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I have already talked about this so-called "endgame crisis" here . Here a new video devlog giving additional details about this global threat. [previewyoutube=p5hE1F489Yk;full][/previewyoutube]
[previewyoutube=LXTAEQWh_x8;full][/previewyoutube] One important aspect I forgot to mention in the video is the in-game editor mode. I use it to debug and create scenarios on the fly, but this is going to be a powerful tool to customize the universe or test mods. Most entities in the game can be interacted with, showing a context menu. When in editor mode, more options are availables.
A new devlog on politics. There is much more to say about the systems currently in place, but this video outlines the main aspects: [previewyoutube=DN7u7RYU_GU;full][/previewyoutube]
[previewyoutube=ffvqLfZyHy8;full][/previewyoutube] For next week, I'll talk in depth about (space) politic.
Hello everyone, enjoy this new video devlog.
[previewyoutube=foppVXO_aBY;full][/previewyoutube]
Also, you'll notice the solar system being in the game. This is recent work allowing for custom stellar systems (and I have added sol for the example).
Furthermore, it is now possible to define custom height/heat/moisture map for planetary bodies.
Here I have applied an earth heigtmap I found to a random terrestrial planet that ressemble to Earth. But with more work it is possible to get very accurate results !
A new video devlog describing how the market economy works in Antimatter. [previewyoutube=ya26DS6f72Y;full][/previewyoutube]
Check out this new video ! [previewyoutube=bwHHnLdhQnY;full][/previewyoutube] This is a work in progress of the ship editor, which is purely a productivity tool with all the keyboard shortcuts and hacks one can expect from it.
Here another commented video devlog where I start an expedition to found an outpost in a habitable planet. Outposts are simplified and privately-owned colonies. [previewyoutube=DjAuOIpzMXM;full][/previewyoutube]
[previewyoutube=Msqg-MhDDcA;full][/previewyoutube] Learn more about how influence and fleet command work with this new video devlog.
Heres a new trailer showcasing the progress in 2024, with a click-bait title to lure more poor souls. [previewyoutube=AZ1HwH0pp2c;full][/previewyoutube]
[previewyoutube=ue91_WSTyBU;full][/previewyoutube] This is a special update to wrap up the year, with a few thematic videos. [previewyoutube=Or7J_-Qpf3U;full][/previewyoutube] [previewyoutube=RylvM20F-xU;full][/previewyoutube] [previewyoutube=50xRQIjBRqY;full][/previewyoutube] [previewyoutube=AgFhKKA9Slg;full][/previewyoutube] I hope you all enjoyed 2024, and I wish you an excellent new year! All these videos are used to improve the Steam page quality. I am planning to create at least 5 more videos on different themes.
Let's do a quick ping on progress. It has already been 2 months since the last devlog, time flies. The focus lately has been on polishing, with particular attention to code structure and performance improvements. I have finally reached my performance goal, with drastic improvements by multiple factors, especially for large universes. While I try to avoid adding new features and focus on wrapping up an alpha, there are still a few outstanding features being added. Here is the tip of the iceberg:
As usual, as for the past few months, nothing truly flashy or groundbreaking has been added, and I am still consolidating the game for the upcoming private alpha. However, among the hundreds of refactorings, performance improvements, bug fixes, tweaks, small additions, and the countless user interface and quality of life improvements, here are a few highlights:
For the past 2 months, work has continued across both the surface and the universe aspect of the game. Once more I'll focus on the latter, but I hope to talk soon about the surface (side-view) part which has seen huge progress lately. Since a few months, the development routine way aimed at polishing, UI improvements, code consolidation, which often comes alongside some rewrite of game mechanism, AI, AI, AI and more AI (yes, writing AIs takes time, especially for economy). A perfectly functional feature is often redone 4-5 times during its existence, due to code structure consideration, gameplay and often perceived redundance. This is quite normal and a sane way of developing a complex system, and is the primary reason why it takes so long. This is also why, despite my perceived imminence of an alpha release of the game, that I am abstaining from giving any release date yet. I cannot ill-afford any fundamental flaws in the program to be carried to an alpha, and pay the interests of any technical debt in the years following the release. Therefore, despite my impression that I can announce it now, coming soon will remain the release "date" until contradictory notice. But enough of my useless talk. Along with polish, some new stuff were carefully added. I'll talk about it briefly. This is a little showcase of what was done, I emphasize the fact that it represents a fraction of the work, as to not discredit the importance of other aspects.
[previewyoutube=GHxCJj7TaI0;full][/previewyoutube] This is a video devlog recapitulating the "universe" part of development of Antimatter from 2023 to 2024. Massive work has also been done on the surface aspect but will be shown on another dedicated devlog, with explanations on how it will communicate with the rest of the simulation. This is not an exhaustive devlog, a lot more has been done in many other aspects of the game and simulation. But here this is a rare occasion to show some parts of it as a video. Disclaimer : -The entire video depicts functional gameplay in a fully simulated world. -Nothing is scripted for the video. -Nothing presented is a mockup or a placeholder.
