July 30, 2014

Alpha 10: Factions Change and Refinements

I finished the design of the Common Core rules.

I now updating the design of the only, for now, available faction in the game concerning its own common core and the pre-setup for the player's faction common core. I modified some things like the faction in the game aren't playable factions anymore but power blocs. Why? Because this denomination wasn't true since the player hasn't directly the control of one of them but depends on it. Also there will be more than 8 in game factions the player could join, I can't say how much yet, especially since the 8 ones aren't even fully implemented, but we will see.

So the plan is that I finish anything concerning the design of the common core for the extrasolar power block Magellan Unity, I implement it in the game database and I finally coding the common core rules. After that I will update finally the unified interface to display a basic interface for the research & development system and I will implement the RDS afterward. Meanwhile I will also update the infrastructure's data structure regarding the research & development too.

This project is a long and uncertain but never boring path.

July 25, 2014

Alpha 10: Common Core

I currently working on the common core of technologies for the factions, including the player's factions.
For reminder, the common core rules will do two things:
  • For the non player's factions, the common core of technosciences and fundamental researches will exist already by design, but semi-random calculations will be applied onto the technosciences' development levels, so that will change from one game to another. Does it make a difference into a fixed/designed configuration? Yes since the development level define the quality of infrastructures, products and equipment modules built, produced and designed by each faction. It would be certainly cool to randomize entirely the tech setup for these factions, but since FARC is a game based on a background/back story I want to keep a certain coherence. But there is one point: I plan to generate minor factions completely dynamically, and in this case their common core will be completely random.
  • For the player's faction the basis of the common core include all the technosciences and fundamental researches of level 1. Each technosciences are mastered at the development level 1 of 10. The rest of the setup is semi randomized by taking in account the player's faction of allegiance and particularly its technological orientations to keep the player's faction in coherence with its allegiance faction, but yes the setup will be different from one game to another in the spirit of the dynamic layer subsystem of the research & development system that will be implemented.
So that's it, I working to implement that and it is mainly under the hood but, after this step, I will finally start to update the unified management interface with a prototype for the research & development.

July 17, 2014

Alpha 10: Technosciences Implementation Completed - Resuming of Development

Finally all the technosciences and the fundamental researches from level 1 to 4 are implemented. As usual that was a slow process at the turtle's speed but it is done.
The total of implemented technosciences is now at 85, and here is the complete list of them:

 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].

  • 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].

So what's now? I finally resume the development itself and, out of the addition of some infrastructures, the next weeks will be focused only onto the development and that concern: the implementation of the required technosciences data into the infrastructure's data structure and the Research & Development System by itself. I'm late by "only" 17 days for now, compared to my initial schedule, so easy! :))

OK, out of joking it's time to move my *ss and to continue to dev this game.

Stay tuned.

June 16, 2014

Alpha 10: Training Methodologies

Since I working on the design of the Instruction and Training (IT) rules with the goal to complete them and implement them into this alpha 10 I can say some words about it.

In each race, which for reminding are humans, clones and artificial intelligences, and their ethnic groups there are different categories of population. Some are basic some are more specialized in particular domains. The IT rules have for use to simulate the transition of parts of a population from a category to another one and, for the most common case, from the basic categories to more speicalized ones.

I reduced the micromanagement by two ways: first, the training methodology (TM) employed by a faction is precisely faction-wide. So there's is only one data at the faction level to determine which one is used in all the faction's colonies. Two, the system of repartition is entirely automated and doesn't need any input from the player/AIs, but they can override occasionally the system for an emergency or force it for strategic purpose.
I wanted at the start a system of priorities with some sliders as for sole user's interface, but managing it for each colony would be a boring chore.

There are 7 TM that affect training and instruction speed. They also can affect other things like in the socio-political matrix or the research and development system but I will not explain these details in this post. The list below describe each method.

  • Human to Human: the most ancient form to pass knowledge and train students. Doesn't require any particular technology even if it can use some equipment to support the method. It is the most basic method and is applied by default.
  • Brain Enhancement Drugs: this method is basically the Human to Human improved by the distribution to students of brain enhancement drugs. These have for usefulness to reduce the training time and are also not without any side effects.
  • Cyber-Teacher: use the help of non sentient AIs (as a minimum) to replace the human interaction. It regroup the knowledge of a database with the explanations and support of a dedicated artificial intelligence.
  • Accelerated Life Simulation: this method is inspired from a sci-fi story I read some years ago. It combines virtual reality with a full scale neuro-stimulation permitting to give accelerated "real" experiences to the student, so he/she practically learns by experiencing fast forward different life situations. This method a big step from the precedent one.
  • Hypno-Education: method to "inprint" knowledge into a student's brain set in a state of deep hypnosis in a non-invasive way. It doesn't provide a complete understanding but sort of "bury" the basics that become natural to the student.
  • Direct Brain Training: this method uses of a direct neural interface to directly upload knowledge to the student's brain. It doesn't spare him/her to train and experiment this new knowledge. Compared to hypno-education, it is an invasive way.
  • Hive-Learning: this method is for the clone and AIs race only. It allow a transfer of knowledge among single-minded brains, the distribution is quasi in realtime.

That's all for now.