Alpha 4 [0.5.2] Dev Status: Task System and Space Units Missions

As usual, there are been a small delay for the completion of the UMI, but the overhaul has been finished yesterday night. Tonight I'll complete its audit and will pass to the next step: the task and mission system overhaul and audit.
That include the task initialization + management, the space units missions (interplanetary transit and colonization missions), and the complete rewrite and completion of mission cancellation.
To cleanup this mess is more than mandatory before to add something new.

After that big part I'll do the code audit for the SPM, with the memes management bugfix (the show stopper at March 1st in game time).

It wasn't the initial todolist but I prefer to concentrate on the more urgent things to do first.

Finally after all that I'll see how much time is left until the release of the alpha 4, if there is some left I'll apply updates of the colony panel, including the expansion of the interface of the infrastructure assembling/building, and some other changes.

If there aren't, I'll release and will begin the development of the alpha 5 [0.5.5] that will include the overhaul of the realtime game flow system, the implementation of the turn-based system, the complete rewrite of the command popup menu and the implementation of the planetary survey for the resources.
That include the interface refinement I couldn't do for the alpha 4.

I try to do my best to make FARC features complete at the beta, in a 2-3 years range (2015 is my maximum target for a 1.0 beta), but don't hope for 3 tons of stuff until that. It's only a one man project in part-time.

Alpha 4 [0.5.2] Dev Status: the UMI, part 2

What a work!

That's all I can say, the code of the Unified Interface Management that concern the policies enforcement was a bit... messy.
I continuing to complete it and beside it I completed some part of required game system:
  • the one concerning the player's faction status rule, that can limit how the player can enforce a policy and change of political, economical, health and spiritual system.
  • the one concerning the headquarter presence. There are 3 types of headquarter: basic, secondary and primary/unique. The presence or not in a faction (either the player or an AI one) limit more or less what is possible to do at the faction and colony level. The policy enforcement is affected by it. Take a look at the screenshot below, cropped form the game design document, to have a glimpse of the details
The designation of primary and secondary HQ change according to the faction's current political system. For some the primary HQ represents the centralized higher authority, but for others, like the AIchitect political system, any HQ is a primary one.
In the future I'll implement additional game effect, like in case of the loss of a HQ, as destroyed by an enemy or a natural event.

In the UMI, with the policies enforcement, the player is informed by any problem concerning the HQ and the player's faction status.



So as you can see, the updates doesn't concern only the interface... small changes, big effects...

Normally I should have finished that tomorrow.

Stay tuned.





Alpha 4 [0.5.2] Dev Status: the UMI

I'm working again on the UMI, and like for all interface elements, it takes some time.
The Faction tab content is now cleaned up: all government details are correctly displayed and there are no more errors/misplacing of the circular progress components that display the level of the player's faction and the dependence status. All stay correctly in place and the texts of the circular progress components are displayed correctly.

You can see the small screenshot below:





The overhaul of the SPM Setting code is also completed (no screenshot since there's no visible difference) and I currently working on the policies enforcement interface.
It's a bit more complex part to do because I need to complete the rules concerning the limitations of the policies enforcement according to the player's faction dependence status levels.
I'll complete the doc tomorrow, will update the rules and will complete the policy enforcement.

After all that I will complete the code audit for the UMI and will pass to the next step of this alpha 4.



Doc Overhaul Completed + Resource Survey Rules

Well I didn't have time to start again the dev so that will be tomorrow.

The main doc overhaul is completed and the resource survey rules added.

Below you can have a glimpse of the summary of the main doc. I reached 190 pages tonight, but a lot of things are again on many pieces of paper and also spread in 6 text notes files. They need to be regrouped in the game design documents. It's just the tip of the iceberg.
You can see that some parts haven't any subsections, its normal it's because they aren't completed yet.





Anyway many core rules are implemented but it's not the end of the travel for now.

PS: don't mind the typo/grammar; it's just an internal document.

Stay tuned.

Alpha 4 Dev & Design Status: Resources Survey


I stopped the dev during this long weekend to concentrate on one major addition of this alpha 4, the resources survey.
I just finished the design, including the calculations, yesterday and I’ll add it in the doc tomorrow, after the completion of an overhaul of the main doc.
Even if this Alpha 4 doesn’t include a new major feature, it will contain, at the time of release, many changes and additions, and the resources survey is one of them.
What it is about?
Well, from the alpha 4, the player will don’t have access anymore to any of the region's resource “magically” just after the setting of the new colony (it's a hardcoded stuff for now). It will be required to commit a survey mission, in the settlement’s region, to find them.
This survey is one part of the planetary survey system; in the future it will be possible to set expedition to not only for the resources but also for the biosphere, the foreign settlements and even the features & artifacts.
The resource survey system will reveal progressively to the player the different resource spots a region can have, with its generated data, and will update that until the survey expedition complete its mission.
I’ll also include some survey vehicles to allow the players to be able to set up a mission (like UAVs, rovers or antigrav platform).
Like all things in FARC, the duration and difficulty of a survey expedition will depends on many variables, like the region’s relief and weather, the orbital object’s gravity and also the region's resources data.

That's all for now, the dev itself will continue tomorrow.

Stay tuned.