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Showing posts from March, 2014

Alpha 10: Common Core and Tech Distribution

At the start of each game, the player will receive what I call a "common core" of technologies.
This common core is constituted by all the tech level 1 technosciences with a pseudo-random addition of other technologies from tech level 2 to 5 max, according to which faction the player's colony have its allegiance. So each game the player haven't exactly the same tech, allowing to keep a certain coherence with the dynamic and semi-random research & development system and some factions doesn't provide the same set of technologies than the others.
The technology capability of the player's colony will be relatively basic compared to all the other factions, but it's logical that a remote and small colony doesn't have all the knowledge to do anything, and it doesn't prevent the colony's population to use higher tech equipment. It's a bit like if you would go in an Antarctica station with some iThing without to have the ability and knowledge t…

2014-2015 Dev Guidance

I revised my guidance, or if you prefer my to-do-list, in the development of FARC with reduced goals.
Let's get straight, to dev a space strategy game isn't a little thing to do and even with all the goodwill I want to put in it, I cannot reach in a respectable timeframe the current goal, not by working part-time on it during my free time.
So, since I designed FARC initially in two parts; with the first as the setup of the first colony of the player's faction and the second as a sandbox with multiple paths, I decided to concentrate my work into this first part. Not that I abandon the rest, but I just want to deliver something finally playable from start to finish. I began to dev it in 2009; it's time that FARC become really something, even smaller.

What will affect this decision? Well, the current dev of the alpha 10 isn't changed, the technology must be implemented anyway because it concern any part of the core game system (production, infrastructures…

FAQ

I just updated and cleaned up the FAQ, with less acid answers (I should be a bit angry by the time I wrote it, and so I'm sorry of that) and up to date informations.

That's all :)

A Thought about Improving the Production System

I just seen the beta first impressions of Planetary Annihilation on spacesector.com and at one moment it speak about the streaming economy concept; "where your resources are consumed as you build; paying the cost of the unit you are currently building at a rate of X resource per time interval; as opposed to paying the full cost upfront when the unit is queued."

FARC doesn't currently do that; an infrastructure only appears in the available list if the colony have ALL the required resources upfront, and frankly I think that a streaming economy model would fit better for a game like FARC than the model it currently uses.

I don't know if I will work that for the alpha 10, it's not a priority at all for this stage, but it's certainly a good path. Anyway the production user's interface needs also a good bunch of work, for now it doesn't inform the player at all about the requirements, and it doesn't allow him/her to configure a production.
FARC, the …