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Alpha 10 - It. #08: CPS Objectives Linking Done - Resuming of Dev

The linking is finally done.

Now I resuming completely the development and I will begin today to implement the new data into the CPS objectives' data structure, the generation rules for the objectives, and the new objectives.

Tthanks for your interest!


CPS: Colonization Phase System

Alpha 10 - It. #08: Linking of CPS Objectives with SPM Update + Updates on the Main Site

I added a wiki page on my main site, http://wiki.farcolony.com/, for future documentation purpose. But I need to set it up first.


In the near future I will complete the setup of the main site, http://farcolony.com, and I will completely switch the news on it.
I will keep this blogspot page active, for a while, to display a post warning to switch to the main site.

So by this way anything will be centralized on the same location.

On the dev side I'm at about 50% in my work to link the SPM memes and policies with the CPS Objectives.
Once done I will begin the complete development of these objectives and their generation.

I haven't done further development on the online update tool yet, but it is working and the required work left is only about informations and cosmetic. so it will be done before the release.
I continue to hope to release this iteration by the end of June, but for this time I prefer to not confirm anything until all is done, no more bad schedule for 2017 and beyon…

Blog Update: About / FAQ & Contact + Download Pages - Small Dev Notice

I finally updated these two pages of the blog:

About / FAQ & Contact: I updated a bit the FAQ and also put a contact information with a farcolony.com email.

Download: this page is now fully updated and link to the files hosted in farcolony.com


There is no special news on the dev in comparison of the previous post; I continuing to link the SPM and also I work on the final update in the design of the dynamic system to setup the CPS objectives.
Each of them will receive a weight, if compatible with the SPM settings of the faction of allegiance and the chosen backstory by the player, calculated also from the SPM and backstories and will determine the chance to a specific objective to appear in a new game.


I also attacking the final part of the code audit of the CPS since tonight.

I will implement the objectives only after the entire pass of SPM linking for all the policies, memes, and linked objectives that will be implemented is done.

That's all, stay tuned.

NB:

Sorry for the sma…

Alpha 10 - It. #08: FARC Updater is Working (but WIP yet)

I passed all the evening and part of the night to build a very basic updater and backtest it with the hosted files, through some scenarios, and it was fully working at the end of the session.

It needs some additional work to be fully presentable, like to have information on the new build, saved game files comptability, the display of the last changes and the progress of downloading / updating, but it is on the right path.
The third-party tool helps a lot since I'm not too much into networking

Today I will work only on the CPS objectives by continuing to process all the possible linking and incomptabilities with the SPM memes and policies, and the backstories.

That's all for now.

CPS: Colonization Phase System     SPM: Socio-Political Matrix

Online Update + Alpha 10 - It. #08: Linking of CPS Objectives with SPM and Backstories

I finally registered to a host service, DreamHost, because the dropbox solution wasn't working.
Now, the future files for online updating have finally a home and I also registered www.farcolony.com, which will be pretty simple to find.
I also started to develop the updater, it will not be a big thing but will contains certain info like which build is online, what are the current and previous changes and if the saved game files, of the version of FARC currently installed, will be compatible or not.
This last point will induce an update in the code to save/load saved game and include version numbers.

For now I will continue to use this blog, but all the files, ie the online and offline ones, will be hosted on the private host. I will update the download links of this blog once the domain is fully registered and the setup of this online service is full done.
It is certainly a commitment but it is time that FARC has its own home.

On the development side I nearly completed the rules a…

Alpha 10 - It. #08: Short Notice; Web Updater Bought

As the title say, I have bought it on March 17 as planned in the previous post.
I will keep you updated on this secondary tool  for FARC when it will be built.

That's it for now, thanks.

Alpha 10 - It. #08: Expeditions + Backstories Design and Web Updater On the Way

On the design side I'm working on the expeditions and backstories.

Expeditions are the old colonization modes, and backstories are background stories in which the player will pick one and will serve as a sort of starter story, for the future faction and colony of the player, but also will affect the gameplay for the Colonization Phase. They will be implemented, at least for the only one faction in the game for now, in this iteration since they are important parts of the game system.

