Alpha 10 - It. #08:Side Experiment - Better and Final Encyclopedia

As a side experiment I tested a quick and dirty implementation of the web pages of the knowledge base directly in the game, and it worked pretty well.
So for the release of this iteration, the current encyclopedia interface will be replaced by the entire interface of the Knowledge Base website (you can take a look at it here), since its presentation, linking and web interface will always be better than what I will never do in the game, including research in the base, keywords and so on.
Of course it is out of question that FARC requires an internet connection to playing it fully, so the knowledge base / encylopedia will be an offline version of the online one, and the two will be updated in same time by a strict procedure, so there will be no discrepancy between the two.
All the data and texts already present in the in-game encyclopedia will be ported to the knowledge base before the release, so nothing will be lost. The data will not be dynamically displayed but updated manually like the rest of the texts, it is a small trade-off and again requires a certain discipline during the update of the data.

Also the linking between the interface and the encyclopedia will continue to work, the code will change a bit but it is just a question of page redirection in this case.

It changes nothing for the hints and their texts since it is completely separated already.

That's all. I know it is late in regard of my past due release schedule (end of June) but it will be released one day.
Stay tuned.

Site Update: New Page; Development Roadmap

I created a new page, called Development, and you can reach it via the page menu above.

I decided to centralize the information about what is done in the current version and/or iteration, what is in developement and what is planned and pending. It isn't a far future roadmap since I prefer to inform you about real development instead of some fantasy that perhaps will never been done on time.


Of course I will update it over the time.

That's all, stay tuned under the Sun! And thank you for your interest :)

Alpha 10 - It. #08: Updates on the Ongoing CPS Overhaul

I continuing to update the CPS, including a complete overhaul of the data structure of the non-player factions, the implementation of the expeditions and backstories, and the overhaul of the CPS itself including the objectives.

It is useless to say that all parts (and there are many) of the code concerned by these updates are a real mess, at least for now.
But the transition is ongoing, I already cleaned up the previous and deprecated colonization modes and the hardcoded CPS objectives.

I implemented the new data structures for the CPS objectives database and the in-game objectives.
Part of the CPS objectives is now contained into a new XML file and processed like any other asset of the game, like the infrastructures. It contains 3 basic data for any objective and the complete list SPM weight that can influence each objective.

As a reminder, each policy and meme of the SPM can affect a CPS objective on how it will be set and chosen during the dynamic setting of the player's objectives.
I put these data in a XML file, because it will be more convenient to update the amount of data through it than directly in the code.
This database is always loaded by default into FARC, regardless if the player set a new game or load an existing one.

The part of each objective that will be coded will be all the calulations and tests that will occur when the score of an objective will be updated. It's too complicated and not efficient to put that into a XML file.


So that's it. Since the CPS, like for many system in the game, affect other parts of the game, the whole need to be updated each time that I remove an old data or add a new one, it is a painful but necessary process in this case. You can see that as bad design but, it is often difficult to keep a long view of parts of the code, and how you will use it, on a time span of many years.

At least these ideas that I implementing are final (really! :) )

I will not make any post until this mess become a finally finished unicorn and is running. It will take again some time but I will keep you in touch for sure!
As usual I underestimated the amount of work that will be necessary, especially in the dependencies of the CPS code.

Enough ranting, have a great day and thanks for your interest!


CPS: Colonization Phase System    SPM: Socio-Political Matrix

Alpha 10 - It. #08: Implementation Done; Multiracial / Multiethnic Framework

FARC is now supporting officially a multiracial population, at least in its data structures. That will pave the way for the alpha 11. I finished the last lines of code during my lunch break (I always stating it, in case a co-worker read this post...).
So tonight I will start to implement the unique type of expedition for the Magellan Unity (see a previous post here), and two of its backstories. That include of course the many update necessary in the user's interface to setup a new game and also the updates of the non-player factions' data structures and how they are initialized.

Once it is done, I will be finally able to complete the implementation of the CPS objectives and all the changes necessary in this system.

The last part of the development of this iteration will be about the end of the colonization phase that needs a big stack of work and fleshing-up.

That's all, stay tuned.


CPS: Colonization Phase System

Alpha 10 - It. #08: Multiracial / Multiethnic Framework Implementation

I overhauling and updating many parts of the code to implement these expeditions and backstories, because it has changed a lot since the old Colonization Modes and the resulting code will be final, out of future expansion.

In this optic, I reworking completely the data structure of the non-player factions and how the data of expeditions and backstories will be managed, and that include the setting up of the populations.
Since the populations in FARC will be multiracial and multiethnic in the future (until now only the humans are present), I decided to implement already the data structure of this future expansion.
So in clear, the population's data structure will support already multiples races and ethnicities but will be only fully managed when I will code and release the alpha 11.
So by this way this avoids to have to redo, one time again, part of the code in these data when the time will come.

That's all for now, thanks for your interest!