Showing posts from May, 2012

Alpha 1 Update + Alpha 2 Dev Status

Sorry if you try to download the game at the moment, I just uploaded a new version of the release with the fix for Spanish language. Sorry for convenience.
I also uploading a .7z version of this release, if you do not want of an executable installer.

Concerning the dev of the Alpha 2 it already began since yesterday night.
I implementing a new production mode, Water Recovery, that will be updated for an upcoming infrastructure, Humidity Trap.
After that I begin to apply the audit on all the code, with refactorings, code completion and optimizations, and finally a cleanup of the code format too.

FARC Alpha 1 [0.5.2] is Released.

(PS: I just applied many typo/grammatical corrections, sorry for the bad writing)
The so-called "first playable alpha", or version 0.5.2, is finally released, after about 4 month of development.

Like it, Hate it or "WTF" it, it's available to download and here to stay until the next major release.

You can find the file (Windows only, or usable under Linux by Wine) here .

The Download page of this blog is also finally updated with the links and the long changes list, if you want to see what are the additions since the 0.4.1.
Talking of version I changed it a bit: until FARC goes in beta, one day, the releases will be counted as Alpha 1, 2... and so on, including the real version between [] (ex Alpha 1 [0.5.2] ). I do that because there will be more often releases from now as long as I work to consolidate this Alpha 1, and only the build will change, not the version. It could be confusing a bit.

There's not much to do, apart to assign people for co…

Alpha 1 (not yet the release post) Status

The Alpha 1 is done a bit ahead of schedule (for the very first time), but since there's 2 days left, I go to implement some additional things like an infrastructure for the oxygen production. On May 31st I'll do the release and will upload it.
There's not a lot in this alpha 1, but it's the first officially "playable".
It include the Colony Simulation Model, the Socio-Political Matrix, the Production System including conversion/assembling/building of infrastructures, energy management, reserves consumption and extraction/refining/manufacturing of products.
The colonization phase system is also done from start to the end, even in a crude form.

It lack of return of information for the player, another colonization objectives, planetary survey (and especially the resources survey), complete settlements management (surface/subterranean and so on...), complete infrastructure configuration + the possibility to assemble/build groups of infrastructures and fi…

Alpha 1 [0.5.2] Dev Status - Last One Before Release

Alpha 1 [0.5.2] Dev Status

I finally finished the implementation of the CSM events: Oxygen Production Overload, Oxygen Shortage, Water Production Overload, Water Shortage, Food Production Overload, Food Shortage.

These events can be triggered, in case of the Production Overload, when the colony's production cannot sustain the entire population and, in the case of Shortage, when the colony's production cannot sustain the entire population and there's no more available reserve to compensate it.

These events put their influence on the tension, the health and the economic/industrial output of the colony and, depending on which events are triggered, the people can begin to die of asphyxia and starvation. It's a good and certain way to loose your colony :)

It taken time because of the design time required for these events, to make something coherent.

I also began finally to code the segment 3 of the production phase.

After that I'll need to complete the Colonization Phase System and, that with som…

May, Development Statistics

Each month I'll provide some stats about the project with of course differences month after month.

Project duration since the starting date (August 16 2009): 2 years and 9 months

Game Design Documents:
11 documents with a size of 588Kb in total. (+5Kb since April 9th)Main document: 159 pages. (+6 pages since April 9th) Code:
Units: 68 (+2 since April)Size (w/o XML files): 48,171 lines (+1,159 lines since April 9th)
That's all for the rant, back to work :)

0.5.2 Release Date