četvrtak, 13. rujna 2018.

Release v0.7

Another big milestone came to a close. Thanks to the effort in last milestone this one has considerably more new features and content.

Download Stareater v0.7

Major features of the milestone: 
  • Torpedoes are area of effect missiles which can reach targets over long distance. They are actually combination of two features, splash damage which can hit multiple units in a tile and a missile as a board piece.
  • New GUI implemented entirely in the game's graphics engine which will gradually replace WinForms and make user interface look and behave as the rest of the game.
  • Victory condition is not a stub any more. Players now have to reach stareater's "brain" star and use it to eject (send to normal space) stars in order to earn victory points. Points are awarded to players owning colonies around ejected star, not necessarily to the player who performed ejection.
  • Organizations now have each have affinity for a certain technology field, giving a player one tier for free.
  • Early game technologies (tiers 0-3) are now researchable and do have in-game effect where implementation permits.
  • Intro animation is an example of engine's animation system. Previous animations like selected ship in combat are converted to new system which automates animation handling and simplifies tying scene objects with animation effects.

Minor features of the milestone:

  • Autosave that saves a game after every turn.
  • Interplanetary migration and colony desirability score which makes people move from crowded to less populated colonies in the system, making smaller colonies grow quicker.
  • Hostile planet maintenance will make a player choose planets to colonize more carefully since colonies on hostile planet have to be supported by the rest of the empire.
  • Save game preview will let you tell at the glance which save game belongs to which game.
  • Space combat camera allows you to zoom and pan combat map just like galaxy map.


Under the hood changes:

  • Space combat messaging brings order to the multi-threaded world of space combat where game rules run in one thread, human facing interface in another and each AI in it's own. It also resolves some issues where AI vs AI could cause stack overflow.
  • Fixed designs as opposed to predefined designs don't use highest component levels available, they have predefined levels and ignore player's technology levels so there is no more need for native organisms to have fake technologies.
  • Command line arguments are primarily development convenience, allows for simplified project setup process (no need for copying or linking game data, default command line arguments already point to the folders of interest) and makes debugging release build easier.
  • States without T4 is another development convenience but this one makes games more stable. It ensures that all data that should be saved in a file have saving, loading and copying logic (for read-only view while waiting turn to process or AI to finish) with minimal code overhead.

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