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Nukes & Natives

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.

Personal Points



I have replaced "Political Points" (which was messy and intertwined) with "Personal Points" which is a pool passively used to train skills, divert money, increase influence, improve reputation, rally toward your ideology, fight corruption but also perform various one-time actions, such as political actions in the parliament. It will also be used (not implemented yet) for plot and plot defense. This is essentially the "off-time" daily actions your character will take. He can also do nothing and save these personal points.

Orbital bombardment



It is now possible to bombard planets and asteroids. It is similar to targeting a spaceship (here I select a specific city located on the surface of the planet). The warheads cause damage to one or more "tiles" on the planet, targeting a city means that the projectile will impact the city's controlled tiles, thus damaging its infrastructure and causing casualties among the population, including any existing native population. In addition to soot which is raised with high-yield impacts, I have also added radiation (planet-wide or specific to a tile) which affects habitability. The radiation yield is of course specific to the weapon. Due to the atmospheric simulation terraformation and the new simulation of natural disasters, a bombardment can ruin the planet's biosphere permanently.

Native populations



Natives are now much, much more detailed but also optimized as they no longer take a toll to performances.
They are separated into 6 factions/classes, one could mod additional "classes" into alien species if they wanted. Each faction has its own set of bonuses and maluses (some are nasty !), production, and political leaning. The dominating faction weights much more than others.
For example, the Urghosts, with their minds alienated to the Urghogh's (lack of) will are the worst neighbors you could have. They are not aggressive but produce next to nothing and are almost impossible to assimilate.
Natives are no longer just a value on the planet as they concentrate in visitable settlements. Trade is important with natives as they sell at low prices and may buy your excess production.

Improved diplomacy & war



War is finishing in its initial implementation, it tracks spacecraft destroyed, and civilian and military personnel casualties separately as I plan later to simulate revanchism and war crimes. It has a war exhaustion and war goal system.
This includes the diplomatic deal system where peace can be negotiated at any time of the war among the main belligerents.
Relations are now much more dynamic.
Treaties were overhauled and expanded as well, with multiple criteria.

Improved escape pod



It is possible to take an escape pod from a spacecraft, this also replaces the previous uncontrollable escape pod when the spacecraft blows up. Due to the fact this escape pod is a spaceship by itself, the initial code considered that having your escape pod blown up would spawn ... another escape pod. This matriochka bug was reluctantly corrected.

Colony & organization templates


I consider that the best paradigm in procedural generation is to have "guided" randomness, this is why I have added a moddable template system that actively attempts to populate the galaxy with custom-created cities and organizations given many criteria. Consequently, much content was added, giving some flavor and background to the universe without betraying the sandbox nature of the game. This change came alongside yet another deep work on the historical generation of the universe (the thing that pre-simulate the universe during thousands of years)


[ 2024-07-15 00:57:38 CET ] [ Original post ]



Antimatter
Geoffroy Pirard
  • Developer

  • Geoffroy Pirard
  • Publisher

  • 1970-01-01
  • Release

  • Strategy Simulation Singleplayer
  • Tags

  • Game News Posts 20  
    🎹🖱️Keyboard + Mouse
  • Controls

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  • Review Score

  • https://www.facebook.com/akamarigames
  • Website

  • https://store.steampowered.com/app/1343010 
  • Steam Store

  • 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.

    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.



    MINIMAL SETUP
    • OS: Linux
    • Processor: Pentium 4 @1.5 GHz
    • Graphics: AMD or Nvidia Graphics card with 512MB RAM
    GAMEBILLET

    [ 5950 ]

    0.68$ (86%)
    3.33$ (78%)
    16.00$ (60%)
    12.74$ (15%)
    16.79$ (16%)
    36.89$ (26%)
    4.12$ (17%)
    18.39$ (8%)
    10.66$ (64%)
    10.00$ (50%)
    6.00$ (70%)
    12.74$ (15%)
    16.59$ (17%)
    26.29$ (12%)
    10.00$ (50%)
    45.47$ (17%)
    1.23$ (79%)
    42.24$ (16%)
    2.70$ (70%)
    4.00$ (80%)
    8.69$ (13%)
    4.27$ (89%)
    5.86$ (66%)
    4.59$ (8%)
    3.88$ (81%)
    21.99$ (12%)
    25.79$ (14%)
    4.95$ (67%)
    5.51$ (8%)
    24.89$ (17%)
    GAMERSGATE

    [ 3221 ]

    1.25$ (75%)
    10.79$ (46%)
    0.38$ (92%)
    13.99$ (30%)
    13.59$ (20%)
    19.99$ (20%)
    4.4$ (78%)
    1.5$ (81%)
    4.69$ (81%)
    3.75$ (75%)
    4.25$ (79%)
    20.99$ (48%)
    4.5$ (77%)
    0.56$ (81%)
    2.0$ (80%)
    3.75$ (62%)
    12.0$ (60%)
    4.5$ (70%)
    6.25$ (75%)
    7.5$ (85%)
    1.0$ (90%)
    7.5$ (75%)
    3.38$ (77%)
    9.99$ (50%)
    2.05$ (59%)
    4.12$ (59%)
    2.2$ (78%)
    9.59$ (36%)
    1.0$ (90%)
    24.49$ (30%)

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