A BIG devlog
The fleets have improved in all aspects, the archetypes are better, the AI expanded, parasites (ships hosted in carriers) are automatically managed, and fleet movement has been overhauled for better performance and stability.
This fleet is currently performing a new type of mission which consists in largescale mining operations The most visible aspect is the UI, it used to be very complicated since managing ownership across intertwined alliances was complex and assigning the fleet formation quite cumbersome.
Point Defense turrets against inbound missiles I have tried to hide this complexity as much as I could and here is the final result. Most informations are accessible though tooltips and interactions through context menus.
Assigning a ship is also possible directly when selecting a ship or any UI representation of the ship through a context menu. There are many reasons that can prevent recruiting a ship, it is often a lack of influence toward a faction or an alliance issue with another ship in the fleet.
This ship won't join our fleet because it is not allied with all other ship's factions. Another important aspect is the formation, the fleet AI manages 4 possible formations.
A ship's formation will determine it's behaviour This determines how individual spaceships behave when breaking formation. Core formation
Escort
Interception
Strike
This is quite huge, I have decided to bite the bullet and completed a ship and module editor (not yet in-game), with automatic balancing of power across modules, cost, semi-automated placement of modules collision geometry, etc... I have then redone every single ships, space stations and modules with support of the editor. This is not an easy task, especially given the number of modules for each ship and the manual placement. Here is a list of 100% completed ships (this is a catalog in a text editor)
Automatic loadout Ships now dynamically create loadouts of compatible modules for each slot, for example, ships designated as an escort will automatically choose point defense turrets. There are many roles and possible combinations.
The threat analysis and faction decision-making has been developed further, and there is now "conquest" and "fleet mining" missions. (lot of work) Uh, that's it... AI has nothing that can be shown :/
"Crew" which also designates landed parties can be transferred between each other.
While it is a good opportunity to show the new overhauled ship UI, the major addition I'll show is ammo and magazines.
"Ammo magazine" is a new type of module for cargo slot that increases the amount of combat-ready storage. You can store ammo in cargo but it is not as secured (secondary explosions) and can't be used by weapons. You can only do a transfer while docked.
Regions aren't just a cosmetic addition but were added to overhaul how city/nation manage planet tiles (previously designated as "regions" themselves). The problem is that managing dozens of regions was cluttering the player with information and micro-management. The simulation itself is still accurate to the tile level but now management and AI decisions are mostly taken at a region's scope.
This UI is going to change to show a single aggregated region ("Flaness"), instead of these cluttered informations
The problem with past simulation was that every human population was simulated as a nation which is very complex and also requires the entire planet to be generated. Uncivilised populations, those under the influence of the giant worms, or those who never recovered from the Antimatter crisis, are now simulated in a more abstract way and they only retain the characteristics from the historical simulation. This allowed me to populate much more planets with almost the same level of detail. After a certain threshold of development, such population will evolve into an in-game nation.
Trading with locals is possible from any region, even outside a nation's border, it takes 2 days to spread the word and gather merchants. If within the border of a nation, you access its market. Trading with primitives is possible as well, and the market will be the equivalent of the subsistence production of the region (subsistence production is highly dependent on local resources )
Adding a fleet to one of the existing faction with the editor Added dozens of editor mode interactions, this is the premise of an in-game editor.
This is completed (what a pain!) this is quite a milestone, but doing this late clearly saved me months of maintenance overhead. I also confirm some wishes I had for Antimatter, that are now reality :
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.
[ 2023-09-03 21:46:26 CET ] [ Original post ]
It has been a while since the mid-July devlog, but this was certainly not idle time.
Fleets
The fleets have improved in all aspects, the archetypes are better, the AI expanded, parasites (ships hosted in carriers) are automatically managed, and fleet movement has been overhauled for better performance and stability.
This fleet is currently performing a new type of mission which consists in largescale mining operations The most visible aspect is the UI, it used to be very complicated since managing ownership across intertwined alliances was complex and assigning the fleet formation quite cumbersome.
Point Defense turrets against inbound missiles I have tried to hide this complexity as much as I could and here is the final result. Most informations are accessible though tooltips and interactions through context menus.