Also I'm going to buy today, after my job, @TMS the third-party tool to make a file/web updater. I wanted to wait until April but my budget is pretty green so why waiting one month?
The web updater will be an independent executable from the one for FARC and the player will be able to launch it via a standard shortcut or directly through a FARC's menu item.
I don't know if I will release it before the release of this iteration of the game, but in any case it will be part of the iteration'…

Alpha 10 - It. #08: Resuming of Development; End of Audit, Objectives Implementation

As usual I shouldn't talk about duration of development, but I will finally resume the development of FARC tonight.

Not all the objectives will be implemented since certain of them requires more advanced development in certain part of the game, but in total 10 objectives will be present in the game; 5 for the Economic status, 4 for the Social status and 1 for the Military level.

The rest requires some data and assets not yet implemented like additional infrastructures, the rules for the control system of the regions, more data for the SPM memes and policies (especially the requirements), the full implementation of space units, and the game events.

In total, 12 aren't implemented, but they will once the required parts become present in the game.

So in a first part I will complete the audit of the CPS, and in a second part I will fully implement these ten objectives.

Also for the online updater; I will use finally Dropbox, the host provider I wanted for a FTP doesn't support…

Notice About Online Update and Deadline for the Design of Objectives

I want to inform you that I haven't abandonned the idea to provide to the players the possibility to update the game directly online via FTP.
It is just that I wait for March, or April, to have the money to subscribe to a FTP storage service and also to buy the third party tool that will allow me, relatively easy, to implement an online updater in FARC.

I already chosed which provider I will take, it will be ExaVault since it is the best feature/price I found.
FTP services in my country (Canada) cannot compete with the US ones in the bang for the buck section :)
Especially for the download limits.

So that's it, it is on the way slowly but surely as usual.

I provide you also a deadline for the completion of the design of the colonization objectives; before the end of this month.
So I will resume the development from there by finishing the code audit of the CPS and by implementing the new objectives, and modifying the ones already in the game.

Stay tuned.

Alpha 10 - It. #08 - Design: Colonization Objectives, Reserves and Races

The design of the calculations, as explained in the previous post, continue its course.

This "forced" me to update the design of the reserves, in oxygen food and water, of a colony. Especially by clarifying the rules for the oxygen (and how it is used).

I also updated the part of the multiracial population in regard of reserves, that will be implemented for the future 0.6.20a11 as announced in this post. For example the Artificial Intelligences will not use any, but they will use additional energy.

That's all for now, sorry if it takes a bit of time but it is a certain work to complete the whole.

Stay tuned.

Alpha 10 - It. #08: Colonization Objectives - Design Phase Two

I have now a fair amount of objectives; 7 for the Economic status, 9 for the Social status and 6 for the Space & Military status.

I must now complete the rules and calculations for each of them and link the SPM memes and policies to them, when appliable.
It is the phase two of the design; I already updated the spreadsheets of the SPM to keep track of the linking and future implementations.

Stay tuned.


FYI: SPM = Socio-Political Matrix

Updated Dev Plan - Post Alpha 10 from 0.6 to 1.0

Since the iterations of the alpha 10 comes nearly to an end I decided to update the entire to-do-list and dev plan.

fun fact: there are 13 alphas needed before FARC is considered feature complete...
Yes I know... at the speed I working on it, it will be done in 7 years at best... which isn't entirely true because certain versions will not take 6 to 8 month to develop, but anyway it will be a long time...

It is partly why FARC is in two parts; first because of my design decisions but also because I wanted to provide something somehow playable even if the game isn't a full featured yet.
I like to make this game, but I stay realistic on its outcome; it's just another one-man open-source project.

You will find belows a bit of the near future plan, until the 1.0.0 (the entire alpha strech toward 1.6) with some of my comments:

0.6.16a10 it#08: assets and enyclopedia updates, and bugfixes of the iteration #08

0.6.17a10 it#09: expansion of the research and development system with th…

Alpha 10 - It. #08: Colonization Objectives - Dynamic Settings

The work of design on the objectives of the Colonization Phase System (CPS) continues.

There will not be as much of them as I said in the previous post, because I changing de mechanics on how they will be set when a new game is created.