Continuing polishing the game (which is not the most exciting thing to talk about)... But this is still an occasion to write about what has been developed for the political system, which has greatly improved from the initial system.
Characters have a major role in the living universe in Antimatter and they even play the ever-changing political game.
The post-Antimatter crisis is bringing the intellectuals and/or the idealists to the first scene, much has to be done in a world where political tradition is banished to the domination of the Urghoghs (giant worms).
In this uncharted political land, intellectuals unburied (sometimes literally) the old ideologies from the XXI, XX, and XIXth centuries as the period of Urghigh obscurantism met a convenient analogy to the European's Enlightenment era.
The political scene is therefore dominated by diverse ideologies, in the most naive way. The old world's political legacy is religiously followed to the letter, even the neo-classic estheticism and symbolism mimicked with nostalgia in the haste to bring humanity to a new order.
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.
I will instead post some devlogs spread for the coming weeks of all the recent progress because a lot has been done.
Antimatter is now being polished as I have ceased creating additional major core features for the past 3 weeks. This is excellent news.
An outpost can be created anywhere on a planet or asteroid's surface. Employees and slaves can be housed here, and the local population can also be employed. It functions as a production complex where a range of buildings, including mines, factories, and farms, can be built. An outpost also has a trade node module, which means that commercial exchanges can be made here. Finally, terraforming can be performed from here.
The first thing to do is to reach a viable planet.
Preparation is important; a spacecraft should be loaded with construction materials as its buildings require a lot of resources. Food is also important to support a land expedition.
Surveying the planet from its orbit for a few days can help in localizing a landing area.
The tile where the spacecraft will land is revealed, but it is worth exploring the vicinity to find the best region to settle.
There is at least one gold deposit in this region (Vafir). An outpost's range of activity extends to the entire region of multiple tiles.
Founding an outpost requires a minimum of 10 settlers; it can have multiple statuses that will determine the diplomatic relation to its founding organization.
The outpost is physically present on the planet. Outposts from other organizations can be found too.
Outposts, just like colonies, can be visited with a party or a spacecraft. This is also an entry point to the native population market. If a local uncivilized population is present in the region, they will make part of their subsistence production (which depends on local factors) available to the market where the owner of the outpost gets a cut on each transaction.
Managing an outpost is much less complex than a colony.
The region of Isflen has good mining potential.
Trading can be automated to keep stock high on certain products or to resell production. Price, stock, and trade actions can all be automated.
Buildings/Upgrades are the main components of an outpost. Naturally, the available mines and crops are dependent on the natural resources and the climate of the region. Alternatively, hydroponic farms can be built.
The first initial building to be constructed is a habitat, which requires resources, creating a demand at the local trade node.
An outpost doesn't require food, and its population never starves (no need to micro-manage this), as I assume that any built outpost is self-sufficient in food and water. The whole life support challenge is also abstracted away. Of course, all of this comes at a cost; a proportion of workers will always be allocated to sustain the outpost. The habitability of the planet will reduce maintenance for life support; available water and lush wilderness will help for self-sufficient food production. It is therefore key to establish an outpost in a viable location as it ultimately affects the efficiency of the entire complex.
This major addition expands the exploration system even further. (see planet exploration I and planet exploration II to know more)
I have completed the (massive...) framework and scripting system for encounter and tile features and content-wise, I have decided to complete the first content "arcs" to stress-test it.
Regional features
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.
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.
Here we have 2 cities on 2 separated landmasses
The city has claimed the entire island but has also extended its influence off the coast to the northeast, reaching another island. Water tiles are much cheaper to claim and maintain, but they require sea-projection points. We can see how the relief hinders the administration's reach. The red areas have the lowest administration efficiency.
But this city has a strong naval tradition. Infrastructure on the coast and a special building in the capital (seaport) generate enough sea-projection points to claim the entire coastline of the continent.
This city has 3 sea-projection points and can control 3 sea tiles without penalty
Administration spread is much more efficient at sea than on undeveloped land (without infrastructure development), meaning that even the remote coastlines to the west are now properly administered.
Administration efficiency is very important as it represents the control a nation has over a region and its population. It affects corruption, taxes, and the Political Point (PP) balance. Usually, low administration is also a sign of poor supply routes, which affects industry efficiency and hinders internal migration.
Osley has claimed a large territory. Each territory costs a lump sum of PP (Political Points) and also requires administration maintenance. This tiny nation would never be able to administer such a large territory without having crippling corruption. Administration is produced from buildings in the capital city, and maintenance is reduced through infrastructure and policies.
The administration cost of a tile is mainly determined by the population and the administration "pathfinding" cost to the capital (where infrastructure, relief, and flora play a major role).
The migration attractiveness overlay tells us a lot. Osley relies mostly on subsistence, and its capital's region offers many more opportunities than these untamed territories. Bear in mind that a single tile is quite a large area by itself.