Assigning a ship is also possible directly when selecting a ship or any UI representation of the ship through a context menu. There are many reasons that can prevent recruiting a ship, it is often a lack of influence toward a faction or an alliance issue with another ship in the fleet.
This ship won't join our fleet because it is not allied with all other ship's factions. Another important aspect is the formation, the fleet AI manages 4 possible formations.
A ship's formation will determine it's behaviour This determines how individual spaceships behave when breaking formation. Core formation
Escort
Interception
Strike
Spaceships and modules
This is quite huge, I have decided to bite the bullet and completed a ship and module editor (not yet in-game), with automatic balancing of power across modules, cost, semi-automated placement of modules collision geometry, etc... I have then redone every single ships, space stations and modules with support of the editor. This is not an easy task, especially given the number of modules for each ship and the manual placement. Here is a list of 100% completed ships (this is a catalog in a text editor)
Automatic loadout Ships now dynamically create loadouts of compatible modules for each slot, for example, ships designated as an escort will automatically choose point defense turrets. There are many roles and possible combinations.
Spaceship AI & Strategic AI
The threat analysis and faction decision-making has been developed further, and there is now "conquest" and "fleet mining" missions. (lot of work) Uh, that's it... AI has nothing that can be shown :/
Crew Transfer
"Crew" which also designates landed parties can be transferred between each other.
Ammo & Magazines
While it is a good opportunity to show the new overhauled ship UI, the major addition I'll show is ammo and magazines.
"Ammo magazine" is a new type of module for cargo slot that increases the amount of combat-ready storage. You can store ammo in cargo but it is not as secured (secondary explosions) and can't be used by weapons. You can only do a transfer while docked.
Regions
Regions aren't just a cosmetic addition but were added to overhaul how city/nation manage planet tiles (previously designated as "regions" themselves). The problem is that managing dozens of regions was cluttering the player with information and micro-management. The simulation itself is still accurate to the tile level but now management and AI decisions are mostly taken at a region's scope.
This UI is going to change to show a single aggregated region ("Flaness"), instead of these cluttered informations
Primitive population
The problem with past simulation was that every human population was simulated as a nation which is very complex and also requires the entire planet to be generated. Uncivilised populations, those under the influence of the giant worms, or those who never recovered from the Antimatter crisis, are now simulated in a more abstract way and they only retain the characteristics from the historical simulation. This allowed me to populate much more planets with almost the same level of detail. After a certain threshold of development, such population will evolve into an in-game nation.
Trade venture
Trading with locals is possible from any region, even outside a nation's border, it takes 2 days to spread the word and gather merchants. If within the border of a nation, you access its market. Trading with primitives is possible as well, and the market will be the equivalent of the subsistence production of the region (subsistence production is highly dependent on local resources )
Editor Mode
Adding a fleet to one of the existing faction with the editor Added dozens of editor mode interactions, this is the premise of an in-game editor.
Saving/Loading
This is completed (what a pain!) this is quite a milestone, but doing this late clearly saved me months of maintenance overhead. I also confirm some wishes I had for Antimatter, that are now reality :
- No loss of data and bare-minimum procedural regeneration: This means any world you create will stay as detailed in the simulation as well, not just visually and not just when revisiting them.
- Possibility to play a new character in the same universe or carry on by playing an existing AI character. (currently only doable by manually changing the save file, but the simulation supports it)
- A lot of freedom in scenario building.
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.
Antimatter
Geoffroy Pirard
Geoffroy Pirard
1970-01-01
Strategy Simulation Singleplayer
Game News Posts 20
🎹🖱️Keyboard + Mouse
No user reviews
(0 reviews)
https://www.facebook.com/akamarigames
https://store.steampowered.com/app/1343010 
Follow the game's development :
Antimatter is a strategy game in a simulated galaxy where you create and incarnate a character.
In command of your spaceship, trade, fight, explore or lead an interstellar empire.
You will dive into a complex universe where you, a mere player, is the insignificant cog of a cruel simulation.
Antimatter is a strategy game in a simulated galaxy where you create and incarnate a character.
In command of your spaceship, trade, fight, explore or lead an interstellar empire.
