :gaming: haha

       

      Got the Alpha 6  but I am sorry to report I am getting a crash at startup :girlsad:

       

      “Exception Exception in module farcolony.exe  at 00246BDD.

      Context deactivation failed”

       

      Do I need to update my system in some way? I am running Win7 64 bit on a AMD bulldozer ATI setup. I could test it again though if you like on a 32 bit Windows XP Intel/Nvidia setup?

      That start well…

      Nope FARC can run on win32/64 xp/7/8 (a little buggy on 8) and isn’t demanding at the hardware with this basic 3d.

      Try to kill your browser, yup ie, firefox and the like, someone some times ago had some problems to launch it and no more when its chrome browser was closed.

      Why? I must admit that’s above my knowledge and skills, and since I have no cash for an exception tracer I cannot help much :ninja:

      I will try it on two virtual machines, I had no time of that yesterday.

      I have myself a win7/64 w/ intel and a venerable ATI (6970).

       

      I am sorry for now but I will look at it :mole:

       

      Also there are two bugs the I know in this alpha, the one with zoom/unzoom of the spacecraft (just a shitty code I made), and another integer overflow with a panel o.O anyway they are far less annoying will be fixed into the alpha 7.

    • #76154
      farcodevfarcodev
      Participant

      “Exception Exception in module farcolony.exe  at 00246BDD.

      Context deactivation failed”

      Oh yeah it’s the crappy opengl engine that strikes again, try the thing I said, I cross my fingers…

    • #76155
      farcodevfarcodev
      Participant

      I sent you a fixed(?) exe in PM, try it and tell me

       

      Please, forget the PM and the exe, it doesn’t work….

    • #76156
      farcodevfarcodev
      Participant

      If it can help, I have the Catalyst 12.6

    • #76157
      farcodevfarcodev
      Participant

      I sent you an exe in PM with some modifications

    • #76158
      GeraldineGeraldine
      Participant

      Sent you more Pms back Farcodev. :girlwink:

    • #76159
      farcodevfarcodev
      Participant

      Alpha 7: Some Whoops Here and Here

       

      I starting the development of the Alpha 7 and opening it with a series of bugs smashing.

      Some have been reported but nothing impossible to fix.

      The funniest one is that I screwed up the generation of Epsilon Eridani 5 (the first gaseous planet of the system) by entering its eccentricity (0.125) instead of its distance from the star (3.39 AU).

      A big difference isn’t it? I haven’t even seen that something was wrong in the 3d view when I made the screenshot of this planet…

      So I added this problem to fix too for the alpha 7 release.

      Also someone reported me an exception at the launch of the .exe with an OpenGL context exception. That kind of bug is worst to manage than all the rest, but I tried a workaround, I’m waiting of a feedback from this person.

      That’s all, stay tuned.

    • #76160
      farcodevfarcodev
      Participant

      Alpha 7 [0.6.1]: winter cleanup, fixes and refactoring

       

      Here is the status:

      Alpha 7 [0.6.1]:

      expected: before the end of September 2013

      main to-do-list:

      • the inclusion of the asteroid belts into the game, and consequently into the 3d view.
      • the fixes of the user’s interface for the Spanish language will be completed.
      • the FUG will be patched with the terminal changes.

        100 % done

      • the quality of each resource spots will be generated after a new game has been setup.

        100% done externally, need to transfert the code once the current build that concern the OpenGL fixes is completed.

      The FUG is finally patched with the correction of a few errors I seen when I generated Epsilon Eridani.

      The code that I have done to display the 3d view is a complete mess (it has been made before I decided tougher coding rules). So I must clean it up until it bleeds.

      I also fixing the druggy issue with the zooming of the space unit that Alejandro reported, it’s not a big deal, I tried quickly to improve the zooming of the space units in the alpha 6 and missed the spot apparently.

      After this stage I will implement the ability to this “3d engine” to finally display the asteroid belts and will transfer the XML code of the 2 belts of Epsilon Eridani.

      Finally I will complete the user’s interface fixes for the Spanish language and will release the alpha 7.

      NB: if I complete the fourth steps well before the end of September, I will fix the planetary survey too which seems to hang the game after one standard day passed. If it is not the case it will be fixed anyway for the alpha 9.

      Stay tuned.

       

    • #76161
      farcodevfarcodev
      Participant

      Alpha 7 [0.6.1]: fixes completion, Epsilon Eridani 2 fixed + New Surface Maps
      The zoom/unzoom and also the initial display of the space units is fixed. It is not perfect but far better than what it was. It also takes in account the distance from the star and avoid the most possible the “jerk effect” of the 3d view when a far space unit is zoomed.

      Also if you had freeze with the game timer after one day, it is fixed too. The third party tool adds a sort of autofree feature that was set, interfering with the destruction of the thread if needed.

      As I said previously, Epsilon Eridani 2 (the Earth-ish world) is completely fixed. I missed to set the total area of the hydrosphere into Fractal Terrains, so the surface map didn’t really represented what looks like the planet, and this error of my part screwed up the nature of all the regions. So the XML for this planet is regenerated, its surface map redone and all is OK now ๐Ÿ™‚

      Clearly, the provided 1024*512 resolution of the surface maps doesn’t gives justice to the render, but since the 3d isn’t vital for the game I only provide 1024*512 texture resolutions. If you want to take a look directly at the maps in all their details you can download the package on the OpenGameArt.org page and download them.

      The next step is to regenerate Epsilon Eridani 5, since I made an error in its distance from its star, and that data change a lot of thing, so all must be recalculated.

      After that, I will update the OpenGL visualization and will add the ability to display the asteroid belts in the main view, I will transfer the XML data of the two asteroid belts of Epsilon Eridani and finally will release the Alpha 7.

      NB: here’s the screenshot of the surface map in the making

      Screenshot-2013-09-18_23.52.07.jpg

       

    • #76162
      farcodevfarcodev
      Participant

      Some Clarifications for the Survey mission

       

      Sigma on this blog talked about the planetary survey, and figured how it could works; I answered to him and given him some explanations. Since it was a long answer I found useful to make a post about it to inform any of you.

      “Sigma:

      Now to figure out how to play the game. ๐Ÿ˜› Resource surveys seem to restart after finishing after 90 days. (using all the airships)”

       

       My answer:

       

      Yes it is normal, at least for me, it’s a cycle.

      The duration displayed of 90 days, doesn’t represent the duration required to survey the complete region. This part is shown by the [X.XX%] into the resource spots subsection, below the region’s data.

      The duration represent in fact the total autonomy of the group of vehicles, and so the total number of standard days the vehicles can be used on site to explore the region, including their time of travel, before it is required that they goes back to base for refitting/replenishment.

      Airships in this case have a very long autonomy, and so can stay on site for a big time (we, of course, don’t talk about 20th century airship technology), but are painfully slow if you need to operate a survey into a remote region.

      Of course for now, apart if you are a medium or spying into the XML files, you cannot know that because there is no information in game about it. The encyclopedia will be updated in time.

      Of course too, the survey is slow, like here after 15 days, the 4 airships surveyed only 0.9% of the region and why?

      1/ because the speed and # of the vehicles is taken in account, 2/ each type of vehicle have different level of capabilities for the surveys, 3/ the region itself affect the progress of the survey (by its relief, weather and so on) and finally 4/ for example the surface of a region on Epsilon Eridani 2 takes 9,314,563.6 square kilometers, it’s a lot. In the future the survey will not take the entire surface for a coastal region; I will add a data into the orbital object’s data to indicate for each coastal region, which is the part of land, in %.”

       

       I applied some grammatical corrections in the process, as usual I always answer too fast w/o proof reading…

       

      Stay tuned 

       

    • #76163
      farcodevfarcodev
      Participant

      Alpha 7: Epsilon Eridani 5 Fixed + New Surface Maps + Last Phase Until ReleaseThe Epsilon Eridani 5 is finally fixed. The planet is now at its correct orbit distance and have new satellites.

      There also new surface maps, since EpsEr5 have some icy planets as satellites.

      I also worked deeper on the surface maps, put craters, and even one as a ridged surface, due to its tectonic.

      Here are the screenshots of the new planetary satellites:

      Screenshot-2013-09-22_14.28.49.jpg

      Screenshot-2013-09-22_14.30.28.jpg

      Screenshot-2013-09-22_14.31.23.jpg

      You can find the new 4K resolution package on its OpenGameArt.org page and download it.

      The last main phase of the alpha 7 begin; the 3d “engine” will be updated to be able to display the asteroid belts. Afterward, I will tranfer their XML data into the universe.xml and that will be done.

      Secondary, I will also complete the bug fixes for the Spanish language.

    • #76164
      farcodevfarcodev
      Participant

      Alpha 7 [0.6.1]: Virtually Completed – Pre-Release Post
      Here is the status:

      Alpha 7 [0.6.1]:

      expected: before the end of September 2013

      main to-do-list:

      • the inclusion of the asteroid belts into the game, and consequently into the 3d view.100% done
      • the fixes of the user’s interface for the Spanish language will be completed.

        will be 100% done on sat/sun

      • the FUG will be patched with the terminal changes.

        100 % done

      • the quality of each resource spots will be generated after a new game has been setup.

        100% done

      The alpha 7 is virtually completed for its main part. I will release it on the weekend of September 28/29.

      I need to complete the fixes for the Spanish language and that’s it.

      I go to refine this alpha by to continue to apply some code audit and also put an idea I have to use the popup menu to give to the player shortcuts to any orbital object in the current system. So you will be able to switch to any other orbital object by simply to use the popup menu. I just hope that I will time to complete that before this weekend, at least for browsing the main orbital objects.

      That will not be a luxury for the satellites too, especially when there are asteroid belts, because like for Epsilon Eridani, its two belts totalise 89 asteroids…

      I wanted originally to put an interface into the UMI (Unified Management Interface) with trees, to give the player the ability to do the same, but just found that including these directly into the popup menu is something even more efficient.

      The UMI will be populated enough with all the main parts of the game system (trading, research & development, space unit design and so on), so anyway…

      I present you the two belts, the first one with its 25 asteroids:

      Screenshot-2013-09-24_22.09.02.jpg

      …and the second one with its  64 asteroids:

      Screenshot-2013-09-24_22.14.33.jpg

      Yeah, the tiny yellow rings are the gravitational limits of each asteroid, and of course all of them are playable. The XML file of the universe just jumped to 11,625 lines from 2,593.

      Crazy? Useless for a game? Well, it is FARC so get used by its craziness, it’s only a start… or look for a casual 4X… I’m bad I know ๐Ÿ™‚

      Oh also, by fixing some code in the OpenGL renderer, as you can see on the screenshots above I also fixed the display of the orbits of the main orbital objects (the bluish circles. The 90 degrees ones are for planets and asteroids, and the 360 degrees ones are for the belts) but also fixed the ones for the satellites, as this screenshot below shows it:

      Screenshot-2013-09-24_22.15.20.jpg

      Before that they weren’t displayed at all. It doesn’t bring anything into the gameplay but now FARC looks a bit more beta-ish than a first alpha release.

      Just admit that circles aren’t big things for your video cards ๐Ÿ™‚

      That’s all, stay tuned.

       

    • #76165
      farcodevfarcodev
      Participant

      Alpha 7 [0.6.1]: Release
      The Alpha 7 is done and officially released.

      Here are the changes:

      • the asteroid belts are now displayed and playable in game.
      • the fixes of the user’s interface for the Spanish language are done.
      • the FUG is patched with some terminal changes.
      • the quality of each resource spots are now generated after a new game has been setup.
      • the 3D is fixed for the orbits; they are now all correctly displayed.
      • the 3D is fixed for the zoom/unzoom of the space units. It’s not perfect but it’s better.
      • Epsilon Eridani 2 and 5 have been completely re-generated and fixed, new surface maps have been added.
      • other surface maps have been refined, some are also craterized.
      • some parts of the colony panel and the CPS objectives panel have been  updated in their localization and so are displayed correctly in their respective languages.
      • interface fix for the colony panel which triggered an integer overflow and also an intempestive popup when it wasn’t needed.
      • updates of the Spanish language.
      • a timer freeze of the threaded game flow, that could also trigger an exception, is fixed.
      • the textures for the star are improved and a higher resolution is used.
      • in the surface panel, if there is a colony on the focused orbital object, the settlement icons a correctly updated and displayed.

       Is the alpha 7 saved game files from the previous alpha are compatible? No, you will need to start a new game.

      The full package is available here: IndieDB Page (please note that the download must be authorized by IndieDB and will be available in the next 24/48 hours).

      If you have a previous Alpha installed you must download the full package too, since there are assets additions. There’s no separate core package for this release.

      Here is the near future dev schedule:

       Alpha 8 [0.6.2]:

      expected: October 2013

      what it will include:

      • 3d scene cleanup and reloading routine.
      • addition of the ability to download a saved game file before any game or during a game.
      • an implementation of a shortcut system, directly into the popup menu, to allow a quick access to any orbital object inside the currently selected planetary system.

