Wednesday, June 17, 2015

Current Development

Two minor and one major bug got removed:

  • To scrap a building on the colony surfaces now update the border color of the buildings in the buildings list on the left hand
  • Energy usage of a building now only has a red border if the usage would exceed the available energy
  • The shipyard is now defaulted to the "Detail mode" (which I might soon rename to "Module mode"). In this mode, a ship is constructed from ship modules present in the colony storage, and does in addition only need the resources for the ship hull.
    The "Fast mode" enables the assembly of ships without the need to previously build the ship modules: everything is built at once.

The major bug concerned the ship template designer. One was able to design ship templates with ship hulls not yet researched. This lead to ship templates which weren't shown in the list.
The bug got fixed, now one has to research the other ship hulls to design ship templates with these.

Monday, June 15, 2015

Current Development

The five special resource consumer buildings are implemented, each with a unique modifier which is given to the colony (+25% growth, +5% production in general, 10% energy and so on).
I am not yet sure if these modifiers are to be increased, to make an even stronger difference. That would give players a reason to start trading.

One bug regarding colony growth tooltip is removed. It is now shown when not enough housing capacities are present to sustain the population.

The building list now does not show one building per line, but up to 5, and the tooltip of each building shows name and special gains (like housing or modifiers). 



The first right click of the game got implemented now. Until now, every action was done by left click, so that the game can easily support touch-interfaces like tablets or phones.
The new right click event opens the building information panel, as a substitute for the removed question mark button.
Tablet and phone users will have to do without that for now. A solution will be implemented later, perhaps a question mark button that can be activated to show subsequently clicked building-icons. Also an ingame-help-system (some kind of SpaceOPedia) will be implemented in the far future...

The combat overhaul which comes next is a big feature. This will take at least 30 hours of programming. 
About 14 hours are done in an average week (8 hours on Monday and 1 hour on each other day of the week). Progress on that task will be reported here, as well as possible bug fixes...


Saturday, June 13, 2015

Next features to be implemented


  • Unique building for each of the five special resources
  • New image for the blast furnace
  • Better tooltips for the buildings in the colony buildings list
  • Changing the building lines in the colony building list to single images, so that four or five images are shown per line

These features will be implemented on next Monday.

After that, the combat calculations get an overhaul, and that includes the way how the presentation of the combat result is implemented. The current version creates a message in the mail inbox in the combat tab. The new version will create a message icon directly on the screen, which opens a panel containing combat statistics.

This new messaging mechanism will later also be used to present turn summary messages, and all other server generated messages/alerts.

Monday, June 1, 2015

Ending Scenario and other new Features

A closed test game is currently in its final stage. Here are some of the features added in the last months:
  • Player and Alliance Rankings
  • Starbases
  • Refittable Ships
  • New Resources: Hydrocarbon and Carbon Fibers
  • Fog of War
  • Research Tree Overhaul
  • Tooltip for Detail Data in the Colony Screens
  • Unique MMO Ending Scenario

Starbases


These can be built directly over a planet the same way as ships, or you can put an expensive starbase module on a ship and deploy it in a location of your choice.

Refittable Ships


Ships (and also the new starbases) can be refitted with ship modules which they have on stock (in their cargo bays). Just drag and drop the modules, and click "refit". The ship will be immobile and defenseless for a few turns.


New Resources: Hydrocarbon and Carbon Fibers


These are researchable in the late game (later they will belong to the midgame or even earlier stages).
More resources will be added soon, to get more different trading goods and also provide more options during colony management. 


Fog of War


The fog of war was badly needed - now the first X in 4X (eXplore, eXpand, eXploit, eXterminate) is fully covered by Empires in Space. I used a quadtree to implement the client side functionality, which works like a charm. I will post the typescript / javascript sourcecode of the implementation in one of the next posts and upload it to the github repository of Empires in Space. 



Research Tree


The former research tree was split into 4 parts, each shown in a different tab of the research mask. They are now merged into one tree making this tree much more complex and interesting.


Colony Details Tooltip


The colony screen now has tooltips for the values shown in the lower left area. In addition, the research output of the colony is shown in that area. The tooltips were needed to show modifiers from research. Modifiers will soon be added by other features as well, for example distance to the homeworld or asteroid mining.

Energy Tooltip

Ending Scenario


This kind of ending scenario is unique as far as I know. It consists of the quite common team project victory, modified to enable thousands of players to fight for this goal simultaneously.

The team project has local coordinates where the project is built. To help building it, support ships have to be send to the location. These support ships are slow and thus easy targets.

