Alpha 6 [0.6.0] (Late) Dev Status: Hydrosphere and Planet's Types

The implementation of the interface for the manual edition of the atmosphere is done.
I actually implementing the hydrosphere and this part have induced two major changes in FARC.
The first one is that the types of hydrosphere has been revised and finally expanded to 9. Here's the list:
  • Liquid Water
  • Water Ice Sheet
  • Water Ice Crust
  • Liquid Water-Ammonia
  • Liquid Methane
  • Methane Ice Sheet
  • Methane Ice Crust
  • Nitrogen Ice Sheet
  • Nitrogen Ice Crust
There were many weird bits of code in the old version of the generator for determining the hydrosphere, it is far better now, and the atmosphere-less planets will have more variations.

The second thing is that the types of planets are greatly reduced and simplified and for two reason: one because FARC has far enough of data to define an orbital object without to categorize each one by Earth-like, Venusian or whatever else, including the derivation of each hydrosphere. Second, because ALL the telluric and icy planets will have a custom surface map. That's mean that the standard surface map actually in game will be removed in the alpha 6. Fractal Terrains, the software I using to generate the maps, is in its last version able to generate barren/craterized surface maps. So there are no more reason to use standard and boring ones.
Don't forget that these surface maps aren't here only to "beautify" the interface but the determination of some data for each region is even based on them. Fractal terrain provides a wealth of planetary data for it. So in clear the maps really stick to  the region's data.
That will give me a bit more of work but the result will worth it, since no surface maps will be the same. Only the ones used for the gaseous planet will stay standard.

So that's it, since the 24 is a day off I will work my ass off to finish the ecosphere and begin the last part of the FUG: the regions.


  1. good progress, the new beta and is closer to his release

    1. Thank you Alejandro.
      Yeah, I should be on time for the alpha 6 deadline.

  2. I have read your posts, and do you think that you will eventually include the ability to travel in between star systems? Also, would you do this through "fantasy" sci-fi technologies (such as hyperdrive, etc) or would you accomplish this through more realistic ones...

    1. Yeah it will be possible of travelling between star systems.
      In fact it is planned since the start and is about one of the "space opera" elements that will be implemented in the game: there will be 3 different hyperdrive technologies in game, as variably efficient as they are more or less dangerous to use.
      The background of the game itself uses them: the game begin 50 years after that the first manned spacecraft equipped with an experimental hyperdrive left the Sol system.
      The rest will stick to hard sci-fi setting, even for the very high tech levels technosciences; For them I don't reinvent the wheel but take inspirations from different sources, mainly from RPGs (like Spacemaster or Traveller), trying to remove any trace of fantasy in these technologies.
      When we target a sci-fi settings it is hard to stay with PURE SCIENCE words graved in stone: most of even basic technologies are theories or never left a lab yet, like nuclear propulsion for example: at best we have some reports of test benches experiments (like for the NERVA and VASIMR) and of course many publications but nothing more than that. The rest is purely theoretical.
      Anyway as I like to say; the most important is to stay coherent with the settings, you can't be 100% realistic with a sci-fi setting, by the nature itself of science-fiction but there are many levels of how you present and integrate these technologies.
      It's not like when you play in a Fallout 3 setting and cry out for hard realism...
      To rejoin your post, it's not practical for a game to use another type of star travel, like a good old relativistic one. A single trip of 4 light-years toward Alpha Centauri for example would take 58 hours of real time (without time acceleration) or numerous game turns without even taking in account the acceleration/deceleration phases.
      If you have any other question, don't hesitate :)

    2. Sorry for the 3 deletion/new posts, I corrected some typos


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