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Progress Update - Development Log #430
The funding program will run for a whole year. Right after the summer break we started working on the German translation. The German translation has been a requirement of the funding program. Since there was no way around that, we decided to translate several other resources as well: the account management, the handbook, the website and last but not least the Steam page. We released the german translation in January with the Transmission Release and took the opportunity to do some influencer marketing on german YouTube channels as well. I even joined a twitch dev stream of a large German streamer and presented the game to his audience. Doing all of this, not just translating the game itself, definitely worked out for us. We saw increased sign-up rates over many weeks and could grow the player base.
We started working on the actual politics extension in autumn last year (devlog #405). But what is it all about? We want to move away from single players being governors, to a system that has parliaments. These parliaments can have multiple members of parliament (count depending on planet population, elected by the local players) that form the local government. All activities of these governments have to go through a voting system based on motions. That way the activities of governments are far more transparent for the inhabitants of the planets than with the current system. Right now, being the governor of a planet is a tough job, since APEX doesn't provide them with the proper tools, for example to manage funds. All fees that a governor earns are being transferred to and divided amongst the members of the governor's corporation. Since there is no separation between the accounting of a company and the governor, most players form a new corporation, specifically while they are in office. To combat that, we decided, a long time ago actually, that governments need their own accounting and other systems. In order to make the accounting system independent of the governor's company accounting we can implement it in two ways: a. Have separate commands for everything a player does when acting as governor. b. Allow a player to switch between several contexts (company, government, ..) and re-use the existing commands. Obviously we decided to pursue option b. Here is how we envision it: Once a player gets voted into office a new context is available (think 'Government of Promitor', for example). The context can be changed via a drop-down menu, similar to the existing screens drop-down. Once switched to the new context, a default screen greets the new member of parliament. The company-related screens are all hidden, instead the player can create new screens that are relevant for the given context. Using an existing command, for example FINLA, will not show the player's liquid assets, but rather the ones of the government. We are currently making good progress on these features. The context switch has been the toughest nut to crack, but it works now:
We have a system in place that prevents access to commands that should not be available in a given context:
There is a new `GOV` command that displays all kinds of government information:
Motions can be created, edited and the voting process is implemented:
We are currently working on the motion components. These are the building blocks of the motions and effectively describe the outcome of a motion. We have many ideas for motion components, but here is the list with a few essential ones:
You might have noticed that we haven't talked about the last part of the funding application: Infrastructure. The motivation here is two-fold: We want to make the job of the governments even more interesting by letting them control certain infrastructure via motions. At the same time we want to make the universe more vivid and interesting for players. In the past months we have created design documents for different kinds of infrastructure:
[ 2024-04-16 06:37:10 CET ] [ Original post ]
Reading our devlogs on a weekly basis gives you a good idea about what we are currently up to. It is easy though to lose sight of the big picture and our medium term goals. With this devlog we want to recap what happened in the last months and what happens next. In July last year we have been able to finally share the good news with you: Our application for funding from the German Federal Ministry for Economic Affairs and Climate Action has been greenlit (devlog #393). The application consisted of three major parts:
- A German translation of the game and related pages
- Part one of the politics extension: parliaments and motions
- Part two of the politics extension: infrastructure
Translation
The funding program will run for a whole year. Right after the summer break we started working on the German translation. The German translation has been a requirement of the funding program. Since there was no way around that, we decided to translate several other resources as well: the account management, the handbook, the website and last but not least the Steam page. We released the german translation in January with the Transmission Release and took the opportunity to do some influencer marketing on german YouTube channels as well. I even joined a twitch dev stream of a large German streamer and presented the game to his audience. Doing all of this, not just translating the game itself, definitely worked out for us. We saw increased sign-up rates over many weeks and could grow the player base.