      Alpha 9 [0.6.3]:

      expected: T.B.D., in 2013

      what it will include:

      • turn-based subsystem including the ability to switch between realtime and turn-based.
      • the automation of the planetary survey.

      Alpha 10 [0.6.5]:

      expected: T.B.D., in 2014

      what it will include:

      • basic technosciences.
      • technology infusion into the products and infrastructures, including the production system and the linked elements of the user’s interface.
      • implementation of the core of the dynamic research & development system (RDS), including its inclusion into the interface by updating the unified management interface.

      Please note that in parallel to the dev at my work, during my breaks, I working to finalize the design document of the research & development system. I finally decided to only implement a dynamic research system. I know that this kind of system have pros and cons compared to tech trees but anyway that’s where I am headed.

      That’s all, back to work ๐Ÿ™‚

       

    • #76166
      GeraldineGeraldine
      Participant

      Excellent progress Farcodev! :girlcrazy: Aaaaaand it also runs perfectly on my AMD/ATI  PC! :girldance:

    • #76167
      farcodevfarcodev
      Participant

      Excellent progress Farcodev! :girlcrazy: Aaaaaand it also runs perfectly on my AMD/ATI  PC! :girldance:

      Thanks! :mail:

      Glad to see that it finally works :codemafia: , have you updated your drivers or is it just because of this alpha 7?

    • #76168
      GeraldineGeraldine
      Participant

      I did update the drivers, but that never made any difference in the past when I hit Open GL problems. ATI are hopeless when it comes to providing decent Open GL support so I think it was indeed your good self who fixed this. :queen:

    • #76169
      farcodevfarcodev
      Participant

      I did update the drivers, but that never made any difference in the past when I hit Open GL problems. ATI are hopeless when it comes to providing decent Open GL support so I think it was indeed your good self who fixed this. :queen:

      Yeehaa! :kingchris:

      I must admit that the code I made some years ago into the “3d engine” is a bit messy, and the alpha 7 fix some things in it.

       

      Back to work now.

    • #76170
      farcodevfarcodev
      Participant

      At least that a sign that FARC become less and less “alpha” after each release

    • #76171
      farcodevfarcodev
      Participant

      Alpha 8 [0.6.2]: Poll, OpenGL, Alpha 10 Design

      First, sorry for the lack of post, this first part of October as been fairly slow and the dev itself pretty light but existent. I played ARMA 3, Xenonauts and Command: Modern Air Naval Operations.. For one time that I consecrate some time for gaming…

      Poll: thanks to all of you for your votes! So the majority has decided, and I will continue to post .7z package until the 1.0.

      For the 1.0 and above I will upload the two versions, a .7z and an installer.

      OpenGL: I completely overhauled the code that determines the color of the planet’s atmospheres; they stick more on their atmosphere composition now. Even if in reality the colors of the atmosphere aren’t only due to the atmosphere itself but also the star and so on. I actually working on the cleanup of the 3d scene, a key part to allow the player to load another save file during an actual game or, in the future, to switch to another star system. It’s the “big” part of this alpha, after that the game loading itself isn’t much than that already exists. In the final I will implement a shortcut system for the browsing of the orbital objects and the alpha 8 will be done.

      Alpha 10 Design: yeah I’m not totally lazy, because I also consecrate time to setup a system for the dynamic research & development system that will be implemented in the alpha 10. I finally found how to implement a dynamic system; I found the inspiration into this article on SpaceSector.org to make my own.

      In fact I was working on it well before, but the system at large wasn’t here, only bits and bits, this article only simply open my view on a whole system.

      So without to give too much details it will be a system based on different research fields that can, dynamically and in a semi-randomized way, open onto different technosciences that will be required to master to finally unlock new products, infrastructures and equipment modules. The random part is minimized at the max because 2 main things will determine a probability:

      1. by the technoscience’s related list, that contains a list of other technosciences more or less related to it. They will give different points based on their technology level, difficulty, and weight. That will define a probability
      2. Since the research is at the faction and colony level (but don’t worry I will allow macro and micro-management for all the tastes), each faction will have an additional set of data, called research aspects, that will affect if a technoscience is discovered or not. These research aspects define the directions and preferences for some technologies instead of other. That means that some technologies will be less likely to be discovered than others. These aspects are defined by the current faction’s socio-political matrix, some global events and other discovery (like during a planetary survey for example). At the colony level, the Instruction Level and any infrastructures in the colony that will affect research & development will be also taken into account.

        So in clear, the SPM system, the products and the infrastructures will be updated and not by a little part.

      That’s all for now, thanks for your interest… and patience! ๐Ÿ™‚

    • #76172
      XenonS
      Participant

      Hello,

      I cannot download alpha 7 in the IndieDB. It constantly says no mirrors available.

      I would be happy to take a look at your work, colonization with some action involved is a neglected theme in space games.

       

      XenonS

    • #76173
      farcodevfarcodev
      Participant

      Hello,

      I cannot download alpha 7 in the IndieDB. It constantly says no mirrors available.

      I would be happy to take a look at your work, colonization with some action involved is a neglected theme in space games.

       

      XenonS

      Strange, I just tested it and it works. o.O

       

      Try this direct link on their gamefront mirror:

       

      http://www.gamefront.com/files/files/23733222/FARColony-full-alpha_7-0.6.1.969.7z

       

      Thanks for your interest ๐Ÿ™‚  FARC has a long path yet until completion of its core system.

    • #76174
      XenonS
      Participant

      Hi Farcodev,

       

      thx very much for responding, and I’m sorry to bother you with that. Still no go for me, as Gamefront has blocked for some reason any downloads from Italy (that’s where I’m located). I’ve tryed on ModDB, same as IndieDB: no go.

       

      I will continue to try.

      I’m eager to see your game in action. I’ve read the posts here, and it looks very promising. I wish you well with further development !

       

      XenonS

    • #76175
      farcodevfarcodev
      Participant

      Hi Farcodev,

       

      thx very much for responding, and I’m sorry to bother you with that. Still no go for me, as Gamefront has blocked for some reason any downloads from Italy (that’s where I’m located). I’ve tryed on ModDB, same as IndieDB: no go.

       

      I will continue to try.

      I’m eager to see your game in action. I’ve read the posts here, and it looks very promising. I wish you well with further development !

       

      XenonS

      Heya XenonS,

       

      Hey no problems and don’t worry you don’t bother me.

       

      Is Italy at war or something? Haha just kidding, it’s really strange that you can’t have access to this sort of site since I have even users in Spain and had no complaint about the download.

      Damn, you just found a f*cking problem I wasn’t aware of. I finally found an article here: http://www.moddb.com/news/comment-history-and-download-issues.

      These sort of policies remember me the time when I was on Sourceforge…

      OK I go to find an alternative way, again, to sort the files.

       

      Thanks to report this problem, I put the file on dropbox https://www.dropbox.com/s/kk4jdt8ts3ca1yt/FARColony-full-alpha_7-0.6.1.969.7z

       

      Sourceforge, then Google Code and now IndieDB/Gamefront…I’m fedup of these sissies sheeple hosting websites so “open” to the world…certainly at the image of our locked societies… that’s the evolution I presume…

       

      The web isn’t anymore the one I known… What a Brave New World…

       

       

      I’m eager to see your game in action. I’ve read the posts here, and it looks very promising. I wish you well with further development !

       

      XenonS

      Thank you! There is a pile of job to do yet, but releases after releases…

      :good:

    • #76176
      GeraldineGeraldine
      Participant

      The web isn’t anymore the one I known… What a Brave New World…

      Never a truer word has been spoken about the net. I wish the net could be like it was in the early 90s but with todays speeds. But I guess that is progress for you!

    • #76177
      farcodevfarcodev
      Participant

      Never a truer word has been spoken about the net. I wish the net could be like it was in the early 90s but with todays speeds. But I guess that is progress for you!

      Yeah I wish too, when the megacorp weren’t yet on our *ss, but anyway that’s “better and better”. Even if it’s like a first world problem, it constitute the tip of the iceberg of what happening in our countries.

      But I guess that is progress for you!

      More like a decline in my point of view.

    • #76178
      XenonS
      Participant

      Farcodev,

      thanks a lot for your upload, worked fine ๐Ÿ™‚

      No idea what has caused my DL trouble afterall… Usually the sites above work fine.

       

      Cheers,

      XenonS

    • #76179
      farcodevfarcodev
      Participant

      Farcodev,

      thanks a lot for your upload, worked fine ๐Ÿ™‚

      No idea what has caused my DL trouble afterall… Usually the sites above work fine.

       

      Cheers,

      XenonS

      Cool ๐Ÿ™‚

      Strange, because your country is really not “supported” by gamefront.

       

      But anyway, now Dropbox gives another download option to the FARC’s followers :hi:

    • #76180
      robske
      Participant

      If things really get out of hand, you can use owncloud. I use that at my plane *edit* place ๐Ÿ˜‰

    • #76181
      farcodevfarcodev
      Participant

      If things really get out of hand, you can use owncloud. I use that at my plane *edit* place ๐Ÿ˜‰

      Oh thanks! I keep that in my bookmarks, in case of :good:

    • #76182
      Thargoid
      Participant

      Any update for 2014?

       

      NM, should have found your website first before posting. cheers!

    • #76183
      farcodevfarcodev
      Participant

      Any update for 2014?

       

      NM, should have found your website first before posting. cheers!

      Haha ya, exactly.

       

      I’m sorry, I know that I don’t post much dev news on this forum, more by laziness than something else because it’s the same on the IndieDB page, but yeah there are news ๐Ÿ™‚

    • #76184
      farcodevfarcodev
      Participant

      Here’s a small reminder to say that the project is alive and dev ongoing, even slow as usual.

       

      I currently dev the research & development system, including its effect onto production/building.

       

      I reduced the scope of the development some time ago and focused it toward the initial phase of the game only (the settlement of the first player’s colony and the one standard year goals) to be able to deliver finally something playable before 2020 or so :prankster:

       

      Of course once completed, and the phase of bug fixing and game system ironing will be done, I will continue to implement the rest of the game systems toward what I want to have with FARC.

       

      Thanks for your interest and let’s the work continue.

    • #76185
      PinbackPinback
      Administrator
    • #76186
      farcodevfarcodev
      Participant

      Haha yeah. I sent a dev log submission to them the last weekend, asking if they could put one line or two, at the end of their devlog post, talking a bit about FARC. Since it’s a project developed part time and not pro I prefer to stay really modest :ph34r: . And yeah he put it at the top with two screenshots hahahah :read:

       

      By the way , thanks to Stardreamer too for the kind words in his comment! :victory:

    • #76187
      GeraldineGeraldine
      Participant

      Just a heads up. Alpha 10 of FARC is now available for download with tons of fixes and improvements done to it. For the extensive change log do have a look at Farcodev’s blog here. For the Alpha 10 download look here. Great work Farcodev! :girlcrazy:

    • #76188
      farcodevfarcodev
      Participant

      Haha, thanks Geraldine for the head up :hi: But just a precision, it is not the official release yet, just a snapshot since some people asked me for it. So I uploaded it as an act of goodwill because I have been lazy in the dev this year. This snapshot is plagued with a show stopper bug with the planetary survey, that will be fixed for the official release of course. I haven’t did it already because I want to complete the part of work concerning the research & development before it. The alpha 10 will be released before December 31/ 2014.

       

      As I announced also in the blog, I will stop the development of any further feature and will begin the completion of the entire first basic part of the game concerning the setup of the first player’s colony.

       

       

      That means that I will..

       

      • Complete all the game systems (which are currently full of holes…) as: the CSM, SPM, Production System, CPS and Planetary Survey.
      • Complete the colonies and settlement data, because it lacks of many parts.
      • Add more game assets (products and infrastructures).
      • Add the seven other factions the player can pledge allegiance to.
      • Complete, expand, refine and debug the user’s interface (because it lacks of everything, as all the informations for the assembling/building of infrastructures).
      • Overhaul and complete the encyclopedia.
      • Add other star systems.
      • Make a complete end game system (at least for the colonization phase)

      After all that, and only after, I will continue to add the features I want to add to finally trying to make a full blown space strategy game.

      But at this stage it is silly to add incomplete parts over a more than incomplete overall game system.

      That also mean that I will make more frequent releases during this period.

       

      Thanks for your support Geraldine! :codemafia:

    • #76189
      farcodevfarcodev
      Participant

      news from today:

       

       

      Today, after my job, I will begin a skeleton of interface to display the research domains, the research  fields and the technosciences/fundamental researches (TS/FR). I finally finished the setup of the common core for the player and non-player factions.

      The following steps will be the inclusion of the infrastructures that generate R&D and the research crew.

      Finally I will implement the basics of the RDS itself for the knowledge and TS/FR progression and that will be done.

      Of course I don’t forget about the two show stopper bugs, one for the planetary survey and the other for the production system, and will fix them before the official release.

      I will not repeat what is my general plan after the release, you can refer to the Sept 22 post for that, but below I put you the details of the 10 iterations of the alpha 10 before I will pass to the next step of the development in a future alpha 11.

