January 4, 2015

Blog Update: about Section

A tiny post to indicate that I updated and corrected a bit, the About/FAQ page with a better description of the setting of the game and what it is all about. To this time that wasn't pretty clear and badly written :)

That's all, yup.

January 3, 2015

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:

And here's the one now:

These two others show some modifications into the description text of the selection faction of allegiance with the one before:

And here's the one now:

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 :)

Stay tuned.

December 31, 2014

Alpha 10 Release and Wishes

The alpha 10 is released.

You can find it here on DropBox.

From now, as said in this post and this one, any further development is stopped until the basic part of FARC, concerning the setup of the first player's colony, is 100% completed as designed.
And work there is, bugs to be fixed it must, desert of assets populated it will (not it's not a typo I just try to do the smart ass).
So I initialize tonight the first iteration of the plan and from tomorrow I will begin the dev.
I let about 1 month with + 6 days at max, or less than that depending of my speed and the work to do, for each iteration.
That will bring more release into unified patches. So you will be able to update this alpha (the 10) 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).

By the way I fixed 3d show stopper bugs, so that "should be OK".

It is time to flesh out all that.

Oh... and I whish you a happy new year 2015 :)
It is not yet the time for me in Canaduhland but most of the EU/Asia have already said goodbye to 2014.

Stay tuned.

