Planet exploration III
Regional features are persistent points of interest on the planet's surface, they can be visited and have effects on a city, an outpost a region, or an organization. They can also trigger special events, some can be easily discovered (even from orbit)while others need to be found with a land expedition.
Built early in reaction to the Urghoghs, these rare and often disabled devices create pocket of developed civilisation. These are important discoveries as the bonus/malus can be very significant and cumulate across the entire region.
A list of regional features present on this planet
Additionally, there are non-persistent "encounters" which are contextual events occurring during travels but also as time passes. They can lead to more areas/events and sometimes contain rewards in the form of goods, codex entries, and people to hire.
This unassuming rock shelter leads to an underground ruined city, this is quite a rare occurrence. Some action can also be performed, there is a system for crew skill and traits roll and a full range of effects. But for now, there isn't enough content to make very long and engaging adventures.
Some valuable industrial machinery and tools were found here. Currently, there are :
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 :
Too short to make a devlog, but too significant to skip it :
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 :
Now any penetrating damage to a ship (including accidents) will wound and kill crewmembers
[ 2023-10-28 00:41:26 CET ] [ Original post ]
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
Regional features
Regional features are persistent points of interest on the planet's surface, they can be visited and have effects on a city, an outpost a region, or an organization. They can also trigger special events, some can be easily discovered (even from orbit)while others need to be found with a land expedition.
Built early in reaction to the Urghoghs, these rare and often disabled devices create pocket of developed civilisation. These are important discoveries as the bonus/malus can be very significant and cumulate across the entire region.
A list of regional features present on this planet
Encounters
Additionally, there are non-persistent "encounters" which are contextual events occurring during travels but also as time passes. They can lead to more areas/events and sometimes contain rewards in the form of goods, codex entries, and people to hire.
This unassuming rock shelter leads to an underground ruined city, this is quite a rare occurrence. Some action can also be performed, there is a system for crew skill and traits roll and a full range of effects. But for now, there isn't enough content to make very long and engaging adventures.
Some valuable industrial machinery and tools were found here. Currently, there are :
- Rock shelter (and all variants for all climates)
- Stash
- Abandoned Mineshaft
- Worm tunnel
- Aquifer cave
- Fungal cavern
- Magmatic cave
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 :
- Civilisations remants (Tile feature)
- Crashed spaceships (Dynamic)
- Unique lifeforms and biomes (Tile feature)
- Geological features (Tile feature, partially done)
- Crew and Expedition routine (but I won't include party member buggering you with their life problems)
- Encounters & Combats (using the abstract ground combat system)
- Accidents (chain of decision and skill/trait tests with very limited initiative reserve)
- Planetary and celestial events (Will occur regardless of player's presence)
- Urghogh (dynamic, related to migration/ presence of giant worms)
>>> 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 :
- Atmosphere density: during atmospheric entry, the ship's hull is heating and can take damage, this risk is dependent on the ship's hull condition, aerodynamic profile, and the ship's size.
- Relief: chaotic relief and ship size influence the risk.
- Flora density: which also depends on the ship's size.
- Surface gravity: which is influenced by the thrust-to-weight ratio of the ship.
Crew casualties
Now any penetrating damage to a ship (including accidents) will wound and kill crewmembers
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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