You will dive into a complex universe where you, a mere player, is the insignificant cog of a cruel simulation.
Features
- Thousands of systems and planets to explore in a gigantic instantiated galaxy.
- A dynamic universe where dozens of factions struggle for power or survival.
- Take command of a spaceship, trade, mine, harvest, scavenge, produce and participate in the simulated economy.
- Manage an existing city or found a new colony on any planet.
- Climb the political ladder of a commercial corporation or a sovereign organisation, or found a new one from scratch.
- Interact with AI characters who are living independant and simulated life in the Antimatter universe.
- Terraform entire planets by altering their atmospheric compositions.
- Fulfil missions for corporations, factions or individuals, or unravel the secrets of this galaxy.
- Get involved in the Antimatter Crisis and try to change yourself the course of history.
How To play ?
Antimatter is a RPG that plays as a grand strategy game, you have neither omniscience or omnipotence, most of your responsibility can be delegated to spaceship captains and governors if you control any territory.
No micromanagement is required, you have the freedom to deal with the businesses that interests you the most.
Antimatter plays in the intersideral space, on the planet's surface or in the mysterious undergrounds, you can play all the way from a space journeyman to a galactic emperor.
Create and customise your galaxy with all available options, such as the stellar systems count and types or the historical events that will impact the simulation of civilisations through the ages.- An universe generated and simulated across billions of years with a realistic accretion model of gas and dust.
- A simulation of civilisations through thousands of years, filled with historical events.
- Asteroids, comets, nebulae, planets and many other astral objects to explore.
- A wide range of planets, entirely simulated and procedurally generated.
- A procedurally generated geology.
- A realistic and dynamic atmospheric simulation.
- Terraform entire planets by altering their atmospheric composition.
All civilisations are procedurally generated and simulated through thousands of years. Ruins, monuments, POIs and ancient artefacts exist thanks to this detailed simulation.- Manage your crew and the specialty of your crewmembers.
- Customise your spaceship with many modules and choose from dozens of different spaceships.
- A radar simulation with passive and active detection, which rewards stealth and reconnaissance.
- A varied range of weapons, such as missiles capable of crossing millions of kilometres.
- Manage your fleet and hosted ships.
- Land on any planet or asteroid in the galaxy.
- Study and harvest exoctic flora.
- Meet and profit from ancient civilisations.
- Create and incarnate a character, define his physical and psychological traits, his education, characteristic and skills and his appearance.
- NPCs have their life simulated from birth, each trait and characteristics come from an experience in their lives.
- NPCs have their own artificial intelligence, they act by themselves with the same liberty as the player. You are not the only actor in this universe. NPCs also contribute to the political system of organisations.
Create, or be part of a commercial corporation, a sovereign state or a criminal organisation, fulfil missions and climb the ladder of the organisation.- Trade goods.
- Mine and harvest ressources and objects.
- Manage and build space stations, and produce new spaceships.
- Embrace a pirate's life with extorsions and deceiving actions.
- Administrate cities and territories, or lead an entire empire.
- Participate in the organisation's political intrigues.
- Lead and organise a fleet by using your influence.
THe terrain of each planetary region (tile) can be explored and can even be the location of a colony. Each region has its own geology, a simulated biosphere and can host ancient ruins generated during the historical simulation.- Manage the city's industry, trade, demography and its political aspects.
- Plan the city's defences against orbital threats.
- Develop and extend the city's frontier across the planet.
- Explore deep and mysterious subterranean regions.
- A destructible environment and a liquid simulation.
- A dynamic weather system.
- A monstruous fauna (only giant worms for now).
Change the climate of an entire planet by slowly modifying its atmospheric composition, observe the chain reactions on its geology, hydrosphere and its biosphere thanks to a detailed and realistic atmospheric simulation.
The flora is entirely simulated where each species' reign depends on local conditions and the other competing species. - Create and incarnate a character, define his physical and psychological traits, his education, characteristic and skills and his appearance.
- An universe generated and simulated across billions of years with a realistic accretion model of gas and dust.
MINIMAL SETUP
- OS: Linux
- Processor: Pentium 4 @1.5 GHz
- Graphics: AMD or Nvidia Graphics card with 512MB RAM
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