       

      • Iteration 1: overall user’s interface changes like: the overhaul of the messages panel, full shortcut keys, a general options panel, different mode of Zoom for the 3D view, complete overhaul of the encyclopedia
      • Iteration 2: Colony Simulation Model: completion of the system, new CSM events, review of all the calculations and modifiers, completion of the settlements, inclusion of the colony levels (something that exists in the doc but not in game..), overhaul and expansion of the colony panel
      • Iteration 3: assets iteration. To be defined*
      • Iteration 4: SPM: complete implementation of all designed memes and policies, of all the political systems with their affect onto the gameplay, of all the economic systems with their affect onto the gameplay, and new effects.
      • Iteration 5: assets iteration. To be defined*
      • Iteration 6: Production System: including the expansion of the interface with infrastructures/product data and option to display not available infrastructures
      • Iteration  7: assets iteration. To be defined*
      • Iteration 8: Colonization Phase System: completion of the system and addition of colonization objectives.
      • Iteration 9: assets iteration. To be defined*
      • Iteration 10: completion of the Research & Development System, including the entire thirteen  levels not yet present in the game.

      *the assets iterations concern only the assets of the game and the content of each of these iteration will be defined by me. They can contains: new star systems, new infrastructures, non-player’s factions, new products, new messages, pictures, icons, sounds and musics

      Each iteration change will be included into a unified patch for the upcoming alpha 10. So you will be able to update this alpha at any iteration step, without bothering yourself by thinking if you need to download previous patches or not. Of course you can wait for the iteration 10 patch, alpha 11 or the beta (if one day it becomes a reality). It’s only in the case if you are interested to test this strange beast of mine ๐Ÿ™‚

      Stay tuned

      NB: tomorrow is a holiday for me and I will work full time on FARC (the first one in the year, since for the previous ones real life taken its dues)

    • #76190
      GeraldineGeraldine
      Participant

      All good Farcodev, also, a bump for you on the Frontier Forum :girlcrazy:

    • #76191
      farcodevfarcodev
      Participant

      Haha cool, thanks :good:

    • #76192
      sscadminsscadmin
      Administrator

      Congrats on the milestone that is soon coming and I can definitely relate to real-life issues getting in the way of passions. Will be nice to sit back and tinker with Far Colony over the holidays.

    • #76193
      farcodevfarcodev
      Participant

      Yeah, working part time on this suck, but so is the case for too much open source projects. I think I will pass the entire year 2015 to complete this first part.

       

      Thanks for your kind words!

    • #76194
      farcodevfarcodev
      Participant

       

      Alpha 10: Last Post Before Release (incl. Screenshots)

       

      Finally the basics of the interface of the Research & Development System (RDS) for this alpha 10 is completed.

      Of course there are only the basics but the overall will be completed during the completion phase in 2015.

      So here are two screenshots, one showing the Industrial Technologies research domain:

      Screenshot-2014-12-29_23.41.52.jpg

      And the one showing the Physics research domain:

      Screenshot-2014-12-29_23.43.36.jpg

      As you can see there are some changes compared to the screenshot of the previous post.

      First, it is certainly the most graphic part of the entire GUI in FARC. I used and modified some icons from the Noun Project and Lorc for the research domains’ icons, that you can see on the top bar, the research fields’ icons, that you can see on the left and finally for the icons used into the list of fundamental researches and technosciences linked to the selected domain.

      In detail;

      • the first bar, below the research domain’s name, indicate the accumulated knowledge for all the faction in this particular domain. (FYI anything displayed into the RDS tab of the unified management interface is a the faction level). To its left is shown the number of standard days required to generate one full research point (or RP). If the faction generate more than one RP by standard day, the value is displayed (as it is the case in the two screenshots above).
      • below the first bar are displayed the research fields of the current research domain. The icons to the left illustrate each field, the value on their right indicate, as for the research domain, the time in standard day to generate 1 RP. Finally the bars indicate the level of knowledge as for the research domain.
      • below them is the list of Fundamental Researches (FR) & Technosciences (TS). It list any FR and TS at least discovered by the player’s faction. Since the system will be dynamic, not all of them are displayed like for static tech trees. The numbers inside the circles indicate the technology level. The FR/TS name is displayed beside. The jauge in the middle of each item indicate the research progress of each concerned FR/TS.
      • The icons on the right can indicate 3 status, that are all displayed in the first screenshot; the Discovered state is indicated by a stylized microscope lens, as you can see it for the TS Composite Materials. The Experimental Mastering state is indicated by a hammer inside a gear. Finally the Mastering at the Application Stage is indicated by a jauge that display in green each of the 10 levels of development for this state.

      That’s all for the show.

      I go to fix the show stopper bug of the production system and fix the Planetary Survey bug to and will finally release the alpha 10 on Dec 31. Yes, I don’t go to any end of year party, so the release will be the party for me.

      Under the hood the RDS doesn’t fully work yet, but will be by the end of the year 2015 since it will be the last iteration of the completion phase.

      All in all I will be far less lazy for all 2015 as I could be this year.

      That’s all for now, thanks for your interest.

      Yes, I’m a bit ashamed for the poor progress in this alpha 10 but anyway I hope to complete it all for 2015, it’s my challenge of the year :gamer:   At least FARC isn’t dead and I’m amazed that its little community continue to follow its progress.

      As for my blog post, thanks to any of you for your interest after all these years. I know that is a hard thing to do; I seen the 4X release of some studios that dev their game full time on it and are certainly more professional than me. But anyway dreams are to live by.

    • #76195
      GeraldineGeraldine
      Participant

      Your updates are always welcome farcodev. Looking forward to trying out your end of year Alpha. Onward watchmaker onward! :girlcrazy:

    • #76196
      farcodevfarcodev
      Participant

      Hahahahaha, thank you Geraldine! :bye:

    • #76197
      farcodevfarcodev
      Participant

       

      Alpha 10-it#01: Fonts Overhaul (inc. screenshots)

       

      The fonts overhaul is ongoing and I just finalized the fonts that are used in FARC.

      I do that because some I used weren’t at 100% open source compliant, and one in particular not very readable too. Now the fonts used in the game are open source friendly and, I think, are more readable.

      The two first screenshots shows the basic interface during a play, so here’s the one before:

      Screenshot-2015-01-03_23.05.56.jpg

      And here’s the one now:

      Screenshot-2015-01-03_23.43.08.jpg

      These two others show some modifications into the description text of the selection faction of allegiance with the one before:

      Screenshot-2015-01-03_23.30.52.jpg

      And here’s the one now:

      Screenshot-2015-01-03_23.31.35.jpg

      I need now to finalize this step by assigning dynamically any interface component in the game and it will be done.

      The next step will concern the help panel with the completion of the display of the keyboard shortcuts, and the overhaul of the encyclopedia with the inclusion of the entire texts and a hierarchical display including some navigation options.

      Beside that I will also complete the work on the keyboard shortcuts themselves for browsing the orbital objects and so on.

      Let’s burn this baby ๐Ÿ™‚

      Stay tuned.

       

    • #76198
      farcodevfarcodev
      Participant

       

      Alpha 10 – iteration#01 Release

       

      Finally the release is here.

      Now FARC will be bundled in two flavors: manually, with 7z archives and semi-automated with setup files.

      If you take the setup way, please delete any previous version of FARC before.

      If you take the manual way, you can update if you only have the alpha 10 installed in first.

      The setup of the upcoming iterations will update automatically this one, even deleting correctly files if it is required.

      Setup is here: FARColony-full-alpha_10it01-0.6.6.995.exe.

      Manual archive is here: FARColony-full-alpha_10it01-0.6.6.995.7z.

      Cumulative patch for the Manual archive of FARC alpha 10 (released before this first iteration update) is here: FARColony-cumulativepatch-alpha_10it01-0.6.6.995.7z.

      To apply the patch unpack into your install dir and overwrite anything.

      Release Notes:

      • 3D:
        • some fixes for the browsing of the objects.
      •  User’s Interface – General:
        • overhaul of the fonts with replacement of existing ones and the implementation of a dynamic assignment.
        • overhaul of the encyclopedia.
        • overhaul of the keyboard shortcuts.

      Stay tuned.

      It’s just the first iteration out of a 10 serie of mini updates I’m doing with the goal to complete the (very) basic part of the gameplay.

      The second iteration is the completion of the colony Simulation Model. It’s not only under the hood updates but include also interface and encyclopedia.

      It’s easy to  put ideas, more less to put them into fruition. When I see the awesome brothers which doing that with DF since more than 15 years, I’m nothing beside them

    • #76199
      GeraldineGeraldine
      Participant

       

      It’s easy to  put ideas, more less to put them into fruition. When I see the awesome brothers which doing that with DF since more than 15 years, I’m nothing beside them

       

      Farcodev. What you have done so far with FARC is not nothing! Sure there are always folk out there doing amazing things but so are you! I’ve watched with interest FARC steadily taking shape as you add more and more to it.  You have a great project here and never think otherwise. In fact, I’ve held off making suggestions simply because I don’t need to. If I had the ability to make a game like yours, this is how I would do it. Its progressing nicely as is. Now off to grab that Alpha! :girlcrazy:

       

    • #76200
      farcodevfarcodev
      Participant

      Thanks a lot for your tireless support after all these years! :good:

    • #76201
      farcodevfarcodev
      Participant

       

      Alpha 10-iter#02: Last Post Before Release

       

      The iteration #2 will be released at max on April 5th.

      I pushing the accelerator to complete the rework of the events but, as usual when you work with a certain number of systems that depends on each other, there are many changes here and here outside the CSM that must be made too…

      Anyway all the events are updated with adjusted modifiers, the fighting rules for the Uprising and Dissident Colony events have been reworked for some parts, and the mean age calculations, after a population transfer into a colony, has been entirely revised.

      The only problem is that I haven’t updated anything in the interface to displaying the new event’s informations, I will try to do it before this weekend but I promise nothing. This iteration will be released.

      Anyway the iteration #03 will be about the additions of new assets and general interface updates, so I will do it.

      Since I will also overhaul the messaging system, I will implement new messages to inform the player on the major events that occurs in his/her colonies.

      That’s all, my next post will be done at the release date this weekend.

      Thanks for your diamonoid patience, no games and videos for me during this week ๐Ÿ™‚

    • #76202
      farcodevfarcodev
      Participant

       

      Alpha 10 – iteration#02 Release

       

      Late as usual, here is the iteration number 02 of the alpha 10.

      This iteration concern only stuff under the hood since I haven’t updated the user’s interface. So as a player (or tester considered the state of this project) you will not see much changes.

      FARC is bundled in two flavors: manually, with 7z archives and semi-automated with setup files.

      These two ways doesn’t requires that FARC is previously installed.

      If it is installed and you use the setup file, please bear in mind that it will update correctly only from the alpha 10-iteration 01, not from the alpha 10 or any other alpha before.

      If it isn’t the case, just remove any previous version of FARC before to install this one.

      If you take the manual way, please delete any previous version of FARC before.

      Setup is here: FARColony-full-alpha_10it02-0.6.7.1001.exe.

      Manual archive is here: FARColony-full-alpha_10it02-0.6.7.1001.7z.

      Cumulative patch for the Manual archive of FARC alpha 10 (released before this first iteration update) is here: FARColony-cumulativepatch-alpha_10it02-0.6.7.1001.7z.

      To apply the patch unpack into your install dir and overwrite anything.

      Release Notes:

      • Colony Simulation Model (CSM):
        • all the events already implemented have their own unit. Additionally their code is audited and corrected.
        • event: Health-Instruction Relation: the modifiers are changed for a global ratios that  modify instruction as a whole.
        • the entire code that process the events is reworked and optimized.
        • completion of the event cancellation code which lacked of many data transfer.
        • a now useless cancellation method is removed.
        • the events have now custom statuses, those indicate more clearly than a cryptic integer value in which mode the event is.
        • Colony Management:
          • the code of the population transfer, in and out of a colony, is now taken outside the centralized messy procedure that manage the colony’s data.
          • added rules to remove population. It takes in account assigned population and adjust automatically any loss into the construction workforce and the infrastructures’ staff of a colony. These rules are core ones for many other cases as induced by the future combat system for example.
        • Uprising:
          • the rebels’ equipment factor is determined when the event is triggered, and stored into the event’s data structure.
          •  the last casualties for rebels and soldiers are now stored into the event’s data structure.
          • some adjustments into the resolution of the fights between the rebels and security forces.
      • Encyclopedia:
        • new entries:
          • csm: cohesion data.
          • faction: faction template.
          • faction: Magellan Unity.
          • time flow system: real time and turn-based time flow (main description).
      • Infrastructures:
        • addition of new status for in-game infrastructure: assembling/building halted. It can happen in the case of a colony loss people working in its construction workforce. For now, it isn’t possible to resume such infrastructure. In the future, an action will be possible.
        • Construction Workforce Points(CWP):
          • the CWP data are moved into their respective sub-data structure, directly linked to the colony’s one.
          • the details of colonists assignment associated with their respective CWP are now stored into an array. It is used to rollback the global CWP value to ancient values in the case of a colony which lose colonist due to external events and standard death. Any equipment is definitely lost. The ability to recover assigned colonists to the construction workforce of a colony wasn’t possible before.
        • infrastructures owned by the player and AIs now keep the amount of staff they take up when enabled and operational.
      • Misc:
        • complete adjustement for all the randomely generated numbers through the whole code, due to a misinterpretation from my part.
      • Population Growth System:
        • the calculations of the mean age after a population transfer were been revised and updated.
      • Socio-Political Matrix:
        • the funky calculations of the SPM items modifiers is now fixed.

