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To all SSC Station occupants

Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.

Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.

-D1-

Colonisation Moonbase Beta v0.2.0b is now out!

(@sjones)
Estimable Member

So the biggest and best build of the game is almost ready for release out now, it was meant to be out some time ago but there has been a major bug that took me a while to find and fix... that said it should now be fixed and as long as the next few hours of testing go well it will be released.

This will be the most stable build yet, all game breaking bugs should more or less be gone now.

Here is a copy from the last couple of kickstarter updates on what to expect from this build.

 

10 New buildings have been added + several more put in the list bringing the total number of buildings to 85.

The long awaited small colonists building is now in (found at the end of the civilian menu) able to hold 40+ colonists

oxygen and fuel producing facilities.

storage facilities and a few more.

 

Performance increase - this has been a recent addition as the memory usage for the game was getting higher I started working a bit on compression.

 

More of the UI has been fixed to make sure it fits on screen and is readable, leaving very little left now to update for the UI.

 

Missions, more of these are now in, a total of 30 simple missions, more to come in the future too.

 

Bugs, fair few bugs fixed, some created from fixing others but the next version *should* be very stable with very few things wrong with it.

Some key bugs / updates to note:

  • End game is now in, if you stay in negative money too long you are now bankrupt and are taken back to the main menu, in time there will be an end game screen.
  • Shut down of buildings when a resource gets too low, up till now if you had negative income of a resource there was no consequences apart from the inability to build new structures, now when a resource gets to 0 it will cycle through buildings using that resource de-activating them until the outgoing of that resource are equal or less than the income.
  • Fixed a nasty bug that when a repair ship went and refuels it would add the last repaired building to the list of built structures, meaning when you re-loaded the save you would have a bunch of random buildings in the middle of the map - the lesson learnt here is don't copy code without checking it all.
  • Multiple missions can be undertaken at the same time, on the main GUI there is a mission counter telling you how many are available and how many active ones you can hand in so you don't have to keep going back in the menu to see if you have completed it or not.
  • Preparation for colonists information, you will get to see all colonists information on an individual level and an overall level, the idea was to initially just have an overall system for your colonists but it turns our it wont take much work to make an individual system, plus this then gives you the ability to fire, train or educate individual colonists, giving you complete control over your average colonists levels by choosing to lose a colonist that is dragging everyone down if you so wish.
  • Better Ore and sunlight coverage maps giving a more realistic overview of the levels for that spot on the map.
  • Further performance related cleanup, the game is easily running at 600 frames per second on my system and should scale fairly well on lower end systems too. (note this is set to minimum graphics settings) - one small issue may still occur where in the repair ship menu the frame rate drops to 60fps, I have made headway into fixing this but have not been able to test it that much.
  • Your buildings will appear on the lunar surface in the map select screen, showing your colony from orbit, while the system works there are a couple of issues with this and may or may not be in the next build.
  • Tutorial is in and 90% working, it goes all the way up to orbital structures and currently stops as these are not implemented meaning you cant do the tutorial or even for me to put it in there without knowing how the systems will work myself. - there is currently an issue with going back through the tutorial and the corresponding arrows pointing to the varying areas of the UI.

To further add to the auto shutdown fix / feature there is now a new menu that will let you prioritise what buildings the auto shut down feature will attempt to shut down first, for example it will shutdown science facilities early on as this is less important than keeping your colonists alive. - as stated though you can change these to your liking.

 

 

I have found a new way to get the terrains done quicker and at a better quality than before, this can only mean good things, I hope to have at least the second map in the next release.

The actual terrain mesh has higher detail, so more accuracy and better shapes to the mountains and valleys, in addition to this the shader and texture for the terrain has been improved, meaning when you zoom in it doesn't look horrible and blurry, instead looks like a sandy rock, very much similar to how the moon looks.

 

 

The pause menu now gives you a menu instead of just pausing the game, for those of you who have played the game and found it difficult to select a different map or just quit the game can (when released) now do all of these.

 

And finally, the repair facilities, these have been problematic in the past but it looks like they are mostly fixed now, there has been a slight update to the way these work, they now have an AoE (Area of Effect) where they will only repair buildings within its range rather than just flying to any building that is in need of repair, this AoE will be changeable by the player, so if they only want 1 repair facility it can potentially reach the far corners of the maps. This is currently working however the visual effect and representation of this might change depending on feedback on usability and performance issues.

 

 

 

There is one last bug with regards to performance at this point that still exists and will not be fixed for this build, its to do with the repair ships and their range, with very small repair range you can potentially get large frame rate drop spikes (will feel like lag) I have plans on fixing this but as its working and only a minor issue it will be differed to the next build.

 

 

There may be more fixes / improvements that are not listed, it has been so long since  the last build I have lost track what was in it.

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Topic starter Posted : April 28, 2014 21:57
(@sphinxgate)
Estimable Member

Wow there are so many things I like about the new version I don't know where to start !

First off the wait has definitely been worth it.

 

I haven't fully explored all the new aspects of the game but the UI is definitely taking shape, the resource's screen is a lot easier to follow with the 3 columns of information colour coded at a glance.

I love the detail you have put into the missions, really enjoyed reading the background to each task, gives a real sense of the moonbase actually having some tangible worth to Earth.

I've logged a few bugs over on bug tracker but nothing too major.  

 

I had some issues with the auto-building shutdown a few times but I guess it trains you to be more mindful of the resources, I've probably got a little lazy on previous beta versions.

The construction menu with horizontal categories cuts down on the scrolling which is good.

 

I've added a suggestion for right clicking a building and being able to quickly activate/deactivate from a context sensitive menu.

The repair ship area of influence mechanic is working well and easy to follow, the ships seem to be working better than any previous version which is great.

 

The guts of the game are starting to pad out now which is great, I can see lots of players using the data to number crunch the optimal efficiencies.

I've enjoyed all the versions of the game to date but the fresh UI, tweaks to the repair yard, additional balancing on the construction resources and the mission's have really got me impressed with this release.

 

Can't wait to dive back into my base tomorrow and start investing in some science and trade constructions.

 

I'll post a screenshot when I've got a few more of the newer buildings but looking good so far. Well Done !

ReplyQuote
Posted : May 1, 2014 14:46
(@sjones)
Estimable Member

Thanks for the feedback, just gone over all the reported bugs you made... I am glad that they are all fairly minor issues, just hope it stays that way.

All the reported issues are very helpful and will be nice to work on some of them instead of the normal critical issues that give me a headache to fix 😀

 

Also glad you are enjoying the new version and that it was worth the wait.

 

The 3 things I would like most from this build is feedback on performance, when clicking on the repair ships themselves there are some expensive processes going on with the secondary camera and the range overlay too, this will be the place where you may notice slower frame rates, if this occurs a screenshot of your base and your system specs would be very helpful at that point.

 

The second point is the UI text, some of it still maybe hard to read due to the transparency of the UI and the contrast to the background, this needs to be fixed a bit more, the thing I am most interested in is the readability of the text itself, if its too hard to read in the daylight speed the game up or wait till its night time and see if that makes a difference.

 

There are several versions of the font at the moment, a precise version that looks a little jagged, a bolder version that looks smoother but with little bits of text will be slightly blurred and in the tutorials, the tutorial text has a drop shadow to give it a little more contrast.

 

Any and all feedback on the font is most welcome as its still an issue I am working on.

 

The third is the usual bugs and issues in general, I am hoping that all the major issues are out of the way meaning that the next few builds and features will start coming quicker now. (already started on the colonists menu and been fun to start getting back into feature development)

ReplyQuote
Topic starter Posted : May 1, 2014 17:08