From now, CPS objectives are fixed by design and stored in the XML data structure of each faction.
The updated and final system will set them dynamically, that means:
Their number will varies for each gameThe type of objectives that will be chosen will be picked semi-randomely according to the faction of allegiance and it Socio-Political Matrix (SPM)The same framework of an objective can be used for multiple data, like for example "Keep Colony's #Data at the  Level of the Allegiance Faction". #Data can be Cohesion, Health, Tension and so onThe calculations of the values used as objectives (like X units of a product to produce by month)  can be affected by the possible backstories of the colonists of the player's faction, and by the SPM…

Alpha 10 - It. #08: Colonization Objectives - Design Updates

I updated the design of the objectives, and found new ones too. I can't tell yet how much there will be in the game, because I need to port my notes in the main document, cleanup the data and finalize the design of them (especially on how to set them and their calculations). I can only tell that there will be somehow above 20 of them and less than 30.

Of course not all objectives will be imposed to the player in a same game, it will depend on his/her choice of faction of allegiance. Nothing new with what has already been implemented for this part.

The new addition for them is in the fact that their respective scores thresolds will be set dynamically, instead of a fixed requirement like "you must produce -x- tons of -i- product before the end of the phase", with x and i as fixed values.
These requirement will have range of effects depending of the Socio-Political Matrix of the faction of allegiance and the expedition backstory (previously the colonization mode) chosen by …

Alpha 10 [0.6.15] It. #08: Near Term Plan: Code Audit + Design Cleanup/Update

Just a small post to talk about the near term plan for the dev of this iteration.

The dev part is to audit the entire code of the Colonization Phase System (CPS), including refactoring.

In same time I put what's left of the paper notes about the CPS into the game design document, these are about some additional objectives, the end of the colonization phase and some additional rules concerning the CPS.

There will also be some sort of rewards, in accordance of which objective is completed and also the score reached at the end of the phase.
These rewards will be differents regarding of which status is concerned like; vehicles for the Economical status, new colonists for the Social status and military units and/or equipment for the Space & Military status.
They will not be overpowered, but will  help a bit the young colony.

A bit later in the development of this iteration I will also create a new tab, in the unified interface, for the Colonization Support/Services.
From here, and …

Alpha 10 [0.6.15] It. #08: Job Break Plan; Encyclopedia Expansion + Design Cleanup

For the duration of the development of the iteration #08 I will work at my job, during my breaks (incl. lunch), on the encyclopedia and also on game design by, finally, sort and transcript my 16-18cm height of paper notes into the game design documents.
It is time to step up the design work and cleanup my lil' mess of paper stack.
There is a certain number of old bug "reports" spread in these notes too, I will have to check them and fix them if needed.

The development of the iteration #08 will start at the end of PM today after I'm back from work.

Alpha 10 - iteration#07 Assets & Encylopedia Patch Release

Reminder:
AS according to the new plan, each major release will be followed by two sub-releases; one for new assets and some bug fixing, and another one for the expansion of the encyclopedia.
Their development will be of short cycles; 2 weeks for the first sub-release, 1 week for the second one. You don't have to get the hassle to download and install the patch, you simply can wait for the next major release that will include them.
The assets & encyclopedia patch is now released.

This small patch is only in 7zip format, you will need to uncompress it into the FAR Colony directory, at the location where you installed it, and overwrite any file when it is needed.
You must have FARC iteration #07 installed prior to this patch.

The patch is here: https://github.com/farcodev/farcolony/releases/tag/alpha10-0.6.14.1058-it07PATCH

Working Dates
From 2017-01-01 to 2017-01-22

What's Missing?
N/A

What's Next?
The Iteration #08 will start tomorrow, with the completion of the Coloniza…

Alpha 10 - iteration#07: Unified Patch - Assets Part Done + Release Date

Image
I decided to unify the release of the two patches; the current one for the assets and the one for the encyclopedia.
All that because I found useless to make a second sub-release only for one XML file (the encyclopedia).
So I will keep this idea in the future when I will update a new iteration / version with a subsequent patch that will contain bug fixes, assets AND updates of the encyclopedia.

The release date of this patch will be the one of the second sub-release, so on January 22 / 2017.
It stay a fixed date, what will be done will be released.