       I begin the iteration 03 right now after this post. As defined here this one will be about the addition of assets and is pretty free in the choice. So my main goals for it, are:

      • to update the interface for the CSM events.
      • to change the display of the population of a colony.
      • to overhaul the messaging system (including addition of new messages).
      • to update the main keyboard shortcuts.
      • to update the encyclopedia.

       The whole without taking another two months for some days of work in total…

       That’s all, stay tuned.

       

    • #76203
      GeraldineGeraldine
      Participant

      Hi Farcodev. Great to see another release of your project. Little problem though, your links to the downloads 404’ed. No worries though as I bagged the latest versions off your Github instead. Really nice update! :girlcrazy:

    • #76204
      farcodevfarcodev
      Participant

      Hi Farcodev. Great to see another release of your project. Little problem though, your links to the downloads 404’ed. No worries though as I bagged the latest versions off your Github instead. Really nice update! :girlcrazy:

      Oh damn, it’s because I modified the tags of the files AFTER the post :pickeat:

       

      I modified the tags of the files AFTER to have put rhe release’s post. So the links… don’t work… he-he as would say the Tarn brothers ๐Ÿ™‚

       

      OK here are the correct URLs, sorry:

       

      Setup is here: FARColony-full-alpha_10it02-0.6.7.1001.exe.

       

      Manual archive is here: FARColony-full-alpha_10it02-0.6.7.1001.7z.

       

      Cumulative patch for the Manual archive of FARC alpha 10 (released before this first iteration update) is here: FARColony-cumulativepatch-alpha_10it02-0.6.7.1001.7z.

    • #76205
      farcodevfarcodev
      Participant

       

      Alpha 10 – iteration #03: Dev Status

       

      Annoyed by more posts this year?  Yeah, I woke up from my lazy cave, deal with it. I’m kidding you a bit, but yeah I’m a bit more active.

      Status

      • to update the interface for the CSM events.
      • =[DONE]= to change the display of the population of a colony.
      • [in development] to overhaul the messaging system (including addition of new messages).
      • to update the main keyboard shortcuts.
      • to update the encyclopedia.

      Nothing much, but now FARC can deal with big population numbers. It isn’t relevant at the start of a game, but the player doesn’t mean to stay with only some hundred of people in his/her colony…

      It was something fast to dev but useful.

      Since yesterday and even during my lunch break at my job, I’m working on the complete overhaul of the messaging system. I’m not far to complete it too beside the code audit and addition of a stack of new messages.

      FARC will be a bit more… talkative, so to speak and will be able to translate the messages if the player change the language.

      Stay tuned, I will post screenshots when I will have completed more than one small updates.

    • #76206
      farcodevfarcodev
      Participant

       

      Alpha 10 – iteration #03: Dev Status
      Status

      • to update the interface for the CSM events.
      • =[DONE]= to change the display of the population of a colony.
      • =[DONE]= to overhaul the messaging system (including addition of new messages).
      • to update the main keyboard shortcuts.
      • to update the encyclopedia.

      The complete overhaul of the messaging system is done. Now I have to apply the code audit and addition of a stack of new messages.

      The load has been greatly reduced on the game save file due to the presence of directly plain messages in the previous versions of FARC, and even if it isn’t critical at the stage of this game, it will be when a truckload of messages will be generated. Now a game file only store the configuration data of each message.

      After I finished with the in-game messages, I will update the CSM interface and will complete the code for events cancellation.

      Stay tuned.

       

    • #76207
      farcodevfarcodev
      Participant

       

      Alpha 10 – iteration #03: Messages Banners and Hints/Popup
      Now the messages can have a banner that illustrate the type of the currently selected message. I already made and added some of them for this iteration… and applied the credits where it is due ๐Ÿ™‚

      I don’t post screenshots yet, since I’m at work, and I prefer to complete other parts of the interface before.

      During this lunch break I worked the CSM event s cancellation, it will be completed tonight by the end of this day.

      I go to add another feature for the release of this iteration, something very advanced technologically speaking, that even AAA game will wish to have; the hints and other information popup. 

      Kidding and joking aside, this is a feature that will not be an option for something like FARC, and like other part of the interface in the game, I can format them on a HTML way, so with many variations possibles, including pictures and so on.

      It was something that was already done in the previous failed iteration of FARC, so I will go to recover this old code, clean it up and implement it for the next release.

      New messages are also always planned.

      That’s all for now… and oh, since I contacted one of the person that made 2D assets that  I use, here is a small teaser of the welcome message with its banner: https://www.dropbox.com/s/lxs0pn2w6k0sxd0/Screenshot-2015-04-14_21.08.39.jpg?dl=0

      Stay tuned.

       

    • #76208
      farcodevfarcodev
      Participant

       

      Alpha 10 – iteration #03: Dev Status

       

      • [WIP] to update the interface for the CSM events.
      • =[DONE]= to complete the CSM events cancellation.
      • =[DONE]= to change the display of the population of a colony.
      • =[DONE]= to overhaul the messaging system (including addition of new messages).
      • to include new messages for events and other parts of the game.
      • to update the main keyboard shortcuts.
      • to add a hint subsystem accessible to any part of the interface.
      • [WIP] to update the encyclopedia.

      Two work-in-progress in one.

      Stay tuned

       

    • #76209
      farcodevfarcodev
      Participant

       

      Alpha 10 – iteration #03: Dev Status [ CSM Events + Encyclopedia + Hint Subsystem ]
      I finally finished the automated formatting of the CSM events in the encyclopedia since yesterday.

      Now I adding the full description of each implemented event with all their details.

      I will post screenshots of it in the last post before the release.

      The encyclopedia is also fully mouse wheel compliant without the need for the player to click each element of the interface. This behavior should apply to other parts of the UI as well, outside the help panel. I applied many fixes for that.

      Also zooming/unzooming on one of these elements will not affect the zoom/unzoom of the 3d view, that needed to be fixed.

      Tonight I will also implement the HTML hint subsystem and will begin to add some of them for certain elements of the interface. Don’t  hope to have hints for the full interface of FARC, but at least my custom framework, based on an external component, will be enabled.

      I haven’t completed yet the upgrade in the display of CSM events into the colony panel, but it will be for the release.

      Outside of that, the completion of the description of the keyboard shortcuts into the help panel will not take a long time to do.

      And adding new messages would be OK too, I need to add several of them to warn the player of the course of the CSM events of his/her colonies.

      That’s all, I would like to do more than that but it is better than nothing, the completed todolist items are many ๐Ÿ™‚

      Stay tuned.

       

    • #76210
      GeraldineGeraldine
      Participant

      Wonderful, wonderful updates my favourite watchmaker! Its really coming together! :girlcrazy:

    • #76211
      farcodevfarcodev
      Participant

      You crack me up each time that you call me like that :laugh:

       

      Thanks for your support!

    • #76212
      farcodevfarcodev
      Participant

       

      Alpha 10 – itertion #03: Dev Status + Screenshots

       

       

      • [WIP] to update the interface for the CSM events.
      • =[DONE]= to complete the CSM events cancellation.
      • =[DONE]= to change the display of the population of a colony.
      • =[DONE]= to overhaul the messaging system (including addition of new messages).
      • to include new messages for events and other parts of the game.
      • =[NOTHING TO DO]= to update the main keyboard shortcuts.
      • [WIP] to add a hint subsystem accessible to any part of the interface.
      • =[DONE]= to update the encyclopedia.

      Here are the screenies:

      Screenshot-2015-05-02_23.52.11.jpg

      Screenshot-2015-05-02_23.53.51.jpg

      Screenshot-2015-05-02_23.54.29.jpg

      Screenshot-2015-05-02_23.55.24.jpg

      Screenshot-2015-05-02_23.56.31.jpg

      Screenshot-2015-05-02_23.56.52.jpg

      I can’t post a screenshot of the basic HTML hint implementation since I can’t take the screen without the hint disapear.

       

      Alpha 10 [0.6.8] Iteration #3 (assets and general updates) RELEASE: May 03, before 23:30 EST Time

       

      Back to work, some things need to be completed before it… :mail:

    • #76213
      GeraldineGeraldine
      Participant

      Beautiful artwork there!

    • #76214
      farcodevfarcodev
      Participant

      Thanks, but they aren’t mine, excepted for the spacecraft.

       

      Alpha 10 – iteration#03 Release

       

      The alpha 10 [0.6.8.1011]it#03 is finally released.

      FARC is bundled in two flavors: manually, with 7z archives and semi-automated with setup files.

      These two ways doesn’t requires that FARC is previously installed.

      If it is installed and you use the setup file, please bear in mind that it will update correctly only from the alpha 10-iteration 01, not from the alpha 10 or any other alpha before.

      If it isn’t the case, just remove any previous version of FARC before to install this one.

      If you take the manual way, please delete any previous version of FARC before.

      Setup is here: FARColony-full-alpha_10it03-0.6.8.1011.exe.

      Manual archive is here: FARColony-full-alpha_10it03-0.6.8.1011.7z.

      Cumulative patch for the Manual archive of FARC alpha 10 (released before this first iteration update) is here: FARColony-cumulativepatch-alpha_10it03-0.6.8.1011.7z.

      To apply the patch unpack into your install dir and overwrite anything.

      Release Notes:

      • Colony Panel / CSM Events List:
        • the tree list is now expanded by default.
        • the current event level is displayed with additional information, related to the particularities of each event.
        • the linking, to encyclopedia definitions, is restored and re-enabled.
      • Colony Panel / Population List:
        • population counts are now formatted to take into account big units. For 1 – 999,999= full unit, for 1,000,000 – 999,999,999= in K (kilo/thousand) unit and for 1,000,000,000 – 999,999,999,999= in M (million) unit.
      • Colony Simulation Model (CSM):
        • the events are now correctly cancelled when needed.
        • the health indexes ranges have been modified.
        • calculations to apply modifiers to the health data has been fully fixed.
        • in Health-Instruction Relation event, the modifiers have been completely modified.
      • Encyclopedia:
        • new Format (special text formatting, with sometimes inclusion of databases’ data into the description:
          • CSM Events.
        • new Topic:
          • Annex – CPS Viability Objectives.
        • new Entries:
          • Production System:
            • Conversion-Asssembling-Building SubSystem.
          • Annex – CSM Events:
            • Colony Established.
            • Dissident Colony.
            • Food Production Overload.
            • Food Shortage.
            • Governmental Destabilization.
            • Health-instruction Relation.
            • Oxygen Production Overload.
            • Oxygen Shortage.
            • Social Disorder.
            • Unrest.
            • Uprising.
            • Water Production Overload.
            • Water Shortage.
      • Faction Decision Engine (FaDE):
        • very basic implementation of the Entity Unit.
        • implementation of the data of faction-level Global Directives.
      • Graphics:
        • banner for the Welcome message, from Krislachowski @ OGA.org, with pubdlcnt.php.jpg.
        • banner for the Welcome message, from Ratimir Rakuljic, with 01 – Far Colonybanner.jpg.
        • banner for the Colonization (with settlement) message, from Rawdanitsu @OGA.org, with 01 – SpaceBackground-3.jpg.
      • Help Panel:
        • the area where the entry text is displayed is now scrollable and is completely wheelmouse friendly.
        • the panel can now be resized and affect directly the entry text area.
      • Interface – Overall:
        • badly called token into the ui.xml throw now an exception. Some old calls, that affected the text display into the interface, have been fixed.
        • using the mouse wheel on an user’s interface component will not affect zoom of the 3d view in the same time anymore. The cursor must be on the 3d view itself now to zoom/unzoom the view (without need of any clicking).
        • fixed the third party component THTMLTreeview with html link; the cursor changed outside the link and the click was effective outside too. It act normally now.
        • basic implementation and initialization of the HTML hint system.
      • Messages:
        • complete overhaul of the messaging system; messages in plain text aren’t stored into the game save files, saving some space. It is also possible now to switch from one language to another and have the messages automatically et correctly translated.
        • each type of message can now have a banner to illustrate it when it is displayed in the expanded view. There can be multiple pictures for a same type of banner, FARC chose one among what is available. If no picture is created for a type of message, the banner is simply not displayed.

      That’s all, stay tuned.

    • #76215
      sscadminsscadmin
      Administrator

      Your really churning out the updates now Farcodev ๐Ÿ™‚

       

      Sorry I have been absent from this thread, looking over the progress and its looking great and I will have to set aside some time soon to load up the alpha.

       

      Also to get Far Colony some more exposure whenever you hit any milestones of interest make a new topic for that in your area here and those should get auto posted to the main page to get people to see some of the new work you are doing. Granted some people are looking over your two topics because you have over 30K+ views but more people need to see the good work you are doing here.

