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One out of Five Pre-Release Stage Done + Discussion on Life Support Systems

Colony Simulation Model (CSM) / Events / Oxygen Production Overload: [NOT DEV => DONE] the test of the event takes now into the account the life support system of the colony. The event will only trigger if there is population in excess of the life support systems (or simpler; above the population capacity of the …

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Dev Update: Colonization Phase System DONE (Main Objective of this iteration DONE) + Screenshot

3D: [New: DONE] implementation of HUDsprites as buttons for ending the turn by one tick, hour, standard day, week or month. Events depending on custom buttons are also implemented. Colonization Phase System (CPS): [WIP => DONE] the system update certain objectives over the time, when their design request it. It is the case for PROVIRSRC …

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Short Notice: Interface for the Report of the End of Colonization Phase Complete (not done yet)

The interface for the report of the end of the Colonization Phase is complete with all its elements. My current work is into creating texts to explain why and where the player have failed, in the case the colony isn’t viable, and how to avoid such outcome the next time.This last part is explained for …

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Short Notice + Screenshots: Full Completion of End Turn Button + End Turn Event Framework

I finally completed the graphics, implementation and behavior of the basic End Turn buttons. I also completed the framework to manage event-based turn buttons, and also made the graphic and implementation of the first one, Colonization.Event-based turn buttons allows the player to process the time until a type of event is called.In the case of …

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Dev Update: CPS Objectives [FULL DONE] + Factions’ Death Tolerance

Colonization Phase System (CPS): [New: DONE] added a root code to test if a CPS objective must monitoring the energetic changes, and make the respective calls to update the score(s).  [New: DONE] added a root code to test if a CPS objective must monitoring the changes in the line of credit, and make the respective …

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New Inclusion: Parallel Programming in FARC (very modest steps for now)

I just finished a little experiment to implement parallel / multithreaded code in FAR Colony, by using the free and opensource Omnithread library (because standard low level multithreading in Delphi is a complex nightmare), and after much reading and failure I finally understood (at a very basic level) how it works and succeeded to finally …

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