Name | Antimatter | ||
Developer | Geoffroy Pirard | ||
Publisher | Geoffroy Pirard | ||
Tags | |||
Release | 1970-01-01 | ||
Steam | |||
News | |||
Controls | Keyboard Mouse | ||
Players online |  n/a  | ||
Steam Rating | n/a | ||
Steam store |
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Despite the relative calm, things have been productive for the past months. My initial plan to make a video devlog was aborted at Christmas due to real-life issues. As always, I (for now) prioritize productive development over communication when available time tightens. |
A new foe |
This major addition expands the exploration system even further. (see planet exploration I and planet exploration II to know more)
New areas can also be revealed during an encounter if that's allowed by the context, current region, and the planet. The Future It is important to have a critical mass of content for all that to become relevant and properly intertwined, so the future content arcs that will be built upon this framework each have a range of encounter and tile features :
>>> Bonus <<< Too short to make a devlog, but too significant to skip it : Landing A previous devlog introduced planet exploration, which is now polished. Exploring the planet's surface is necessary to find some type of regional feature, trigger some "encounters" or trade with local populations and nations on the surface. Now scanning the planet from orbit is dangerous due to the replicant's threat, which I will describe later. Some risks are unknown given the survey level of the region the atmosphere, the relief, flora density, and surface gravity pull are all factors creating more risks to land, while the crew's skill, survey level of a tile, and the presence of a landing pad minimize the risk. This region has been surveyed and the risks are known. There are the following hazards :
Crew casualties Now any penetrating damage to a ship (including accidents) will wound and kill crewmembers |
Each circle is a stellar system Title screen This is not a big deal but here is the new title screen. A fun fact is that what is shown here is emulated from the in-game view, Antimatter being in flattened 3D. Would you like to know more ? Universe & history generation : https://www.kickstarter.com/projects/geopi/antimatter-a-city-builder-and-4x-game/posts/3571013 Characters : https://www.kickstarter.com/projects/geopi/antimatter-a-city-builder-and-4x-game/posts/3366719 Organization: https://www.kickstarter.com/projects/geopi/antimatter-a-city-builder-and-4x-game/posts/3694897 Characters (part II) : https://www.kickstarter.com/projects/geopi/antimatter-a-city-builder-and-4x-game/posts/3680996 Organizations [Part II] : https://www.kickstarter.com/projects/geopi/antimatter-a-city-builder-and-4x-game/posts/3797976 |
This is a much smaller and light-hearted devlog about nuclear apocalypse :) . |
It has been a while since the mid-July devlog, but this was certainly not idle time.
Here is a picture depicting the complexity of the hierarchy of unserializable classes : Each colored cell is like being whipped while walking barefoot on broken glass. If you have some dolorist fantasy to fulfill, do this. You are welcome. |
Most "pirate" organizations will have legal activities alongside less legal ones. One of them is extortion, a form of proto-taxation system. |
A nation will eventually expand to more regions. The first one holds its capital city, while other regions can provide a variety of natural resources and different biomes. Spreading out development also helps improve infrastructure efficiency, and subsistence is usually more efficient in unexploited lands. |
----This is the first part of a series of Devlogs on cities, regions, and industries. There is too much to write about, hence the division. --- |
Work continued on organisations, the first part of this devlog can be found here : Organisation (part I) . |
Building space stations |
Passenger transport |
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Of course this doesn't merely change the aesthetics of a civilisation, but this isn't the subject of this devlog. Check this post to know more. Many buildings are built by the private sector, without the intervention of the player, but some are to be placed manually, or planified. To those who just discovered the project, here is also a glimpse of the liquid and destruction system : |