Parliaments and Motions
We started working on the actual politics extension in autumn last year (devlog #405). But what is it all about? We want to move away from single players being governors, to a system that has parliaments. These parliaments can have multiple members of parliament (count depending on planet population, elected by the local players) that form the local government. All activities of these governments have to go through a voting system based on motions. That way the activities of governments are far more transparent for the inhabitants of the planets than with the current system. Right now, being the governor of a planet is a tough job, since APEX doesn't provide them with the proper tools, for example to manage funds. All fees that a governor earns are being transferred to and divided amongst the members of the governor's corporation. Since there is no separation between the accounting of a company and the governor, most players form a new corporation, specifically while they are in office. To combat that, we decided, a long time ago actually, that governments need their own accounting and other systems. In order to make the accounting system independent of the governor's company accounting we can implement it in two ways: a. Have separate commands for everything a player does when acting as governor. b. Allow a player to switch between several contexts (company, government, ..) and re-use the existing commands. Obviously we decided to pursue option b. Here is how we envision it: Once a player gets voted into office a new context is available (think 'Government of Promitor', for example). The context can be changed via a drop-down menu, similar to the existing screens drop-down. Once switched to the new context, a default screen greets the new member of parliament. The company-related screens are all hidden, instead the player can create new screens that are relevant for the given context. Using an existing command, for example FINLA, will not show the player's liquid assets, but rather the ones of the government. We are currently making good progress on these features. The context switch has been the toughest nut to crack, but it works now:
We have a system in place that prevents access to commands that should not be available in a given context:
There is a new `GOV` command that displays all kinds of government information:
Motions can be created, edited and the voting process is implemented:
We are currently working on the motion components. These are the building blocks of the motions and effectively describe the outcome of a motion. We have many ideas for motion components, but here is the list with a few essential ones:
- Local rules: So far, the local rules can only be changed by the governor. We want to move this system over into the new governments
- Population infrastructure: Motions will allow to change the target levels
- Government programs: These will also be a responsibility of the government
- Access to the FX: Since governments have their own accounting now, we want to allow motions to create buy and sell orders on the FX markets
- Payout: A payout motion will allow to transfer government funds to a player
- Fees: The government will also be able to control production, warehouse and local market fees via motions
Infrastructure
You might have noticed that we haven't talked about the last part of the funding application: Infrastructure. The motivation here is two-fold: We want to make the job of the governments even more interesting by letting them control certain infrastructure via motions. At the same time we want to make the universe more vivid and interesting for players. In the past months we have created design documents for different kinds of infrastructure:
- Space elevators that allow to transfer cargo to the surface/orbit without using a ship
- Beacons that allow faster STL or FTL travel
- "Hyperlanes" that open up new FTL connections
[ 2024-04-16 06:37:10 CET ] [ Original post ]
Prosperous Universe
simulogics
Developer
simulogics
Publisher
Apr 2022
Release
Game News Posts:
25
🎹🖱️Keyboard + Mouse
Mostly Positive
(830 reviews)
Public Linux Depots:
- Black Lazar Content [10.08 M]
THE SPACE ECONOMY MMO
In Prosperous Universe, you are the CEO of your own spacefaring company. Explore the galaxy, design spaceships, forge alliances, and most importantly: produce, trade, transport, and profit.
Manage your business through a highly customizable user interface named APEX.
Real Economics. Real Ramifications
Contribute to a purely player-driven MMO economy in a persistent universe allowing for unique experiences, a multitude of play styles, and no grind to speak of. With its emphasis on realism in everything from the economy to space travel, Prosperous Universe provides a unique experience to players of all backgrounds.
COLONIZATION
From civilization building to workforce behavior, reality has guided the design for this space MMO.
There are a wealth of factors to consider when deciding where to build your first base such as: atmosphere, minerals, temperature, pressure, access to water, and terrain. Understanding and exploiting complex systems are key to surviving in the vastness of the universe. Will you set up shop near the local commodity exchange or venture out to remote parts of the universe for more resources? The choice is yours.
PRODUCTION
No grind required: The success of your simulated business is not limited by the amount of time you input.
Set your own goals and forge your own destiny in the deepest reaches of space. Every resource and commodity can and must be produced by a real player. Choose your profession wisely. Certain materials are easy to produce but won’t make you rich, while others are scarce but require careful planning. Stumble upon a goldmine-like supply chain and watch your profits skyrocket.
TRADING
Every price is determined by supply and demand in a real-time market exchange that operates 24 hours a day, 365 days a year.
This online space simulator provides an economy in which all players compete and cooperate with one another. Trade or bid on commodities, in-game currencies, and information with a vivid operational interface hub. Bringing wealth to your base will increase your workforce population, and over time your space colony will transform into economic force to be reckoned with.
SHIPPING
Transport cargo, design spaceships, or explore remote planets as you so desire.
Spaceships provide players with a multitude of strategies. Will you establish multiple bases across the galaxy, ferrying materials to and from each location? Or maybe you would rather fulfil shipment contracts where you deliver resources to other players, for a price of course. Keep an eye on your fuel gauge, you don’t want to be caught on the intergalactic highway on empty.
POLITICS
Become the Governor of your planet and rule with an iron fist or a benevolent heart.
Many planets are home to several political factions. These factions have their own interests and political agendas that may run in opposition to your personal or collective goals. Choose to join them or work against them. With enough leverage, you’re sure to be able to convince even the most powerful of politicians.
MINIMAL SETUP
- OS: Any recent OS version
- Processor: 2.4 GHz dual-coreMemory: 1 GB RAM
- Memory: 1 GB RAM
- OS: Any recent OS version
- Processor: 2.6 GHz quad-coreMemory: 2 GB RAM
- Memory: 2 GB RAM
GAMEBILLET
[ 6138 ]
GAMERSGATE
[ 3458 ]
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