However, the uranium to the northwest, petrol to the north, iron to the west, and coal to the southwest offer good opportunities to establish robust industry.
Migration attractivness overlay
----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. ---
Here is an overview of the planet. We start at a date just after the universe's generation.
The entire planet surface of the planet (pre-explored for your convenience)
The northern region where the city of Drumin stands, with its claimed territory.
The city of Drumin has no industry to speak of, probably a city of despisable tree-hugging beatniks living in self-sufficiency.
Can we bring them to the heavenly light of heavy industry and consumerism? Let's see...
Its capital region, Savas has 12 000 inhabitants, and the entirety of its economy relies on subsistance.
Savas in the game represents an entire region, or hexagonal tile, on the planisphere.
Here we have all our existing industries and developments. Some are created naturally like "Wilderness" and others are human-built or indirectly created (ruins).
The subsistence "industry" is simulated like any other "industry" present on the tile. For example "Wilderness industry" is a simple one that evolves according to climates, biodiversity dynamics (flora), and the influence of other "industries".
The subsistence "industry" is created by default on a pre-industrialized generated city. If a population remains unemployed, it will slowly build subsistence slots for free, and draft jobs to the "industry".
It aims to provide a minimal standard of living, with vital and basic needs such as housing, food, water, furniture, clothing, but also building materials. The profit is distributed entirely to the workers, and often the worker will buy back the entire production. The subsistence profit per worker also serves as an implicit minimum wage, no one will work for an employer if living on subsistence brings more revenue (ahem...).
While subsistence is created naturally, the "industry" relies on a lot of factors, not all subsistence slots are equal across the different regions. Subsistence in a lush forest, with a coastline and natural resources, will fare much better than in a heavily urbanized/barren region where the only game to hunt is sewer rats. A subsistence economy can even create excedent production for export or domestic uses.
As such, fishing, hunting, gathering, farming, water extraction (from aquifer or coastline), production of furniture and even scavenging from ruins are simulated.
Even though subsistence is capable of operation without any input, this "industry" has some optional inputs that will increase productivity, if available in good supply.
Therefore, the best approach to careful and self-sufficient industrialization is to first expand the tool industry and supply energy.
About a quarter of the population is capable of working, this value can change according to policies.
The working population is generating a taxable :'-( income. It serves to pay for vital needs (in priority), basic needs, and luxury needs.
We see that no saving is being made across the population, but they sustain themselves pretty well.
A good chunk of the income (16$/year) is spent on food. Nothing on luxury goods.
The value of money : note that money doesn't have a fixed value in terms of actual wealth, the simulation drives the inflation/deflation accordingly and most products don't even have any base value.
Work continued on organisations, the first part of this devlog can be found here : Organisation (part I) . This one focuses on the AI.
"Codex" here is a very broad term to designate collective or individual knowledge. It can be either owned by a character, an organization, or a culture.
It can be a map revealing astral objects, a story with useful information for yourself or another character in the game (it unlocks dialogue paths or missions), it can be secrets that can alter the reputation of a character or an organization, and last but not least it can be theoretical sciences, technologies, and designs.
While all the backend programming is done, I'll only talk here about the first batch of codex entries, for sciences and technologies.
About 70 technologies and theoretical knowledge were added, constituting a full basic tech tree from a primitive era to the spacefaring one.
Codex entries have bonuses and modifiers, which can increase the max possible dev on a tile :
They can allow the construction of buildings, spaceship designs, spaceship modules design, affect the population growth rate, and the administrative capacity.
Some entries also can affect an entire culture or organization, by providing bonus/malus on cohesion or reputation, and can even alter the ethics.
This is the total bonus of an advanced civilisation :
Codex entries can be found when exploring the galaxy, and it is planned to make it a tradable commodity.
I have focused lately on the surface part of the game, the so-called side view of a planet's region, mostly working on the "engine" of this game module rather than the visual stuff, but here are some screenshots, nonetheless.
A region is a single hexagonal tile on the planisphere.
When zooming even more to this tile you will end up in the side view, the flora, fauna, geology, atmospheric conditions and the local civilisations are represented in details. This whole view represents a small significant area of the region.
There are over 100 different species of flora, I simulate a suitability score for each of them to determine which species will win the competition become the dominant ones.
There are subterranean species as well, in underground biomes, they can be found in seemingly lifeless planets.
Another type of dominant lifeform are the giant worms, I have expanded theirs AI, and the way they grow.
And here is another thriving lifeform, constituting above's luxury desert:
There are hundreds of different buildings, each one has its equivalent in the 5 technological eras :
Antimatter has finally a steam page. But the story of its development started the 10th of april 2020 when the first line of code was written. A kickstarter campaign was launched the 15th of september 2020 and was a success. This is a one-man, part-time project, to wich I invest continuous and dedicated work. over 40 devlogs was published covering some of the work in progress, if you want to learn how things are designed,
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