FAR Colony (FARC) is a space strategy game, either turn-based or in realtime according to the player's choice, that taking place in a hard science-fiction future.
The plot is about the setup of one of the first extrasolar colony, based on a semi or fully private initiative according to the options chosen at the start of a game, a certain number of years after that the first manned interstellar experimental flight occured.
The player will have, in a first phase, one standard year (Earth based) to settle and make his colony viable, and also to answer favorably to the goals imposed to the player's faction via the objectives of the Colonization Phase.
The final outcome after this year will be decided, according to the Colonization Viability Score that will evolve during these 365 standard days, which will open to a fully or partial independence or, in the worst case, a proof that the colony can't sustain itself and isn't viable.
The second phase will be a sandbox one in which the player is more or less free, accorded to the outcome, to develop his own faction.
Of course the dependence status isn't written in stone and can evolve to independence, by policies...or by force for example.
THIS PROJECT IS IN ALPHA STAGE SO NOT FULLY PLAYABLE YET
I'm working to complete the first Phase of the game, the Colonization Phase.
The currently released version is Alpha 10 [0.6.13.1058]it.#07.
The version currently in development is the Alpha 10 [0.6.15]it.#08 and is about the completion of the Colonization Phase System.
Parts of the game system that are already implemented:
- complete planetary system generation which has been developped until its beta stage. This tool isn't used in-game but as an integrated third party tool.
- colonization phase system (CPS, which manage the first part of the game)
- mission system for the space units, the colonization and interplanetary transit mission
- Colony Simulation Model (CSM) which manage each colony's data and events
- embedded help system (a bit like the civilopedia from the game Civilization IV)
- Socio-Political Matrix (SPM) that manage the policies and memes
- unified interface for macromanagement purposes
- infrastructure management system including: Conversion/Assembling/Building , a transition phase, the modes of production and the custom effects
- production system which manage the production matrix, the energy equilibrium of a colony, and the reserves consumption.
- partial planetary survey: the resource survey is implemented (biosphere and features & artifacts survey will be added in the future)
There isn't a lot yet in this base but it expanding slowly but surely.
I simply take the texts from the main game design document, paste it in this doc and try to correct and format it the best I can. English as usual isn't my main language, and even if I progressed a bit, it is far to be perfect. But I try to keep it clean.
On the dev side, this iteration is about the expansion and completion of the Colonization Phase System (or CPS).
As reminder, since it is a long time I haven't posted here, the CPS manage the first part of the game, the colonization phase, where the player must fulfill certain objectives imposed by his faction of allegiance and get the best scores for each of them. At the completion of this phase, the outcome of the player's colony will be decided according to the colony's perfomance via the scores but also according to the policies and ideologies of the chosen faction of allegiance.
Until before the dev of this iteration, these objectives were only a few, hardcoded and always the same.
It will not be the case anymore, because at the release the objectives will be set dynamically (with pseudo random rules) according to the faction of allegiance, and the type of expedition + the backstory of the future colony.
This type of expedition is the old colonization mode/mode of colonization, to define the overall type of the expedition, for example it can be a private venture or a State industrial complex.
Backtory is a bit of small background that will define what was the origin of the expedition and its drive to settle a new colony. These backstories can influence how certain objectives can be chosen or rejected.
So that's all for now.
I'm back on IndieDB, I now it is a long time that I haven't updated anything here, and I'm ... sorry :)
The Epsilon Eridani 5 is finally fixed. The planet is now at its correct orbit distance and have new satellites. The last main phase of the alpha 7 begin...
I stopped the calculation of the geophysical data at the tectonic activity, because I need data from eventual satellites. So I beginning to implement...
The Alpha 5 is done and officially released. As usual there's one feature that is postponed toward the next releases.
No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Post article and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.
The Alpha 7 is done and officially released.
The Alpha 6 is done and officially released. As usual there's two features that are postponed toward the next releases. Here are the changes: * the full...
No files were found matching the criteria specified. We suggest you try the file list with no filter applied, to browse all available. Add file and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.