    • #76216
      GeraldineGeraldine
      Participant

      Thats a great idea D1! Although don’t forget to update your ModDB page too. :girlsmile:

    • #76217
      farcodevfarcodev
      Participant

      Your really churning out the updates now Farcodev ๐Ÿ™‚

      Heya DO :hi:   Yes, I promised to my atom-sized community that I will stop any further developement and will complete the current state of the alpha 10 to something… playable.  So each iteration bring their part of system’s completion and user’s interface expansion, aside of some new assets too.

      I though that it was silly to continue further when the base game is so incomplete.

       

      Sorry I have been absent from this thread, looking over the progress and its looking great and I will have to set aside some time soon to load up the alpha.

      No problem with that, the news and developement is only this active since January.

      2014 was a lazy year from my part, added to that I did a mistake to try Eve Online. Mistake because I really don’t have time to consecrate to such MMO, beside the dev of FARC and the rest of my life, but I wanted to try this beast for a time. Now That I unsubbed since Jan and Feb, I’m fully back to my baby game. And I push it as a compensation for a slow 2014 year.

       

      Also to get Far Colony some more exposure whenever you hit any milestones of interest make a new topic for that in your area here and those should get auto posted to the main page to get people to see some of the new work you are doing. Granted some people are looking over your two topics because you have over 30K+ views but more people need to see the good work you are doing here.

      Oh, I didn’t known. I will do it this way then, at least for the next releases. Thanks for the tip :prankster:

    • #76218
      farcodevfarcodev
      Participant

      Thats a great idea D1! Although don’t forget to update your ModDB page too. :girlsmile:

      Haha, little cyberspy! 

      Just kidding aside I don’t update anymore the Mod/IndyDB page because there are so much projects in it, that FARC is part of the unknown noise if I can say :ninja:

    • #76219
      GeraldineGeraldine
      Participant

      I wouldn’t say that Farcodev, I’ve gotten into the routine of updating Pioneer’s page around the end of the month with builds and notice that hits dramatically increase around that time. In Pioneer’s case I think most people just download the build from its own site anyway. So you wouldn’t even have to upload a new build, just a little news update with perhaps a few of those lovely screen shots in the gallery section, with links back to your site would do. The important thing is getting the word out to folk about your game because it deserves to be played.

    • #76220
      farcodevfarcodev
      Participant

      It’s just that, in relation of the status of the project, I prefer continuing to stay modest.

      FARC isn’t even at the point of Pioneer in term of playability, and people are too much burned by Alpha and Early Access games, especially in space 4X or other kind of strategy game. Even if FARC is open source and so free like air and not an indie game.

    • #76221
      farcodevfarcodev
      Participant

       

      Alpha 10 – iteration#04: Some Words about the SPM

       

      Since I worked on it during my lunch break, I thought it was relevent to explain what the SPM is and how it works on a broad level.

      I called this system the Socio-Political Matrix because it manages the policies and memes, also called SPM items,  applied to a faction.

      The matrix is taken from the fact that there is a sort of matrix of influence which modelize acceptance and rejection of of SPM items and also generate reaction for the faction’s population.

      The very basic idea has been taken from the civics in Civilization IV, and I developped a system from it, which is now well different from the one used in this game.

      For the policies, the matrix will define acceptance in enforcement of a policy from the player or an AI.

      For the memes, the matrix modelize the evolution over the time of how a population take and reject ideas and other ideologies.

      The most difficult part is into build up the matrix itself and design matrix modifiers in the most objective way, outside my own education, experience and vision of this human world. It is an interesting, and a difficult, experience because I learnt about many subjects that doesn’t interesting me much from the start.

      Finding objective sources of information is also all a challenge, but if you put your social and local brainwashing and look with an open mind you can retrieve valuable information and modelize something coherent.

      In the end, the global objective of the SPM is to provide societies that aren’t, if possible, much entangled into science-fiction clichรƒยฉs.

      I continue to expand and applying correction into the SPM and beside of it the rework of the SPM matrix modifiers continue too.

      It is a bit slow, but I hope to release this iteration in June.

      Thank you.

    • #76222
      farcodevfarcodev
      Participant

       

      Alpha 10 – iteration#04: State of Rules of Star Systems Control

       

      The implementation of these rules are done at about 50%.

      I will expand a bit the interface by indicate how is controlled the selected star system in the 3D View, and if controlled, by which faction(s).

      These rules are tested after specific “events” occurs, like the settlement of a new colony.

      FYI, I use terms that can be confusing because they don’t stick at 100% of their scientific counterparts.

      In the game I use the term Stellar System to talk about an overall system composed of one to three stars.

      I use Star System to talk about a star and its eventual orbital objects. Eventual because latter in the development I will add stars that haven’t any orbital objects too.

      In the real nomenclature, Stellar System and Star System means about the same thing.

      I could have designed Star System in the game only as Star, but I considerate that if a star has orbital objects, it is a sort of system by itself.

      I just hope that I’m clear ๐Ÿ™‚

      By completing these rules of control, I also expand a bit the rules that determine the faction levels.

      After all that is done, and the interface is updated, I will continue the audit, refactoring and expansion of the rest of the SPM code.

      Beside that I also updating again the SPM matrix. The SPM domains Administration is done, and the Economy one is nearly done too.

      The rest need to be overhauled are Medical Care, Society, Space Politics and Spirituality domains.

      In the end I will update the SPM’s XML file with the entire changes.

      Correction

       

      Sometime writing your own stuff show how silly it was.

      I’m sorry, I go to change Star System with simply Star, as I did in the start of the development.

      Even simpler like that.

      Sorry again ๐Ÿ™‚

    • #76223
      farcodevfarcodev
      Participant

       

      Alpha 10 – iteration#04: Completion Star Control Rules + Related Interface [incl. Screenshot]
      The rules for control of a star are 100% done.

      The changes into the interface to display the state of control of the star currently selected into the 3D view, are completed.

      I even made some change in how the informations, about the current stellar system and current star, are displayed…

      Screenshot-2015-06-08_00.39.23.jpg

      Yes, a bit more clear and better, isn’t it? I tweaked a saved game file to force the control of this star and have it contested with the only, for now, non-player faction of the game.

      The top left is the name of the star, on its right with more squared and smaller font is the name of the stellar system. It is the same in the case of Epsilon Eridani, but can be different for stellar systems with 2 or 3 stars.

      The font of the star name is of the same modulated color than the light color of the star itself, and change acccording to the type of the star.

      I also moved the CPS panel to another position.

      Beside all that I updated many small changes like; new encyclopedia topic (The Universe) and entries, put all the OpenGL HUD objects compliant with the dynamic font system, reinstated the mouse clicking of certain HUD elements in the 3D view with hotlinking to the encyclopedia and finally fixed a bug that prevented the correct display of many texts in the game.

      Now let’s move on into the code audit, refactoring and expansion of the rest of the SPM.

      Stay tuned.

       

    • #76224
      farcodevfarcodev
      Participant

      Double post, sorry I forgot to update here.

       

       

      Alpha 10 – iteration#04: Delays, Delays + Overhaul of the Influence Matrix

       

      As usual I am late…

      The overhaul of the matrix of influence between all the policies and memes takes time, but the progression is made; I finally began to update the XML file of these items (not uploaded on GitHub yet).

      Once done, I will continue my work on the code about the policies enforcement and memes progression, so, with additional code audit and completion of these parts of the system.

      I don’t want to release this iteration with the SPM not completed, because it is the goal of this iteration itself!

      After this one, in the next iteration I will work on the production system. I planned previously an iteration for new assets, but I take too much time in additional code and design.

      I prefer to complete the basic game systems first and I will take time to, finally, working on the assets of the game (new factions, planetary systems, infrastructures, events, messages and so on…)

      This damned time balance and my lazyness ๐Ÿ™‚

       

      Alpha 10 – iteration#04: (big screenshot) A View of the SPM design document

       

      Just to show you what is the SPM Matrix, I did a screenshot.

      The file is a bit big, even in JPEG, sorry in advance (and sorry because Blogger has resized the picture in full screen…):

      SPM%2BDoc.jpg

      As you can see, the influence matrix of the Socio-Political Matrix is a big name for something simple.

      It is in fact an array of modifiers, that are taken in account regarding specific memes and policies are accepted by the population or enforced.

      All in green are the definitive modifiers.

      The process is a bit complicated because I must stay objective, whatever my own ideologies as a human being. But I think it is worth it.

      On the right part are some details of some memes and policies.

      In the process I will also add 5 new SPM items; 5 memes and 2 policies. The short list is the following:

      For the memes:

      •  Nuclear Fear.
      • Planetary Chauvinism.
      • Spirit of Entitlement.

      For the policies:

      • Emotion Erasing
      • Universal Cancer Cure.

      In total, at the time of the release there will be 22 memes and 25 policies. Not a lot, but it takes shape.

      I will add some more in the future.

      My sources of inspiration are found in tabletop RPGs, and especially for the SPM the one called Transhuman Space. There is a ton of ideas and information about memes.

      I also read many scenarii and sourcebooks from other tabletop RPGs, especially; Traveller, Megatraveller, 2300AD, MEGA, Spacemaster, Empire Galactique (Galactic Empire), and some others.

      I try to bust my old bottom to finally complete that.

      That’s all, stay tuned and thanks for your interest!

    • #76225
      farcodevfarcodev
      Participant

      Btw, if someone knows a cool, and free, image hosting… :mole:

    • #76226
      GeraldineGeraldine
      Participant

      I think it’s high time this most venerable project from farcodev got a wee bump don’t you think?

      Here is his latest post on his blog. The game progress continues apace! :girlcrazy:

      Alpha 10 – iteration #07: Side Design – Settlements

       

      At my work, during my breaks, I switched into the work of the settlements.

      The design documentation exists but has never been completed and cleaned up, and since they affect what I do for this phase 2, I’m working on it.

      As a reminder; settlements are locations that regroup infrastructures, so they can illustrate a city a base or anything like it. They are represented by an icon on the surface map of the Orbital Object Panel and it can be only one settlement by region and by faction.

      There are 5 types of settlements in the game + a special one that I will not cover here since it is linked with the space units and is post alpha 10; surface settlement, space-based surface settlement, subterranean settlement, lava tube settlement and asteroid settlement.

      Each of them has different levels of development, specific requirements and particularities.

      Each type of settlement indicate in some sort the shape of it in the orbital object’s landscape. Certain types are specific for certain environment and one is specifically targeted for the asteroids.

       

      So during the setup of a Colonization Mission, it will be possible, after this iteration, to choose which type of settlement will be used.

       

      So that’s it, work work and work ๐Ÿ™‚

      Screenshot-2016-05-18_19.15.27.jpg

    • #76227
      farcodevfarcodev
      Participant

      Hu-ho “venerable”, I feel like a dinosaur… a bit like the look and feel of my relic of game… OK OK j/k :gamer:

       

      Thanks for the head-up!

    • #76228
      GeraldineGeraldine
      Participant

      Venerable can also mean respected, well regarded and a benchmark for those to follow Farcodev :girlwink:

      Besides the thread needed a wee update as I have been following your progress over on your blog and you have made great progress. :queen:

    • #76229
      farcodevfarcodev
      Participant

      Venerable can also mean respected, well regarded and a benchmark for those to follow Farcodev :girlwink:

      Besides the thread needed a wee update as I have been following your progress over on your blog and you have made great progress. :queen:

      Haha yeah exactly.

      I have been a bit lazy to post here (since July 2015 ouch) so thanks for the update! :good:

    • #76230
      farcodevfarcodev
      Participant

       

      Alpha 10 – iteration #07: ‘Unofficial’ Release Post and Delays / Iteration #07 Continuation Notice

       

      As usual, I’m late and haven’t finished the essential parts of the iteration #07.

      Who said “awwww surprising”… It’s the summer you know…

      OK, kidding apart I decided to make an unnoficial release of the iteration #07 to at least provide an update.

      Outside of all the required changes for the Settlement Panel, and the little gift for the music, the rest is implemented.

      The setup of the Colonization Mission is a bit bugged in the display of the surface’s regions, but the whole thing is working.It will be fixed for the final release.

      The management of the music is located into a fork of the whole project’s code that I haven’t merged yet, I will do it for the the final release of this iteration.

      So from tomorrow I will continue to work onto this iteration #07 with a new version, the 0.6.13.

      There is only one type of unofficial package for now, the 7zip manual archive.

      So here it is: alpha10-0.6.12.1042-it07ARCH

      I’m sorry for this delay again.

      For those who will not download this package, I will post screenshots of the progress of the Settlements Panel in the near future.

      Once it is done, I will merge the music’s code and will make a proper release.

      Stay tuned.

      PS: I included a fast & dirty todolist file of all the features already implemented / modified / fixed with the addition with those currently in implementation (noted (o) ) here: Google Drive shared link

      :bye:

    • #76231
      farcodevfarcodev
      Participant

       

      Alpha 10 – iteration #07: End of Summer + Final Release Period Update

       

      The final release period will be between September 17 to September 25th, the Summer lazyness is finished.