The owner of the project decides who can help in finishing the project - allies, friends or just everyone who is not at war with the owner (at the moment, only the last option is implemented).
After beginning a team project, it is visible for all players, even those who are far away.
The game ends when the first team project is finished.

The player and the alliance owning the winning project will get a higher part of the generated victory points. This, and the fact that the projects have a distinct position which may be a bit too far away, hopefully leads to multiple concurrent team projects in the end stage of the game.

The amount of helping ships needed to finish a team project is calculated based on the amount of players in the game. A quarter of the players should need about one week to finish the project.
Victory points are distributed based on the amount of help a player contributed to the winning project.

Even players with small empires should be able to build a few supporting ships and thus make a difference to the outcome of the game.
The fact that there are concurrent team projects, and that they can be easily sabotaged by intercepting the slow support ships, makes this ending scenario challenging.


If you like what you read, join the next game of Empires in Space, which will shortly be announced here...


Monday, December 1, 2014

Movement rules updated

Movement points are now reduced according to the hull type of the spaceship. This leads to bigger ships being slower. Also, movement points are no longer calculated in integers, but with decimals. 

Ships may now get for example 2.7 movement points per turn, have 5.8 remaining movement points and a maximum of 11.7 points.
I used the opportunity to refactor the Ships database table and remove the spatial data types from it.


The feature list for the next game got two new items:


The ranking will calculate the rank depending on population, research, goods and so on.
I am ambivalent about this feature. On the one hand I don't like it, because it is an artificial competition which should not be needed. On the other hand, I heard multiple complaints about this feature missing in the game, and, frankly, this artificial competition does indeed trigger some kind of “I just want to catch up with the next guy in the ranking” feeling, which can be fun.

The second task, the ending scenario, is a big one. But as soon as that is implemented, this game reaches beta status.
There will be multiple ending scenarios later, but for now the “Ascension” scenario will suffice:

Ascension

As soon as one player has the needed research, he can begin with the construction of a special space station, the Ascension Construct. Completion of the space station will trigger galaxy-wide Ascension – which ends the game.
The construction of the Ascension Construct will need so many resources that a single player will not be able to do this on his own. His alliance, and possibly other alliances as well, will help constructing it.

All the while other player/alliances may start their own Ascension Constructs, hoping to win the race themselves.

When the first such construct is finished, all players gain victory points according to several factors:
- Their contribution to the winning Ascension Construct
- Distance of their homeworld to the construct
- Ownership of the construct. membership of the alliance owning it, being allied with the owners
- the normal ranking points will probably also count as victory points



Wednesday, November 26, 2014

New Research: Fleet Command





Fleet points define how big your fleet can be without costing any upkeep.
You start with 25 fleet command points. Each ship uses as many points as it has places for ship modules (scout 5, corvette 7 …).
The new researches give you additional command points, but reduce your overall productivity.
If your fleet uses more command points than available (25 + fleet command research), upkeep costs will occur. Upkeep does also lower the productivity of the colonies.
The ship list shows the current values:







The formula for the upkeep is:

( shipPoints – commandPoints ) / commandPoints

and the result is capped to a value between 0 and 1.
Here is an example:

6 scouts = 30 ship points
Base command points and no research = 25 command points

(30 – 25) / 25 = 0.2 => 20% Upkeep

Which would mean a loss of 20% on each produced good.
Aside from the upkeep constraint, empires can't build more ships than twice their command points.

Some benefits of the new feature:
  • Since fleet size is restricted, fleet quality becomes very interesting. The strongest spaceships are built of ship modules made of special resources. Since each region does yield only one of the five special resources, most empires will have access to only one or two types. Trading with other players will get you these resources (or ship modules made of these).
  • Everyone has to live with the fleet command constraint, and those who handle it best will have an advantage
  • When empires build huge fleets during a conflict, their economy will take harm
  • Wars won't be fought in a day anymore. During conflicts, the previously accumulated goods will be spent over multiple days, perhaps even weeks.
This new feature will not be merged in the currently running game or demos, but the next game will include it.
If you think the implementation should be simpler / more complex / completely different - just specify it in a comment, and I will take it into account and possibly change the implementation.









Monday, November 17, 2014

Progress on the new game server

The progress is slow, but at least steady.
The new game server is in its final testing stage. As soon as that is done, new features will be added to the game.
The whole server thing means a huge change in game architecture. But this new version will be more suitable to serve hundreds of players simultaneously.

The current game does not implement this technique - it does distinguish from the previous alpha game in map size an the newly added colony limit.