Development

FAR Colony is developed on my free time since 2009, meaning that schedule of updates is pretty irregular. Because of that I decided, some time ago at about the start of the alpha 10, to stop adding half-implemented features and working on the completion of what is already in the game.
Then it is why the current alpha 10 has so many iterations, and it will finally reach its term when the iteration number 10 will be done, I hope next year. The goal is to provide a playable basis, if somehow barren, to expand on it.

In this page is displayed the list of features, changes and fixes of the current iteration. Before this, I was posting small status about what is done and/or in progress, but the problem is that such information is lost in the void, like ancient deep space lights.

The items in the list below can be have one color among 3, meaning different status:
  • Feature, change and bugfix not worked yet.
  • Feature, change and bugfix partially done (work-in-progress).
  • Feature, change and bugfix completed, will be present at the time of release.

Alpha 10 - Iteration #08 Development


  • Colonization Phase System (CPS)
    • full audit, including refactoring of all the code of the CPS.
    • the code of the objectives is now in its proper unit under the CPS hierarchy. Same for the data and user's interface.
    • creation of a specific unit for CPS data.
    • the Viability Objectives are now renamed CPS Objectives.
    • creation of a new CPS Objective data structure that replace totally the old TFCRcpsdFactionViabilityObjective structure. It contains the maximum use of an objective, its matrix of SPM weights and specific data, according to the type of objective.
    • addition of 3 data structures, for each player's faction status (economic, social, space & military) to store into the CPSO structure to indicate the weights in relation with the SPM items. This new structure is loaded through a new XML file.
    • these 3 data structures are loaded by default (ie regardless if the CPS will be use or not) after the data of the non-player factions.
    • creation of a new in-game CPS Objective data structure that replace totally the old TFCRcpsdViabilityObjective.
    • the CPSOs are now selected dynamically, with a semi-random system that take into account the SPM setting of the faction of allegiance and the backstory chosen by the player. 
  • Encyclopedia
    • Modifications
      • Introduction:
        • Welcome: some corrections, and added links to definitions and other sections.
        • Game Systems: some corrections and additions, and added links to definitions and other sections.
      • Universe:
        • Albedo: completion + added links.
        • Orbit Distance: completion + added links.
        • Orbit Eccentricity: completion + added links.
        • Star Temperature: completion + added links.
      • Time Flow System:
        • System Description: completion + added links.
        • modification of the French name.
        • The Tasks Subsytem: completion + added links.
      • CPS:
        • System Description: completion + added links.
        • The Colonization Viability Score (CVS): some corrections, and text fully linked.
      • Planetary Exploration:
        • Generalities => General Information.
    • New Topic + new section
      •  The Research and Development System (RDS).
    • New Entries
      • Introduction:
        • The Asymmetrical relation with the non-Player's Factions.
        • Principles - Colonization and Expansion Phases.
      • Background:
        • Presentation.
      • Realtime & Turn-Based Time Flow:
        • The Tasks Subsytem.
      • CPS:
        • Objectives.
      • CSM:
        • Reserves.
      • SPM:
        • Generalities.
        • Policies.
        • Memes.
        • Political Systems.
        • Economic Systems.
        • Healthcare Systems.
        • Spiritual Systems.
      • Production System
        • Core Details of the Production System.
        • Production Segment: Energy.
        • Production Segment: Products.
        • Production Segment: Reserves.
        • Production Segment: Space-Units Manufacturing.
        • Production Segment: Conversion-Assembling-Building.
      • Planetary Exploration:
        • Generalities.
        • Biosphere Survey.
        • Features & Artefacts Survey.
        • Resources Survey.
        • Settlements Recon.
      • Space Units Missions:
        • General Information.
        • Colonization.
        • Interplanetary Transit.
      • Annex - Infrastructures:
        • Houses Pack: small adjustment in the description since the last changes in the data.
      • Glossary:
        • Standard Day.
        • Standard Year.
  • Factions
    • the deprecated Viability Objectives are completely removed from the factions' XML file and in the code that loading it.
    • the starting locations can now be a satellite. It will be useful for future developments.
    • the colonization modes are now replaced by expedition's backstories. It is now linked to a small portion of text putting in context the motivations and history of the colonists that will settle a new  colony.
    • the data from each backstory/ex-colonization modes (line of credit (already the case), population settings, equipment list, basic list of common core of technologies) can now be set dynamically with pre-defined ranges of values. Thus it allows to have some variations at each new game even if the same faction of allegiance and backstory is chosen.
  • Faction / Magellan Unity
    • more detailed population dispatch, w/ soldiers, technician and so on. There aren't only colonists anymore.
  • Game Saving/Loading
    • prevent useless full cycles of data injections, from the databases.
  • Interface - Colonization Phase System (CPS)
    • fix: if a new game is set or loaded when another one is currently playing, FARC doesn't re-create the Viability Objectives panel over the one that already exists anymore. The previous CPS, with its interface, is simply free for memory before any new game take place.
  • Interface - General
    • a more clearer font, for the main texts, now replace the previous one. Many text adjustments were necessary to make it right.
  • Misc
    • fix: setup a new game or loading one, over an existing and running one, doesn't crash FARC anymore. Correct initialization of data, for the Orbital Object Panel, prevent that.
  • New Game Setup
    • prevent useless full cycles of data injections, from the databases.
    • the colonization mode is now replaced by the expedition's backstory.
  • Population
    • the data structures of the multiracial and multiethnic populations are implemented, tus to be in accordance to the new system of Expeditions and Backstories. For now only the baseline humans are used in the game, but at least the data structures are implemented for the future alpha 11 development.
    • the human race is implemented (in fact modified from the previous and unique population data structure) including the baseline, genemods and posthumans.
    • the clone race is implemented.
    • the artificial intelligence race is implemented including the non-sentient AIs, sentient AIs and artilect AIs.
  • Updater
    • the basic framework is fully working.
    • the interface display basic information like the version and build available, the last changes and buttons to let the player decide which action to take.

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