      I finalized in the design of the different settlements, with their respective sizes, infrastructure’s levels cap, and their meaning.

      Only the Space-Based Settlement type isn’t done until space stations and other Dyson spheres aren’t in game for now.

      Actually I implementing the work on these settlements and will continue to update the interface afterward.

       

      Damn I really been lazy this summer… but anyway :ninja:

    • #76232
      farcodevfarcodev
      Participant

       

      Alpha 10 – iteration #07: Completion of Settlements, Push of the UI Work

       

      The basic management of the settlements is done.

      Each time that a conversion/assembling/building (CAB) is completed and the concerned infrastructure is operational, the data of accumulated infrastructure levels (AIL) of the settlement is updated.

      According to  the specific rules for each type of settlement, the AIL will influence their evolution in  size.

      The next step in the user’s interface is to implement an element to filter the available list of infrastructures, which could be seen as irrelevant for now due to the few available infrastructures but will be when the number of building implemented will grow over the time of the development (imagine 40 to 100 of them).

      After that I will build a better interface, than what I did before this iteration, for the setting of the Construction Workforce Points required for the CAB system.

      Once these done, the Settlement Panel itself will be done and I will post some screenshots.

      After that, and at last, I will work on the interface to setup the CAB of the infrastructures themeselves, including the detailed informations about the requirements, the used resources, the development levels (related to the technosciences) and the eventual Infrastructure Kits.

      Another screenshots post will be published afterward.

      That is for the near term plan, since yesterday I now pushing Git commits nearly everyday, so be prepared with more activity.

      Winter is comming… OK bad and overused joke ๐Ÿ™‚

      Stay tuned.

       

      :gamer:

    • #76233
      GeraldineGeraldine
      Participant

      :girlcrazy:  Yaay! Nice update farcodev!

    • #76234
      farcodevfarcodev
      Participant

      :girlcrazy:  Yaay! Nice update farcodev!

       

      Thanks! :good:

      The range of release dates approaching everyday, so I must work work and work :mole:

    • #76235
      farcodevfarcodev
      Participant

      A bit of late news (since this morning, EST time) :mail:

       

       

      Alpha 10 – iteration #07: Full Time Dev Day Notice

       

      Today I’m off in holyday, so I’m working full time on FARC for 9 to 10 hours, the indie dev feelz.

      OK, let’s work ๐Ÿ™‚

       

    • #76236
      farcodevfarcodev
      Participant

      And a more up-to-date one (yep two posts the same day… incredible :russian:

       

       

      Additional post: Screenshots of some Hints

       

      Since I’m working on the filter system for the list of available infrastructures, I made some “screenshots” of the hints. Nothing stellar but always cool to see. I taken these screens with my phone, so I’m sorry for the quality, I cannot capture the hints with my screenshots app.

      Of course these hints can and will be for most of them, expanded with detailed data and informations. Like to put the details of the modifiers that affect a basic data of a colony, like for the Tension in the screenshot.

      And cherry on the top of the cake, the hints support some HTML formatting (colors, href, bold, italic, BR, lists and so on) and even the inclusion of pictures.

      An explicative text for the filter of the list of available infrastructures:

      IMG_20160919_172648.jpg

      A short text (for now) for the Tension data:

      IMG_20160919_172932.jpg

      A short text (for now) for the icons of the resources spots:

      IMG_20160919_173006.jpg

      Stay tuned :]

    • #76237
      GeraldineGeraldine
      Participant

      Stay tuned :]

       

      Oh I will! :girlcrazy:

    • #76238
      farcodevfarcodev
      Participant

      Thanks for your everlasting support Geraldine :good:

    • #76239
      farcodevfarcodev
      Participant

      Final part of this iteration, finally! :mole:

       

      Alpha 10 – iteration #07: Configuration and Setup of Assembling/Building of Infrastructures

       

      I currently, and finally, working on the interface to setup the assembling and building of infrastructures, and also to configure those already assembled or built.

      The interface will be integrated above the Construction Workforce interface, meaning that no other sub-panel will pop-up, anything is integrated into the Settlements Panel.

      I also continue to improve the interface of the two lists of infrastructures, especially since I finally found a way to retrieve the data of a selected item in a tree, thing I didn’t know how to do before.

      Better later than never…

      There are no screenshots yet, since it is in construction, but I will post some when this part is completed and will explain the changes.

      No time to be bored ๐Ÿ™‚

      Thanks for your interest and stay tuned!

       

    • #76240
      SolCommand
      Participant

      Nice updates mate !

      Oh man, when this game is done, it will pretty much obliterate all other games of this genre. It just has so many options and so much thought has gone into it, it’s insane.

    • #76241
      farcodevfarcodev
      Participant

      SOOOOOOOOLCOMMAND! wow! It was a long time dude! :good:

      Haha thanks for the kind post!  

       

      “Obliterate all” I don’t know, I try first to make a game of it ๐Ÿ™‚ …and there are so much titles that are more professional and better than mine that are released, or will be released. But at least yep, it is a bit of its own thing.

       

      I continue to plan to dev it until I die I presume, or Windows doesn’t support it anymore :dontknow: … even if in this case I have tools to update it onto a more modern platform while continuing using the same language.

       

      Normally I should end this iteration before Nov; I working on the last bit of this iteration (i need to work my photoshop to make icons by using open source assets) and after that I will only have to include the very crude and basic music system (including some tracks) and fix the interface of the colonization mission, which have been a bit screwed up by the complete modifications of the ex-Colony Panel.

       

      There are “only” 3 iterations left:

      1: the completion of the Colonization Phase System, including also any end game events

       

      2: the completion of the basic implementation of the Research & Development System, including the completion of the rest of the 188 technosciences and fundamental researches (only 18 fundamental researches and 67 technosciences are actually in the research database)

       

      3: the last iteration will be assets heavy with the full inclusion of; the other 6 factions the player can start a game from, at least 6 complete planetary systems, many infrastructures and products and some additional space units.

       

      And I will finally consider the 0.6 done and I will switch back to the expansion of the game with the design of the space units (they are hardcoded for now) or the game events… I don’t know which one yet in first…

       

      So a lot of work for a total duration of IDontKnowIDontWorkFulltimeOnIt :pickeat: :crazy: ๐Ÿ™‚

       

      NB: regarding the game design, some infos:

      – the main game document (an odf text) eat 332 pages with small margins. With a standard format that would be well more, but since the doc is table heavy, I prefer to use the maximum width I can

       

      – in support of it there are 10 ods spreadsheets file with a total size of nearly 1MB

       

      – I continue to exploit the critical mass of documents from the two previous failed development of FARC, and these docs are spread among 159 files and the whole weigh 6.25MB

      :drag:

    • #76242
      farcodevfarcodev
      Participant

      Wow cool I just seen that you made changes to your website! Good work! :good:

    • #76243
      sscadminsscadmin
      Administrator

      I will admit its been a while since I have downloaded a FC alpha. But those screenshots you are posting showing a lot of attention to detail and very informative from the last time I had installed FC. I hope in the new year I will have more time to play and actually start doing reviews again ๐Ÿ™‚

       

      As always Farcodev nice job and no one should ever doubt your dedication and resolve to get this done ๐Ÿ™‚

    • #76244
      farcodevfarcodev
      Participant

      Hey Tanks DarkOne!

      Yep details, but I’m so slow to add them up :blackeye:  anyway it’s always a bit better than one year ago.

       

      As always Farcodev nice job and no one should ever doubt your dedication and resolve to get this done ๐Ÿ™‚

      Yeah, one day I’ll reach it…finally. Haha.

       

      A BIG thanks for your support! :good:

    • #76245
      farcodevfarcodev
      Participant

       

      Alpha 10 – iteration #07: Addition of Graphics and Infrastructure CAB & Configuration

       

      I took some times to research for icons (thanks OpenGameArt and the multiple contributors again) and did some Photoshop work too.

      Here is a crop of screenshot of the result, nothing AAA as usual but better than ton of dry texts:

      Screenshot-2016-10-24_00.27.21.png

      For the Nuclear Fission Reactor, the icon of a box with a number inside of it indicate that is an infrastructure kit that can be assembled to a level 1 infrastructure (the reactor itself). The number on the right indicate the number of them present into the colony’s storage.

      For the Mining Site, this infrastructure is a one that must be built by using construction workforce and local resources. It is easy to see that it is not an assembled infrastructure since it doesn’t have the box icon nor any indication of stored units.

      The warning icon indicate that the infrastructure’s requirements aren’t met to be built and so its text color is red, according to the filter actually applied in this example. This warning can also be applied to infrastructure kits that aren’t compatible too.

      The rounded icon indicate for which environment the Mining site can be used, in this case the green one indicate Free Environment only. FYI it doesn’t reflect of the reality of the Mining Site’s data yet since the test and display aren’t finalized in the code (it will be tomorrow night).

      So there are three environement icons, two are already made and one is in the making.

      I also continue to working on the interface for the configuration of a selected infrastructure owned by the player, and also on the setup of the assembling and building of an available infrastructure.

      Stay tuned ๐Ÿ™‚

    • #76246
      farcodevfarcodev
      Participant

       

      A Notice about Future Sub-Releases Between Main Releases

       

      Just a short notice to inform you that now, after each “official” releases, there will be two patch releases.

      These sub-releases will contain stuff that will be or not related to what have been made in the last main release.

      The first one, in the chronological order, will be about the addition of some assets (infrastructures and/or products and/or icons and/or pictures and/or sounds and/or music). There will never be any indication on the number of assets produced before the release of the patch; it will be one, or ten or whatever number I will be able to produce in the given time frame.

      This sub-release will also include last time bugfixes.

      The second one will be about the expansion and correction of the  encyclopedia, also including the expansion and correction of the main text file, with even some basic Spanish entries.

      Don’t expect full translation in three languages, I don’t know much Spanish and have enough work with English and French. As you could see, English isn’t even my mothertongue :))

      None of these sub-releases will take more than two weeks. Since they are just about assets and texts, it is easy for me to guarantee that duration, even if the amount released is minimal. And they will be only available under archived 7zip form that you will have to uncompress into the main FARC folder if you chose the option to download and install them.

      Of course the option to wait for the next release that will include all of this is possible too. Freedom of choices is the best of Freedom ๐Ÿ™‚

      Out of that, during my break @ work I updated some blank entries of the encyclopedia, it’s certainly not gameplay but an important part notwhithstanding.

      Stay tuned.

       

    • #76247
      farcodevfarcodev
      Participant

       

      Alpha 10 – iteration #07: Environment Icons + List of Available Available Infrastructures Completed

       

      FARC has now the four environment icons completed and the changes in the list of available infrastructures is done.

      The Orbital Object panel display an icon to illustrate the current ecosphere’s environment now, instead of a bland text. The meaning of each icon is included into its linked hint.

      Tonight I will finally begin the interface that will be used to configure the selected infrastructure, for the ones that are already converted, assembled and built.

      It will be nothing fancy; it will contain a copy of the text of the main description and use of the infrastructure, its detailed status and a button to enable/disable it.

      At my work today, during my break, I will inject into the design documents many notes and informations, spread on many lose sheets, I have wrote.

      After all these years it is a bit of a mess, and represent a good height of paper, so it is time to use them before they rot…

      Stay tuned.

    • #76248
      farcodevfarcodev
      Participant

       

      Alpha 10 – iteration #07: 2D/3D Research & Work for Infrastructures + Some Game Design Expansion

       

      Actually I don’t commit much dev (even if I made one commit on GitHub tonight), because I’m looking for pictures and 3d objects that I can work on to illustrate the infrastructures currently in the game.

      I fired up my 3d software, after many years, for this.

      As usual it will not be AAA work, but I look for something at least basic to modify or render…

      It is uncertain that all the required assets will be found and worked on at the time of release but at least I try… without taking too much time.

      Those not found and implemented at the release will have a “pretty” placeholder ๐Ÿ™‚

      These pictures will be displayed in the user’s interface for the configuration and CAB setup, of a selected infrastructure.

      When I’ll finish this phase, I will continue to dev on the interface.

      Things take shape slowly but it progress, and don’t worry; even if FARC isn’t mainstream and doesn’t seem easy, I try at least to make the interface relatively usable even if it isn’t at the level of a professional Endless Space UI style.

      In the game desing department, I expanded a bit one CSM event; the Colony Established one, triggered when a new colony is set on a new world. Now the climate of the region, where the first settlement is set, is taking into account and can affect more or less negatively the modifiers of this event.

      The changes aren’t implemented yet, but they will be in the future.

      Stay tuned.

    • #76249
      farcodevfarcodev
      Participant

      Yes, I’m pretty active since the end of Summer :mole:

       

      Alpha 10 – iteration #07: Game Design Expansion: Region Environmental Modifiers

       

      At my job, during my breaks, I’m working on some expansion of the Region Environmental Modifiers (REM).

      For reminder; each region of each orbital object has a set of data called the REM.