Release Notes:
  • 3D:
    • overhaul of the atmosphere colors.
    • a complete cleanup code has been added, allowing to cleanup the current scene for the purpose of the loading of a new game and the future purpose to switch to another planetary system.
  • Colonization Phase System (CPS):
    • viability threshold values are now all better adjusted to their difficulty ranks.
  • Encyclopedia:
    • many English sections have been corrected by Max Horning.
  • Faction / Magellan Unity:
    • addition of its common core for the research & development system; include the research domains' orientations and the personalized core setup.
  • Factions:
    • implementation of the common core of research & development.
  • Game Flow System:
    • implementation of a turn-based subsystem.
    • the game flow system support now the realtime and turn based subsystems, ie it is possible to switch between realtime and turn-by-turn mode at any time.
  • Game Saving/Loading:
    • it is now possible to load a saved game by chosing a file, before any game is started or during the current session.
    • the research & development data for all the in-game entities (including the player) are now saved and loaded.
  • Graphics:
    • keyboard icons for the help panel (incomplete).
    • multiple icons for the RDS including: the research domains, research fields and those displaying the status of a fundamental research or technoscience.
  • Help Panel / Encyclopaedia:
    • overhaul on how the keyboard shortcuts are displayed (incomplete).
  • New Game Setup:
    • a new game can be setup during a current play session.
    • fix: the military threshold in % is correctly displayed.
    • full code audit for FCMgNG_Core_Proceed.
  • Planetary Survey:
    • bugfixes.
  • Products:
    • addition of material:
      • Gold.
  • Research & Development System (RDS):
    • the data structures of the research domains and field, including technosciences are implemented.
    • at the start of a game, the common core of each non-player faction is initialized dynamically and by taking into account of eventual pre-defined setup.
    • at the start of a game, the common core of the player faction is initialized dynamically according to the player's faction of allegiance.
    • addition of the following fundamental researches:
      • Antimatter Theory [Physics, Level 2].
      • Astrobiology [Biosciences, Level 1].
      • Astronomy [Astro-Engineering, Level 1].
      • Black Holes Science [Astro-Engineering, Level 4].
      • Climatology [Ecosciences, Level 1].
      • Cognitive Science [Biosciences, Level 2].
      • Conceptualization [Culture, Level 1].
      • Cryobiology [Biosciences, Level 1].
      • Cryonics [Biosciences, Level 2].
      • General Theory of Relativity [Astro-Engineering, Level 1].
      • High-Energy Particles Physics [Physics, Level 3].
      • Logic & Algorythms [Industrial Technologies, Level 1].
      • Memetics [Culture, Level 1].
      • Plasma Physics [Physics, Level 3].
      • Quantum Mechanics [Physics, Level 1].
      • Stars Physics [Astro-Engineering, Level 2].
      • Superfluidics [Physics, Level 2].
      • Terrestrial Physics [Ecosciences, Level 3].
    • addition of the following technosciences:
      • 3D Printing [Industrial Technologies, Level 3].
      • Advanced Photonic Cells [Physics, Level 4].
      • Alloys [Industrial Technologies, Level 1].
      • Antiprotons Generation & Isolation Techniques [Physics, Level 3].
      • Automation [Industrial Technologies, Level 1].
      • Basic Ecology [Ecosciences, Level 1].
      • Basic Mining & Refining [Industrial Technologies, Level 1].
      • Basic Modern Medicine [Biosciences, Level 1].
      • Batteries [Physics, Level 1].
      • Biochemistry [Biosciences, Level 1].
      • Chemical Engineering [Industrial Technologies, Level 1].
      • Chemical Medicine [Biosciences, Level 3].
      • Complete Brain Mapping [Biosciences, Level 4].
      • Composite Materials [Industrial Technologies, Level 2].
      • Computational Electromagnetics [Physics, Level 3].
      • Computer-Assisted Design [Industrial Technologies, Level 2].
      • Cryogenics [Industrial Technologies, Level 2].
      • D-T Fusion [Physics, Level 4].
      • Data Intensive Grids [IndustrialTechnologies, Level 4].
      • Deep Space Observations [Astro-Engineering, Level 4].
      • Directed Electromagnetism [Physics, Level 4].
      • Electromagnetism [Physics, Level 1].
      • Expert Systems [IndustrialTechnologies, Level 3].
      • Fullerenes Processing [Nanotechnology, Level 2].
      • Genetic Synthesis [Biosciences, Level 3].
      • Genetics [Biosciences, Level 1].
      • Geophysics [Ecosciences, Level 4].
      • High Pressure Diamonds [Industrial Technologies, Level 4].
      • Hydrochemical Agriculture [Ecosciences, Level 1].
      • Hydrogen Fuel Cells [Physics, Level 4].
      • Inflatable Habitats [Aerospace Engineering, Level 4].
      • Information Networks [IndustrialTechnologies, Level 3].
      • Ion Rocket Engines [Aerospace Engineering, Level 3].
      • Integrated 3D Systems [Industrial Technologies, Level 4].
      • Lasers [Physics, Level 1].
      • Logistics [Industrial Technologies, Level 1].
      • Long Duration Orbital Operations [Aerospace Engineering, Level 3].
      • Low Temperature Superconductors [Industrial Technologies, Level 3].
      • Metamaterials [Industrial Technologies, Level 4].
      • Micro-Electromechanical Systems (MEMS) [Industrial Technologies, Level 2].
      • Micro-Electronics [Industrial Technologies, Level 1].
      • Microrobotics [Industrial Technologies, Level 4].
      • Miniaturization [Industrial Technologies, Level 1].
      • Modern Agriculture [Ecology, Level 3].
      • Molecular Engineering [Nanotechnology, Level 3].
      • Multi-Stage-To-Orbit Vehicles [Aerospace Engineering, Level 1].
      • Nanocomposites [Nanotechnology, Level 4].
      • Neurology [Biosciences, Level 1].
      • Nuclear Fission [Physics, Level 1].
      • Nuclear Fission Propulsion [Aerospace Engineering, Level 4].
      • Orbital Flight [Aerospace Engineering, Level 2].
      • Photonic Energy [Physics, Level 1].
      • Photonics [Physics, Level 2].
      • Quantum Dots [Nanotechnology, Level 2].
      • Predictive Climatology [Ecosciences, Level 4].
      • Recycling Technics [Ecosciences, Level 3].
      • Relational Database Systems [Industrial Technologies, Level 2].
      • Robotics [Industrial Technologies, Level 2].
      • Rocket Propulsion [Aerospace Engineering, Level 1].
      • Solid-State Lasers [Physics, Level 3].
      • Supercapacitors [Physics, Level 3].
      • Superstrong Fabrics [Nanotechnology, Level 4].
      • Supraconductors [Industrial Technologies, Level 4].
      • Synthetic Biology [Biosciences, Level 4].
      • Targeted Medicine [Biosciences, Level 4].
      • Tissue Engineering [Biosciences, Level 4].
      • X-Ray Lasers [Physics, Level 3].
  • Unified Management Interface (UMI):
    • the size constraints are the same for any tab and are adjusted proportionally to the size of the main window at the initialization and each time the window is resized.
    • Research & Development Tab:
      • implementation of a Research Domains subsection; showing the current status and the progression of knowledge of each domain.
      • implementation of the basic list of discovered/mastered fundamental researches and technosciences.
  • User's Interface - General:
    • overhaul of the keyboard shortcuts (incomplete)
    • fonts are assigned dynamically during the initialization of the main window and no more generate any delay or hangs.

December 30, 2014

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:


And the one showing the Physics research domain:


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 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.