Showing posts from October, 2011

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:

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 :)

0.5 Status

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 :)
Stay tuned.

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: and here for the features of it's free addon.
I made a fast & dirty test map here:

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 desc…

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 D…