[dev notice] Full UI Behavior Standardization (Done) + Bugs Fixing Ongoing

I took a little pause for a few days, so now I’m back to finish this version. The standardization is done, Outside of the Unified Management Interface (UMI) which is a big WIP by itself anyway. Normally the panels and their components should rightly answer with the keyboard shortcuts. There is certainly a lot of …

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[dev notice] Local Surface/Colony (100%) + Full UI Behavior Standardization Ongoing

I finally finished the cleanup/improvement of the colony section of the Local Surface panel, you can see the result in the screenshot below: Nothing very new excepted that anything is displayed correctly and that I added the display of a data, Economic and Industrial Output. This data isn’t new and exists since the start and …

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[dev update] Local Surface/Region-Ecosphere UI (100%) Local Surface/Colony (10%)

June 14 Update; Status of the work for this 0.6.17 version: [DONE]  Adding assets: New Infrastructures and Production Modes. [DONE] Weather and Geophysics System (WEAGES). [DONE] Unified Resolution System (URES) [DONE] Adding assets: 2D pictures and icons. [WIP] Full UI standardization. [WIP] Various Bug Fixes. [] Knowledge Base – Session Update Graphics [WIP => DONE] …

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[dev update] Weather and Geophysic System Live + Debugging, Local Surface/Region UI (90%)

June 04 Update; Status of the work for this 0.6.17 version: [DONE]  Adding assets: New Infrastructures and Production Modes. [DONE] Weather and Geophysics System (WEAGES). [DONE] Unified Resolution System (URES) [WIP] Adding assets: 2D pictures and icons. [WIP] Full UI standardization. Graphics [New: DONE] addition of 3 icons that will be used for surface temperature, …

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[dev notice] User’s Interface Rework for Ecosphere / Region + 2D Assets

I’m currently in the work for updating the Ecosphere and Region section of the Local Surface panel. For information, it looks like this for now (old screenshot): OK then, here’s a rough draft of the future changes (you can admire my artistic sense for sure hehe): So yeah, these sections are under a revamp with …

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[dev update] Geophysical Effects Postponed – Weather and Geophysic System Completed and Fully Working

May 20 Update; Status of the work for this 0.6.17 version: [WIP]  Adding assets: New Infrastructures and Production Modes. [DONE] Weather and Geophysics System (WEAGES). [DONE] Unified Resolution System (URES) Adding assets: 2D pictures and icons. Full UI standardization. No Todo Updates I postponed the implementation of the geophysical effects Earthquake and Volcanic Activity, since …

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[dev update] Weather Effects (100%) + Geophysical Effects (30%)

May 18 Update; Status of the work for this 0.6.17 version: [WIP]  Adding assets: New Infrastructures and Production Modes. [WIP] Weather and Geophysics System (WEAGES). [DONE] Unified Resolution System (URES) Adding assets: 2D pictures and icons. Full UI standardization. Unified Resolution System (URES) [NOT DEV => DONE] implementation of the core of this system, which …

[dev update] Weather Effects (100%) + Geophysical Effects (30%) Read More »

[dev notice] Another Full Time Dev Day + Three Geophysical Effects (design+implementation) + Process Susbsystem (100%)

I hope to complete the whole Weather and Geophysic Effect System this week, it will depends if I complete the three geophysical effects in time. We will see, never believe a snail dev like me 🙂 By the way, the subsystem of the WEAGES that process the weather/geophysical effects is 100% implemented since yesterday. That’s …

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[dev notice] Full Time Dev Day + Cold Wave Implementation (Final + Screenshots) + Geophysical Effects

So another 7/8 hours of dev today. I haven’t completed the implementation of Cold Wave yesterday due to additions of side code required to the management of regions, and corrections in calculations of this effect, but it will be completed today. After this, I will work toward the completion of the design of the 3 …

[dev notice] Full Time Dev Day + Cold Wave Implementation (Final + Screenshots) + Geophysical Effects Read More »

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