What is done so far?
Pictures have been added for the mining site, the nuclear fission reactor and the house packsIt is possible now to click on the icon of the selected infrastructure to size up the picture (and it size down automatically when you click a second time or exit the picture)size constraints have been put on the Settlements panel to set minimum width and heightnot something big nor important, but the music doesn't play at lau…

3D / 2D Work For Infrastructures:5 Screenshots

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Here are two of the objects/scene I work on

For the Nuclear Fission Reactor (an assembled self-contained one):

For the Mining Site:


They are the easier ones.

For the Pressurized Tanks Array I must do some work , like merging some objects from different sources.

For the Humidity Trap, I must Remake entirely the object, the one provided in the FBX is completely screwed up:
But it is OK, I will follow the entire design, that will be faster, and will upload a new version on opengameart with the due credits :)

For the Multipurpose Depot, I though I found one, but it is more a full fledged warehouse than a modest assembled infrastructure.
In this way I need to modify the data of this infrastructure, and it isn't the new one to adjust with more coherent informations.

For the Houses Pack, I found something simple for houses in Free Environment (directly liveable like on Earth):


For Restricted and Space Environments (with some mods necessary):

Of course it will expand over the time, and ev…

3D / 2D Work For Infrastructures: Found it All

I found all the assets I needed to illustrate the whole 6 infrastructures in the game, for now.
I scrounged so much Blendswap that I paid a yearly sub to download all I wanted (and I'm far to have finished it).

In final I got assets for a ton of items that aren't implemented yet like; for some technosciences of the Research & Development System, for products (resources, equipments, vehicles and so on), for a lot of infrastructures and for space units (stations, spacecrafts and many many 3D parts).

And there are people that are bored with their lifetime, to each their own cup of tea :)

For the next post, I will publish some screenshots of choosen scenes / objects.

Thanks for all the great people that share their incredible work!

And stay tuned.

PS: if you are interested to see the incredible work of people, shared under open source licenses like Creative Commons, here are two links:

http://www.blendswap.com/

http://opengameart.org/

3D / 2D Work For Infrastructures

Since yesterday I scrounge Blendswap and I even paid a fee to download tons of assets.
There are so much talented people on it, it's incredible. It's a good complement to OpenGameArt.

So now I need to fire my 3D softwares and start to making 3D stuff for FARC; first for the infrastructures in the game, and if I have time left before January 15th I will look to generate other assets.

So don't expect code commits on GitHub for the next days and week.

I will keep you informed of the work.

Alpha 10 - iteration#07: Details on the Changes (incl A LOT OF Screenshots)

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So here is the post about the changes.
Most of the iteration #07 was about the overhaul of the ex-Colony Data Panel (superb name...).

Now it is how it looks:
Internally it looks about the same, but the information is a bit more concentrated.
There are also now 6 buttons that open panels for their respective parts they have to display, excepted "Colony" which switch the environment section to a Colony section as you can see below:
It's not perfect yet (I will fix the display of the Level for the next release) and I need to colorize the icons but you get the feeling.
As for the rest of the panels, many icons have their own hint to display their meaning and additional informations, it is pretty basic for now but it will expand over the time.

Geological Surveys and Resource Spots are also display in full row for better readability. The screenshot below shows an example of it in a region where a survey is in progress:
Again it is not perfect, but better than before, and this …

Alpha 10 - iteration#07 Release

Add: I Forgot a thing; with this release it is the first time the project reach its first 100,000 lines of codes (101,650 exactly)  :)

First, I wish you a good year, and hope that in 2017 you will reach and accomplish at least a part of what you seek in your life.

If you don't want to try this release, or are lurking only for the changes and progress, you only have to wait for tomorrow; I will publish a well sized post including many screenshots that will detail how works the upgraded interface.

Tomorrow is one day off for me, so I will publish it in the morning, EST time.

Details
The alpha 10 [0.6.13.1052]it#07 is released.

FARC is bundled in two flavors: manually, with 7z archives and semi-automated with setup files.

These two ways doesn't requires that FARC is previously installed.

If it is installed and you use the setup file, please bear in mind that it will update correctly only from the alpha 10-iteration 01, not from the alpha 10 or any other alpha before.
If it isn&…