[previewyoutube=pv7Mj6WXhBE;full][/previewyoutube]
This week, I have mainly focused on creating external tools to help with the production of assets for the planet surface. I have also almost completed the new rendering engine and created some tiles, textures, and masks. This preliminary work is essential for improving productivity in the coming months.
Finally, thanks to the new surface rendering system, I am planning a major UI paradigm shift for colony and outpost management. I want to transfer as much of the region management and visualization as possible to the planisphere view, and rework the city/outpost UI so that it complements it without redundancy.
**********************************************************************
Private Alpha
You can see the early work when accessing the planet. A lot more will be done for the planet surface rendering in the following weeks, so I am still flagging this area with a big "WIP". (Testing here is not really important, and I still recommend avoiding this area of the game.)
I have only worked yesterday evening and today on bugfixes, so the game hasn't gained much in terms of stability compared to B0001.
The AI is next on my list: a massive rewrite before the private alpha sort of broke the system (which was quite expected) and it now needs some superficial rewiring. I made some progress today, but my intention is to do a clean and fundamental rework. Therefore, I am scheduling most of the AI fixes for the next build. The AI structure is quite robust now, so I am not worried about this.
As usual, save games are not compatible between builds.
Version: B0002 CHANGELOG
Release Date: 28-04-2025
Description: Focused on the new planet surface renderer. Some bugfixes and tweaks.
Major Change to Planet Surface Rendering and Generation
Phase 1 of the planisphere revamp is now complete. Rendering is fully dynamic, and many tools have been developed for the creation of tiles and textures. This early version also includes a range of assets. It is an entirely new system, laying the foundation for much better planet generation. The UI has also been improved.
Simulation: Generation has been enhanced for more realistic noise patterns, and soil fertility per tile has been added to create more varied forests. The code has also been improved for better performance and reliability.
Fixed: Gamedata access could cause some rare crashes
Fixed/Tweaked (Character) : General improvement on traits and skill UI + Performance increase for characters
-(UI) Skill bar not clamped to 0-1
-(UI) Improved display of skill values, attribute values
-Improved tooltips with display of modifiers (character creation and character sheet)
-(Architecture) Traits are now index-based improving code quality, performance, and memory footprint of any character
-Attributes fully localized
Fixed/Tweaked: Refactor of how populations are computed and stored
-Removes entirely the caching system of population and replaced with a high-performance on-demand computation, improving reliability and memory footprint of cities' population.
-Fixes issue when loading a save where population was not precomputed.
MAJOR FLAW - GUID Index for all registerables was starting at 0 instead of 1
This essentially broke everything relying on 'null' state for shallow reference (it is a miracle the game could function with this issue).
Fixed: Issues on city coordinate system
-Revamped cities coordinate system to use the unified, shallow reference one.
-Made PlanisphereObject_Abstract and PlanispherePosition serializable as it should, fixing saving system for related objects (tile features, cities, etc.)
Fixed: City reports could was not properly saved and loaded
Fixed: Some tooltips in the object selection card were quickly disappearing (<1sec)
Fixed: Mission markers/Reference points persisted across game sessions
Fixed: EventsHistory for city was not properly saved
Fixed: Rare bug where universe generation could crash if one of the historical cities could not find a viable tile to colonize
Tweaked (QOL) : Set course to own spaceship remains enabled unless another ship under direct control is selected
Fixed: Player's inventory was partially broken
Fixed: AI Mission and Task now properly show the type instead of 'Generic' Mission/Task type fully localized
Fixed: Various AI bug
Fixed: Trade node evaluation sometimes failing
Hack: Temporarily disabled 'wait until parasites are recovered' system for fleets[ 2025-04-28 16:14:53 CET ] [ Original post ]