tiny rant: More Free (dev) Time Ahead

Just a small post to inform you that I stopped playing a MMO recently. I was a player on it for the last 4 years and pass (too much) time on it.
I made some change into my hobbies and redirected my points of interest past weeks, and a MMO doesn't fit anymore in my free time.

Why it is relevant for this project? Because I will redirect a good part of this extra free time to dev FARC.

So yep the thing is uninstalled and anyway the new PC I built, and that I actually configuring and setup, will not have many games and will be for work/dev/3d and so on.

That's it, enough talking.

Alpha 10 - iteration #08: Equipment List Revamping, Attitude and Physical Status for Space Units


Since the population setting is now finalized (but not initialized yet) in the data and code, I'm working with the last part of the backstories' data structure; the equipment list.

As a reminder, each backstory provide some background, setup kind of difficulty levels for the independence of the player's colony and faction, setup the population and finally provide a list (at least in the older versions) of equipment.
This equipment encompasses space units and products (resources, materials, equipment and so on) and so varies depending on which backstory is chosen.

I thought initially that this part will only have some refactoring and nothing else, but as usual I was far from the truth.
I had to separate the unique list into two ones; one for the starting space units, and one for the equipment. Since equipment will be dynamically set, according to the population size, I had to dissociate the equipment's location from a fixed point of view.
Anyway before that, the products were added in the game via harcording and not via XML setup.

Also I changed the old space unit's status into two ones; one for Attitude and one for Physical Status.
The attitude, encompass nearly all of the old status, outside of the damage levels, and indicate in an abstracted way the current attitude of a spacecraft, like being in low orbit for example.

Talking about orbit, I also implemented (at least in the data) the three types of orbits that will be in the game in the future; low orbit, geosynchronous orbit and gravitational limit.
I will talk more in detail about it, when I will implement their uses in the game.

The physical status is pretty obvious and indicate, on an abstracted way, the level of damage of a space unit in plain text, like Damaged or Dead Wreck. It also contains the state of the power grid.

So that's all. I'm literally at the step 2 (see here) of the short-term dev plan.
A bit of step 3 is also done since I put the data of the first backstory in the XML file, outside of the starting space units and equipment.

I continue to hope to release this iteration before the end of this year. I will be more active anyway, since the Summer goes to an end.

Thanks for your interest and stay tuned!

NB: If you wonder why all this talk and no GitHub commit (the Horror hehe) it's because I'm actually working on it tonight and will make one or two commits before the bed :)

Out Of Topic: Some Delay Because of Hardware Upgrade

Sorry for the lack of commit updates since the 13 because I'm in the process to upgrade my current computer.
I haven't replaced it yet because I do a slow process of testing / overclocking and also I need to test , setup and configure the applications (like the IDE,  3D software and so on) and the virtual machines.


Anyway that take good bits of my free time that I don't use for FARC.

But it's OK, the excitation to receiving boxes and boxes of new hardware have now deflated so I can go back to the normal routine and continue to setup the other system from time to time.

Thanks and have a good day/night.

Magellan Unity Population Details, Backstory Population Work-In-Progress

I worked on the design side to details a bit more about the society of the Magellan Unity, especially about how this faction consider the artificial intelligences and anything that touch the biotechnologies and transhumanism.
That was a necessary step to define the composition of the population of this faction and by incidence how it will define the ones of its expedition and related backstories.
This part is done and so I'm able to finally design and implement the data concerning the setup of the population for at least the first backstory (the Seeds of the Unity). the second one will follow.
The design part left to complete how the population will be set concern the categories (like the colonists, technicians and so on...) and I will finally implement the data into the XML file.

The last part of data is about the list of equipment, but the current and "old" one will not change; the data structure will not have any modification since it work OK as it is.

After that I will work on the second backstory, the Knowledge Hoppers, and it will finally done for this part.

You will see that, when this iteration will be released one day, the description of the Magellan Unity faction has undergone several changes including more information.

I haven't made any git commit since most of the work was design related.

Anyway that's all for now, thanks for your interest in this slow crawling project.

NB: edited, as usual I audit my bad English and typos after to have published the post...

A Note About The New Dynamic Population Setting for a New Game + Short Dev Plan

Before this iteration the population was hardcoded, ie I defined into the code how much Colonists and other categories of population will be present in a new game. Of course this was made for testing purposes and now all that doesn't exists anymore since the population will be set according to the data of a chosen expedition and backstory.

More, the amount of population will varies from one game to another, even if the player chose the same expedition and backtory. This variation will be ruled by a min/max range.
All these new data for the setting of a population are now fully implemented, I only need to populate the settings for the two backstories of the Magellan Unity and of course delete the part of code that hardcoded the population...

The categories of population will be set by design, ie there will not be any variations from a game to another as, for example, the proportion of Clones Workers. Only the total amount of it will varie (ie 20 Clones Worker for a Total Population of 200) in regard of the variation of the total population in the chosen expedition.
The setup of categories support of course the multiracial / multiethnics population framework.

In the end, the Line of Credit (if used), the population and the basic list of common core of technologies will be set dynamically.
In some way the equipment given to an expedition will be able to vary in volume, but not in nature, proportionally to the total population and according to a base variance.

So the short-term dev plan is:
  1. To complete the population setting step, and populate Magellan Unity (MUN) faction data
  2. To refactoring and update the equipment list.
  3. To complete the two  MUN backstories data and implement them
  4. To rework the interface to setup a new game, including all the changes in the expeditions and backstories
After that, I would be able to work again on the Colonization Phase System and complete its interface changes.

That's all again, stay tuned and continue to have a good Summer!