      This set is divided in 7 categories;

      • Planetary Survey; Ground, Air, Antigrav and Swarm Antigrav
      • Conversion / Assembling / Building(CAB)
      • Infrastructure Wearing Coefficient
      • Ground Combat

      Each of these REM affect their respective part of the game depending of a category, for ex; the CAB category affect the assembling and building time of infrastructures.

      100% of these REM are precalculated when a planetary system is generated in the Universe Generator integrated in FARC and comes from different part of an orbital object as for ex; the atmosphere composition, the climate of the region, its relief, its type of terrain, the gravity of the object and so on.

      The change is about the addition of an additional type of environmental modifier that will affect the categories, and especially the CAB one; the Type & Size of Settlements.

      Before that, during the calculation of assembling and building times, the type of settlement wasn’t taken into account at all. So in clear the construction times between a surface or an underground settlement, for a specific infrastructure, were the same.

      By this way it will not be the case anymore.

      The size of settlement is taken into account for the purpose of biggest and more crowded settlements will involve more delays and difficulties for the process of construction, that for a small and sparse settlement.

      This new type of environmental modifier will not affect the data already generated for the only (for now) planetary system of the game, it will be calculated when required during a play.

      That’s it for now, work work and work ๐Ÿ™‚

    • #76250
      GeraldineGeraldine
      Participant

      This game is going to be freakin awesome! :girlcrazy:

    • #76251
      farcodevfarcodev
      Participant

      Haha Thanks! :good: I try, I try…

    • #76252
      farcodevfarcodev
      Participant

      Damn SolCommand, if you read this; I analyzing all the free 3D objects I have and I make a spreadsheet to take notes about how I could use them, for which function of spacecraft and infrastructures and so on.

      I say damn because I analyze your stuff, and for most of them I known them already but I never seen the content of your ship pack (the one with the same hull but multiples functions/mods like bomber, miner and so on)… and I must say there are awesome models, especially for low poly ones!

       

      Here’s a screenshot of one of them in .obj version in the 3d app I using:

       

      https://drive.google.com/open?id=0BwTUzZdhuOWzbW1LRjRxOTgzaHc

       

      OK it’s not a dev news and it’s late now…another day of (real) work tomorrow :drag:

    • #76253
      farcodevfarcodev
      Participant

       

      Alpha 10 – iteration #07: In Search of Media Assets

       

      Since November 3 (including tonight) I sorted and evaluated a part of the free assets I retrieved over the years (a bit of pictures and a massive amount of 3d objects) and I found some elements to illustrate the Multipurpose Depot, the Pressurized Tanks array and maybe the Nuclear Fission Reactor and the Houses Pack.

      I found not much for the Mining Site.

      I will continue tomorrow night to finish the sorting but of course I will not consume anymore more time afterward and the dev will resume also tomorrow night.

      Since I instated the sub-releases (cf. this post), I will make the pictures on the next session after the release of this iteration. For now there will be a default placeholder.

      Thanks to SolCommand for his incredible 3D assets.

    • #76254
      farcodevfarcodev
      Participant

      An update that DarkOne will like, since you talked to me some time ago about a certain automation of the colonies… :good:

       

       

      Lunch Break Game Design: Faction Configuration Tool & Autonomous Management Guidelines

       

      During my breaks @ work I worked on the design of two things;

      • fleshed a bit the design of the factions by trying to solve two problems; how to setup non-player faction’s colonies by design and keeping them 100% compliant with the game systems, and how to do the same for non-player space units.
      • started the design of a new module of the CSM (Colony Management System) called the Autonomous Management Guidelines.

      Since I want the (future) AIs of the game to follow at 100% the game systems (ie no cheating as we can see on many strategy games and no abstraction into the management of the AIs’ factions) I need a system to setup the colonies and space units of each non-player faction (NPF) to avoid any manual errors in calculations and any speculation on how to make  them.

      So I started to design a Faction Configuration Tool, which will be a tool like the FARC Universe Generator not normally accessible to the player.

      This tool, like the FUG,  will allow me to setup a faction through some inputs of my part and many calculations from the part of the tool to, in the end, generate 100% compliant data and output them under the form XML code to be populated into the faction database file.

      So finally, the factions will be physically (so to speak) present in game.

      Of course this presence will stay relatively static until I develop the AI to animate it, but the factions will be flesh and bones.

      The game systems like the production, will affect these colonies already anyway. Some other parts of the game that also doesn’t requires any input from the player and the AIs will do their things too.

      Post 0.6 I wanted to work on the design of the space units, but I will work on this and the factions instead.

      In a game like Civilization, the player can automate their cities, ie focus on production or food etc…

      The new CSM module I worked for will do the same sort of thing; it will use Automated Management Guidelines with a range of priorities (it will not be a on/off setup) to automate part of the manageent of a colony.

      Ex of guidelines are: solving of CSM events/problems, Reserves, Population Growth and Emigration.

      The range of priorities are: Nil, Limited, Minor, Mild, Average, Strong, Important, Unlimited.

      I don’t know when it will be implementd, I need first to design the rules of each guidelines.

      That it for this lunch break.

      I confirm that tonight I will put aside the management of the archived assets and I will push the development of the configuration of a selected infrastructure.

       Stay tuned.

      PS: I know that I use too much of acronyms, but… ๐Ÿ™‚

       

      It’s just game design for now, but an obligatory step toward future implementation :good:

    • #76255
      farcodevfarcodev
      Participant

      Back from the media jungle :paint:

       

       

      Alpha 10 – iteration #07: Completion of Media assets Search/Sorting – Resuming of Development

       

      Well as usual I got lost in my wandering through media files, and seven days have passed… oh well.

      I completed my spreadsheet that contains the details of all free 3D assets I can use for FARC, for rendering and/or inclusion in-game (especially for spacecrafts).

      Even if I haven’t dev since these 7 days, I completed the design for configuration, assembling and building of infrastructures, and I will begin in PM right after my day job (I’m working at home today).

      Next year, I will consecrate some money for FARC; by buying a third party tool wich will allow me to dev a cloud-based updater/installer, without the assle to do much network dev and above all, wasting additional time.

      I will probably buy some 3D assets too, yep buy… Especially for space units (spacecrafts and stations/bases) because I will need many of them.

      But for spacecrafts, since they are present in game under their respective 3D files, that can cause license problems for distributions, a source like Turbosquid have certain limitations. And damn I love license (yeah really…not ๐Ÿ™‚ )

      Of course those already in game are very low poly and non textured ones, and are used only for a symbolic point of view. In the future, I will include full resolution renders of them when I will build a proper interface for the space units. FARC is after all a 90% 2D game.

      But I will see…I will use first the free assets.

      At least I can guarantee that for 2017 that I will buy the third party dev tool for cloud-based development. It is something I have in mind for a good time now and anyway the cost of it would be the cost of a hobby ๐Ÿ™‚

      I’m bored myself by the installer and 7zip packages, I cannot imagine how it is for those of you that download them each time.

      So that’s all for now.

       

      The joy to smell the burning odor of a 3D renderer on the morning… :imsohappy:

    • #76256
      farcodevfarcodev
      Participant

      Last primary Step:

       

       

      Alpha 10 – iteration #07: Completion of Infrastructure Configuration + Last Development Step

       

      This night, the configuration of a selected infrastructure will be completed, I working on it since yesterday night.

      After that I will finally work on the interface to assemble and build an infrastructure, and this iteration will be done in regard of its features. Yes done.

      Of course I will have two secondary steps to fulfill before that; to fix the bugs of the interface of the colonization mission, and add the crude music system that I already developped in a fork of the source.

      I know I repeat a bit what I already said in some previous posts but it is better to continuiing to inform  of each future step.

      I don’t give a release date yet until the assembling and building interface is implemented, I just hope before the end of November, but I prefer to keep my mouth shut, no more badly managed deadlines ๐Ÿ™‚

      That’s all, back to work.

       

      In the next post, when I will declare the Assembling/Building interface done, I will post a serie of screenshots to explain the changes, so the next post will be screen heavy.

    • #76257
      farcodevfarcodev
      Participant

      Bugs, bugs, bugs… smashing! :gamer:

       

       

       

      Alpha 10 – iteration #07: Break & Lunch Bug Fixing Day

       

      As said yesterday, I can confirm today that the basic user’s interface to configure an infrastructure is really done.

      But the fact that it is now possible to enable and disable an infrastructure raised a bug (great joy at 1AM) that I will fix today during my job’s & lunch breaks; this bug concern the converted infrastructures (CI).

      As a reminder, CIs are building of sort that came from landed space units that have been prepaired and connected to an exisiting colony, by their resepective crews.

      There is an universal infrastructure template for the converted ones, which is very basic with far less data than any other infrastructures, because most of the data a CI has in game is derivated from the design of its parent’s space unit.

      So the bug comes when I try to re-enable such type of infrastructure (a Colonization Shelter), no data is re-injected back into the colony. For example, the colonization pods harcoded actually in the game provides generation of energy and housing for the colonists. When one is disabled, these data are tacken back, as normally it should be, but when it is re-enabled, the data for colony’s population capacity, and generation of energy aren’t updated.

      It comes that I haven’t simply taken into account the converted infrastructures in the transition rules; rules that manage the transitory state of an infrastructure, from one status to another one.

      So I go to fix this today.

      Tonight, as planned, I will work onto the interface to setup the assembling or building of an infrastructure.

      I will post a serie of screenshots to explain all the changes once it is done.

       

       

      Stay tuned.

    • #110085
      farcodevfarcodev
      Participant

      > Alpha 10 – iteration#07 Release
      Add: I Forgot a thing; with this release it is the first time the project reach its first 100,000 lines of codes (101,650 exactly) ๐Ÿ™‚

      First, I wish you a good year, and hope that in 2017 you will reach and accomplish at least a part of what you seek in your life.

      If you don’t want to try this release, or are lurking only for the changes and progress, you only have to wait for tomorrow; I will publish a well sized post including many screenshots that will detail how works the upgraded interface.

      Tomorrow is one day off for me, so I will publish it in the morning, EST time.

      Details
      The alpha 10 [0.6.13.1052]it#07 is released.

      FARC is bundled in two flavors: manually, with 7z archives and semi-automated with setup files.

      These two ways doesn’t requires that FARC is previously installed.

      If it is installed and you use the setup file, please bear in mind that it will update correctly only from the alpha 10-iteration 01, not from the alpha 10 or any other alpha before.
      If it isn’t the case, just remove any previous version of FARC before to install this one.

      If you take the manual way, please delete any previous version of FARC before.

      Setup is here: FARColony-full-alpha_10it07-0.6.13.1052.exe.

      Manual archive is here: FARColony-full-alpha_10it07-0.6.13.1052.7z.

      There is now a music pack, which is included into the Setup version, that you can install separately if you installed FAR manually. It is here: Google Drive Link.

      There is no more of cumulative patch (to much changes and deletion to make this kind of archive meaningful).

      Working Dates
      From 2016-04-25 to 2017-01-01

      What’s Missing?
      Nothing considering the code.

      There aren’t any pictures for the infrastructures in this releases.

      What’s Next?
      Tomorrow I will publish a big post with screenshots to show the changes.

      The next version is about bug fixing and additions of assets, pictures for the ifnrastructures already in the game, and will be released on January 15/2017.
      Since it’s a sub-release I can safely post the release date, whatever done during these two weeks will be included.

      Changes
      (see the blogpost since it goes beyon the characters limit)

      ==================================================================
      PS: I don’t like the new forum interface at all… I know, I know…. :#

    • #110231
      farcodevfarcodev
      Participant

      Some news packed on a misc. level:

      * I bought a third party tool to be able to dev a web updater. the iteration#08 will include this external executable.
      * I’m working on the design of Expeditions (ex Colonization Modes) and their possible backstories. They will affect the Colonization Objectives and those objectives will be generated semi-randomely now, at the contrary of the pseudo hard-coded setup.
      * More objectives will be added in the near future too.
      * I will try to release the iteration #08 before June of this year.

      That’s it ๐Ÿ™‚

    • #111024
      sscadminsscadmin
      Administrator

      Farcodev has been progressing…. Alpha 10 – Iteration 8 is almost complete and he is currently working on some setup and game UI enhancements and it looks like that stage will be completed.

      http://farcolony.blogspot.com/2018/01/alpha-10-iteration-08-new-game-setup-ui.html

      Farcodev said he will post some screenshots, it will be nice to see what everything looks like after changes.

    • #111029
      farcodevfarcodev
      Participant

      Wow! Long time no see ๐Ÿ™‚ I see that the forum has changed again and is pretty cool.
      Thanks for the headup D1!
      I will go back to post the news on your forum if you are OK with it.

      The screenshots are posted since, but the UI is pretty basic (as usual), most of the work is under the hood with the expeditions / backstories and dynamic generation of CPS objectives.

    • #111045
      farcodevfarcodev
      Participant

      Alpha 10 – iteration #08: New Game Setup Interface Nearly Done + Screenshots

      I’m finally not far to complete the interface, to setup a new game; the last tab, Equipment, is nearly done.
      It seems long for just a not pretty UI, but it also involving a good portion of code that touches the CPS, the space units, and the data structures for the factions of allegiance and the entities of the game.

