Update Notice Bis: near completion

As i said in the previous post, i'm sorry for the delay, the new pc is now set, tomorrow i'll install the dev environment and tools, so the dev will begin again.

By the way it refreshing to have a new PC :) I'm eager to complete this 0.5.

I also tested the 0.4.1 release on the new build with win 7 and see one big problem, the installer doesn't install the fonts, even with administration rights. And that's... suck, i'll look to fix that for the 0.5/0.5.1.

Update notice

The dev/design takes some delay since march 20 because i received one part of my new pc (the second and last one will come until friday or the next monday) so it means installation, overclocking, testing and installing of the apps :D

Because of that there will be delay yet until about the next weekend (the first one of april), but don't worry it will starting again after that. The Linux users will be glad to read that this new pc will also run a virtual machine under Linux especially to dev FARC under this OS (no need to have a multiboot w/ 16Gb of RAM).

That's all for the rant. The dev itself isn't totally freezed since i using my breaks at work for dev one side feature concerning the encyclopedia text formatting. It will allow me to update more easily the encyclopedia texts, and that's not useless since a lot of updates are required in this sector :]
Concerning the main dev path i also began to update the infrastructures list of the colony data panel on march 20 and 21 (the SVN isn't updated with it yet). There's a tree list on the left to display the infrastructures of a selected settlement in the 5 separated classes (like Housing or Energy) with glyphs which indicate the status of each buildings like operational, disabled or in transition. Beside this tree list there will be a multitabs panel for select infrastructures to build, and of course the CAB (conversion/assembling/building) queue will be displayed in this panel too.

That's all, stay tuned :)

0.5 Status: Products finalization, Colony's Storage and Reserves

Finally, the data structure concerning the products is now completed, and 18 products (all resources) are added.
The colony's storage and reserves are also implemented.
The colony's storage concerns the global products storage of a colony for industrial and commercial uses. The capacity depends directly on the colony's infrastructures.
The colony's reserves, for the oxygen, food and water, concerns the reserve the colony's population can access for a direct use. Depending on the orbital object's ecosphere, where a colony is settled, a reserve can be useless or required.

And now it's finally time to update the interface with the settlement's infrastructures trees.

0.5 Status: Products Addition, and 8bits funding update

for the 8 bits funding, i forgot to make the project live oops, it's done now, at least i can see it in the search/browse now :D

Well, for the serious part i continue to implement data structures, sorry no screenshot of new addition user's interface elements yet :(
The last implementation concerns the products. Products are items that are extracted/refined/produced and/or manufactured during the production phase each game hour (or 6 seconds of real time). These items doesn't include the space units and infrastructures.
Products are grouped in 5 classes:
  • Resources: like Water or Carbonaceous Ore.
  • Energy-related Items: like Nuclear Fission Reactor or Helium-3 Isotope.
  • Materials: like Concrete or Multi-Walled Carbon Nanotubes.
  • Bioproducts: like Fruits & Vegetables and Synthetic Food.
  • Equipments: like Autonomous Rovers and Fractal Building Unit.
Once the basic implementation is complete i'll add colony's storage and reserve, i'll complete the Conversion mode for the infrastructures and FINALLY i'll update the user's interface (yeah really).

Back to work >< !

0.5 Status

Sorry for the lack of news, but i had an exam to study.

The last additions concerns the infrastructures' custom/additional effects with the implementation of 5 of them:
x Head-Quarter - Basic
x Head-Quarter - Primary
x Head-Quarter - Secondary
x Life Support - Food
x Life Support - Oxygen
x Life Support - Water
Next changes today will concern the completion of the custom effects code + update of the CSM w/ Oxygen, Food and Water reserves.
On design side some things have been expanded like the colonization objectives, which will be implemented in the next major version (0.6).