Alpha 8 [0.6.2]: Poll, OpenGL, Alpha 10 Design

First, sorry for the lack of post, this first part of October as been fairly slow and the dev itself pretty light but existent. I played ARMA 3, Xenonauts and Command: Modern Air Naval Operations.. For one time that I consecrate some time for gaming...

Poll: thanks to all of you for your votes! So the majority has decided, and I will continue to post .7z packages until the 1.0.
For the 1.0 and above I will upload the two versions, a .7z and an installer.

OpenGL: I completely overhauled the code that determines the color of the planet's atmospheres; they stick more on their atmosphere composition now. Even if in reality the colors of the atmosphere aren't only due to the atmosphere itself but also the star and so on. I actually working on the cleanup of the 3d scene, a key part to allow the player to load another save file during an actual game or, in the future, to switch to another star system. It's the "big" part of this alpha, after that the game loading itself isn't much than that already exists. In the final I will implement a shortcut system for the browsing of the orbital objects and the alpha 8 will be done.

Alpha 10 Design: yeah I'm not totally lazy, because I also consecrate time to setup a system for the dynamic research & development system that will be implemented in the alpha 10. I finally found how to implement a dynamic system; I found the inspiration into this article on SpaceSector.org to make my own.
In fact I was working on it well before, but the system at large wasn't here, only bits and bits, this article only simply opened my view on a whole system.
So without to give too much details it will be a system based on different research fields that can, dynamically and in a semi-randomized way, open onto different technosciences that will be required to master to finally unlock new products, infrastructures and equipment modules. The random part is minimized at the max because 2 main things will determine a probability:

  1. by the technoscience's related list, that contains a list of other technosciences more or less related to it. They will give different points based on their technology level, difficulty, and weight. That will define a probability
  2. Since the research is at the faction and colony level (but don't worry I will allow macro and micro-management for all the tastes), each faction will have an additional set of data, called research aspects, that will affect if a technoscience is discovered or not. These research aspects define the directions and preferences for some technologies instead of other. That means that some technologies will be less likely to be discovered than others. These aspects are defined by the current faction's socio-political matrix, some global events and other discovery (like during a planetary survey for example). At the colony level, the Instruction Level and any infrastructures in the colony that will affect research & development will be also taken into account.
    So in clear, the SPM system, the products and the infrastructures will be updated and not by a little part.
That's all for now, thanks for your interest... and patience! :)

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