      I decided to make some screenshots to show the progress so far.
      This one is displayed by default. It is color coded to inform the player how to use the interface to display the informations about the faction of allegiance, the selected expedtion and the backstory:

      Once a backstory is selected, the History tab display the excerpts accordingly:
      Here’s, the Colonization tab display the Colonization Phase parameters of the selected backstory:
      The Population tab display the parameters that will setup the population of the expedition:
      Finally the Equipment tab, which is yet incomplete, that display the full list of starting space units and equipment available to the expedition:
      In the screenshot above, only the list of the starting space units is fully displayed for the Magellan Unity. I have to make and complete code to display the starting equipment, in a same manner.

      I’ll try to complete the interface tomorrow night; there are a bit less of data to display for the equipment, so it should be faster to code.

      Once done, I will continue to re-enable and update the code to commit and process a new game, including the ones to continue a previously saved game and also to load a game file.

      Thanks for your interest!

      CPS: Colonization Phase System

    • #111052
      GeraldineGeraldine
      Participant

      Ahhhhh Farcodev. These updates just keep getting better and better, great work! Yes I am still watching and still amazed at the sheer amount of detail you putting into Far Colony. With every update you do it’s clear that many commercial titles in the 4x genre had better watch out! ๐Ÿ˜€

    • #111053
      farcodevfarcodev
      Participant

      Thanks Geraldine for your everlasting support!
      Yeah it’s just that I’m so slow, but it’s the, everlasting too, drawback when you do it on your free time.
      FARC is pretty far to be at the level of even an indie game, but at least each time I approaching the “completion” of the first part of this project; once this iteration is released, one day, I will add the other factions of allegiance, other planetary systems, a weather system and so on. In fact, all the assets and meaty rules this project lack of for now.
      It’s why I want to also complete a workable online updater, because there will be more mini or “non official” releases for the last iteration of this game version. The updater works but needs a more usable and informative UI for the other users than the dev himself…

    • #111057
      farcodevfarcodev
      Participant

      Alpha 10 – iteration #08: New Game Setup – Under the Hood Coding + Dynamic Generation + Knowledge Base
      I continue to re-enable and update the code to commit and process a new game.
      In the process I also implement the new features, especially the effects of the backstories’ special rules.
      The two ones I actually implementing automatically add, and reject, technosciences and fundamental researches during the initialization of the common core of the player’s faction.
      The common core itself is already implemented since a previous iteration and, as reminder, it initializes and generates the technosciences and fundamental researches that are discovered and/or mastered at the start of a new game. It takes into the account of the setup of the technological trees, and the orientation of each research domain, of the chosen faction of allegiance and introduces certain variations.

      Once done I will push further into re-enabling the legacy code and will link and add the dynamic generation for the starting location, and the setup of the starting population, space units and equipment.

      Finally I will work on the Colonization Phase System to link the generation of the CPS objectives (which the code is already done) to the setup of a new game, and complete the rest of the CPS code for the management of the objectives and the user’s interface of this system.

      That’s all for now. It takes far more time than planned, because as said previously it touches many parts of the code other than only the setup of a new game.

      Meanwhile I also pushed the filling of the knowledge base; you can see the details of the last changes here http://wiki.farcolony.com/LastChanges.html.

      Thanks again a lot for your interest in this slow project, and have a great day ๐Ÿ™‚

      ๐Ÿ™‚

    • #111058
      sscadminsscadmin
      Administrator

      I can definitely see how a online updater could be a lot of work. You have to check all the files to see if they need updating and preserve any config or custom info that is saved to the game so a user doesn’t see save game or progress messed up in the game. I am sure Steam also requires some sort of update mechanism for games on their setup? You ever plan on submitting to Steam Farcodev? With all these years of work you deserve some money for it ๐Ÿ™‚

      Least with all the core components you are putting together and making rock solid should in theory make development quicker to add in things later because hopefully it will be as easy as plugging in the new features…. thats if your using a plugin style of feature where it can be added or removed with relative ease.

      Still working on the site in my free-time, its coming a long slowly but its going to be here to celebrate FARC release ๐Ÿ™‚

    • #111062
      farcodevfarcodev
      Participant

      The online updater is already done, I only need to work its user’s interface to make it more friendly than it is now.

      I using a commercial third party dev tool to implement it. Thanks to this web updater framework it is far less hassle, even if it comes with a cost. But not all hobbies are free.

      Considering steam, FARC will never be on it, I pay already for site et file hosting to be independent from this kind of store.

      I don’t like steam much (yeah I’m old hehe) and since FARC is free and will stay free until the end of times, I don’t want to be dependent to it.

      I also don’t consider FARC playable et advanced enough to ask for any kind of money for it, if I wanted to consider the monetization of this game.

      Finally the assets I using and that I will use are OK for free games, per their licenses, so that add into ruling out money.
      I do this project for the fun of making it and sharing it.

    • #111063
      farcodevfarcodev
      Participant

      sorry for french mistakes and typos in the previous post :$

      About the core components, you are right, some of them are already final and their expansion will be fairly easy, like adding objectives, production modes and so on, because it suffice to follow a development pattern and to add only specific code.

      It is the whole of each system that takes time, especially since some of them are interlinked between each other.
      Keep up your good work with the site!

    • #111085
      farcodevfarcodev
      Participant

      Alpha 10 – iteration #08: Special Rules for the Common Core Done + Dynamic Starting Locations (WIP)

      I finished to fully implement the two backstory’s special rules that automatically add, and reject, technosciences and fundamental researches during the initialization of the common core of the player’s faction.

      I’m actually working on the starting locations.

      For reminder, the starting location of the player’s colony will be dynamically set during the setup of each new game, according to which faction of allegiance is chosen.

      I expand actually the possible outcomes by adding options on what is added in the list of starting locations. Before it, there was only one option; to enter the full location of one orbital object (planet and asteroid), which is pretty limited because imagine that a planetary system having 80 orbital objects (a possible case if one has many asteroids) and there are 50 of them set as possible starting locations.

      So I implementing a new parameter to set the scope of one entry in the XML data, and the possible options are the following:

      *Single: it indicates a single location (a single orbital object) that will be included in the list of starting locations.

      *Asteroids: it indicates that only all the asteroids of the system are included in the list of starting locations.

      *Planets: it indicates that only all the TELLURIC planets of the system are included in the list of starting locations.

      *SSI: it indicates a single location, formed by one Stabilized Space Infrastructure (space station, standford torus, and so on… BUT not a space megastructure), that will be included in the list of starting locations.

      *All: it indicates that all the orbital objects (excluding the gaseous planets) of the system are included in the list of starting locations.

      These options allows to set a bigger range of starting locations without to have to set one entry by orbital object. It will be even more relevant when there will be more star systems than the only one FARC currently possess.

      So yes, it is again a “little bit” of work, but it is a needed one.

      Thanks for your interest.

    • #111089
      farcodevfarcodev
      Participant

      Alpha 10 – iteration #08: Dynamic Starting Locations Done – CPS Initialization and Ovehaul
      The work on the selection of a starting location, including the special rules of backstories, is fully done.

      I also re-enabled the initialization of the universe that do the following:

      it loads the data of the orbital objects by default for all the star systems of the game. (maybe it will change in the future).
      ti set dynamically the quality of the resource spots of each region of each loaded orbital object.
      it initializes the revolution period and seasons of the orbital objects.

      There wasn’t much new thing to do in this part, outside of some refactorings, so the work mostly was to re-enable the lines of code.

      Since yesterday then, I work again on the colonization Phase System and I re-enable the initialization of the system, at the start of a new game, finally link the generation of the objectives to it (the generation part is already done a while ago) and I work on the overhaul of the CPS itself.
      After all, it was the main focus of this iteration hehe.

      Once done, the next steps are to re-enable the settings of the Time Flow System (which manages the real/turn-based hybrid system) and to initialize the factions’ entities of the game. This last part will be a big one in term of work since it will include the content of the new expeditions and backstories, and also will include the dynamic generation of the population and starting equipment.

      In the end the second part of initialization of the user’s interface will be re-enabled, and the whole work on the setup of a new game will be fully completed.

      Better late than never.

    • #111033
      farcodevfarcodev
      Participant

      screenshots here:

      and the post of today with the last screenshot:

      quote of the last post:

      Alpha 10 – iteration #08: New Game Setup Interface (finally) Done + Screenshot
      During my job breaks I finally completed the interface to setup a new game.

      Here is the final screenshot of the Equipment tab with the completed part:

      The Game Options tab will stay empty for now and will be filled, over the time of the development, when a relevant option will be needed to be added.

      Tonight I will re-enable and update the code that process a new game, as said at the end of the previous post.

      Stay tuned.

      ๐Ÿ™‚

    • #111106
      sscadminsscadmin
      Administrator

      Nice work farcodev on the setup it is looking good. What is ‘Seeds of Unity’ btw? And if you like a specific game setup can you reuse?

      Oh and I solved your problem… I accidentally enabled post moderation a little while back to test something and I forgot to turn it off for replies. So depending on the user their posts would be held for moderation and not seen… thats why they were missing. I fixed it and restored the post you were trying to add.

    • #111110
      farcodevfarcodev
      Participant

      Nice work farcodev on the setup it is looking good.

      Thanks ๐Ÿ™‚

      What is โ€˜Seeds of Unityโ€™ btw? And if you like a specific game setup can you reuse?

      It’s one the the backstory of the expedition Autonomous Remote Colony.

      A faction of allegiance, depending on its Space & Colonization Politics, have at least one type of expedition available for the player.
      Each of these expeditions has one or more backstories, they define a little bit of “past history” and gives justifications on the motive of the expedition. Just to keep things coherent.
      Each backstory also define all the parameters of the future colony; the CPS data (viability threshold, line of credit if any), the settings of the population, the staring space units and equipment, and even swome special rules if any.
      By design there are actually 12 special rules that allows to custom some gameplay effects in accordance of the content of each backstory.

      So TL:DR; yes, specific game setup can be reused, it suffice to the player to select the backstories it prefers.

      Oh and I solved your problemโ€ฆ

      Thanks!

    • #111112
      farcodevfarcodev
      Participant

      Sorry for the typos, I should have re-read before posting…

    • #111135
      farcodevfarcodev
      Participant

      I will now post the last changes in the Development page each time it is done.

      The history of the last 4 changes is displayed on the top of the page.

      Interface – New Game Setup:
      [New: DONE] the game name is limited now to 20 characters. Thus, it putting it in accordance with the setting of the data.
      [New: DONE] the player can now set its own faction’s name.
      New Game Setup:
      [New: DONE] the player can now have a name for its own faction. It isn’t much, but it is one step more for player’s immersion.

      For the rest, the starting locations has a bug, just a logical one where I forgot to apply the scopes of the generation when the rule Preferred Starting Location – Orbital Object Type isn’t present.

      The bug isn’t fixed yet but will be after I finished to rework the Colonization Phase System (CPS).

      I also re-enabled the initialization of the Time Flow System (system that manages the hybrid realtime / turn-based subsystems).

      I started to re-enable the code that initializes the entities of the game (the player and non-player factions). It is where most of the work, beside the CPS, is focused since I completely remove the old code and finally integrates the backstories’ data into these entities. Including the dynamic generation of the population and equipment.

      That’s all for now, back to work hehe.

    • #111136
      farcodevfarcodev
      Participant

      Dev Page Update: Population, Starting Space Units and Equipment

      New Game Setup:
      [New: DONE] the size of the population of the future player’s colony is calculated before even the colony is founded. It is required since the dynamic generation of starting equipment and space units depends on it.
      [New: WIP] the starting space units are generated, based on the size in population of the expedition.
      [New: NOT DEV] the starting equipment is generated, based on the size in population of the expedition.
      Space Units (in-game):
      [New: DONE] a useless data, the tokenId, and all its dependencies are removed.
      [New: DONE] the length of the name of a space unit is expanded to an unified custom name constant.
      [WIP=> DONE] add two new data; the physical state and a switch to indicate if the power grid is enabled/disabled.
      [New: DONE] the array of the docked space units is optimized of a useless sub-record.

    • #111144
      farcodevfarcodev
      Participant

      Dev Page Update: Faction’s Language System

      Factions:
      [New: WIP] a skeleton of language system is implemented, and a list of the general words is added in the data structure.

      In the future, the game will be able to generate names for space units and colonies with a pseudo-random method with a specific database of words, and first names and surnames (for the future characters).
      A database of syllabus will be also implemented for me, when I using FARC in debug mode, and will allow me to generate words based on a specific faction.

      For now it isn’t much but the system will set names for the starting space units, of a backstory, that requires some.

      The whole data for the language will be located in the XML file of the factions.

      I know that is not a big deal of gameplay, but it adds some flavor.

      I continue to develop the generation of starting space unit, and starting equipment, stay tuned.

    • #111145
      farcodevfarcodev
      Participant

      Forgot the last edit:

      Edit: I also completely reformatted the Dev Page and removed the highlightings which became a bit “heavy” for the eyes…

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