Alpha 10: Common Core and PDF

I continuing to implement the common core; now it initialize the data of each entity's data structure (including the player's one) at the start of a new game, setup the ones of tech level 1 as mastered, and for the non-player factions add the designed common core setup, if one of them has some.

Yes it's a slow process I know and August is nearly finished... Anyway after the common core for the NP factions I will do the same for the player's faction (it's a bit of different set of rules) and will finally begin to implement a skeleton of interface for the research & development system.

By the way, as I did by the past, I uploaded a new version of the summary of the main design document.

The pdf is here: On Dropbox

Why only a summary? Not because my game design is ultra unique or top secret but it's a work-in-progress (you will see into the summary that many sections are light with only one page, others more complete have from 40 to 100 pages...) so subject to change nearly all the days and not particularly well written.

Anyway I wanted to show you the size of this doc, you can see it's with small margins because I feel it more practical for many tables, with standard margins the doc take about 365 pages actually.

Oh and I nearly forgot; someone assisted me to correct some part of English version of the encyclopedia, and I appreciate it much because most of the time my English grammar is so-so since it's not my first language. I could see this fact by inspecting his pull requests.

That's all for now.

Alpha 10: Population Planner and Research Crews

Beside the implementation of the common core, I am working on the design of the Population Planner, which will be also implemented for this alpha 10.
What it is and what is the link with the research & development system (RDS)?
If you don't know yet, the population in FARC has three possible races (humans, clones and artificial intelligences) and each of these can have one or more than one ethnic group and each of these have at least one category, like Engineers for the baseline ethnic group of the human race. The assignment of the population to the different tasks, as staff for infrastructures and crews for space units, and the training to allow part of population of a category to switch to one other is entirely automated and use sets of rules related to the General Population Rules set into the Population Planner.
The Population Planner is a set of rules that affect the population of each faction, and its interface for the player will be located into a tab of the Unified Management Interface. Out of this rules setting, the management of the population is entirely automated and doesn't require any more action from the player and AI. These rules are at the faction level and so affect any colony of a same faction but in the interface, and the AI code, it will be possible to override these rules for a particular colony and thus taking in account the particularity of each colony if needed.

The RDS also use this Population Planner by adding a subsection to set a rule for the research crews and to tell the game how the pool of research crews must be managed, how it must be used to assign crew to an intelligence infrastructure and also of course to determine the training rules.

So that's it, another thing to implement for this alpha 10, it is not surprising that the changes list for this alpha 10 growing over the time, even if slowly.

Stay tuned.

Secondary and Dev News: FARC on GitHub, Change in the Common Core

I decided to move the source of FARC to GitHub.

The page of the project is here.

The alpha 10 and all subsequent releases will be put also on GitHub; at least anything will be at the same place. I don't know which limitations are imposed by GitHub concerning the releases size but anyway the process was easy and painless.

I would also like a public bugtracker but GitHub doesn't provide that, only if you are already registered on this site.

That's all, I continue to implementing the common core.

Oh by the way I dropped the idea to have the setting of the technosciences and fundamental researches for the factions made entirely by design. The tech for the non player factions are instead generated by following the guidelines of their common core orientations. Some key tech can be specified by design but they are only specific cases based on the faction's history and culture.

That's all, stay tuned.