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Discussion in 'Developer's Corner' started by Texashawk, May 6, 2015.
Hmmm. Not a bad idea. Pavlos?
I almost would, but scientists still disagree on where the Goldilocks zone should be, and how the complex factors of stellar and planetary evolution make a planet habitable. Most scientists say that on Earth we are on the very fringe of the zone. Others say that the zone can be extended. Imagine how a massive earth, with a large radioactive core and a thick atmosphere might extend the zone outwards -or even inwards, with a high albedo.
We will try that, it could look cool -but I am afraid it will unjustly focus the attention of the player on the zone itself, leaving the other planets stranded literally in the no-man's land Ideally, we should have a variable Goldilocks zone, taking in account technologies, genetic adaptations and terraforming. Gasp, this is getting complex !
Will try the simple one. I have to adapt the planetary generation tables to the new 5-planet system, and I will set the zone simultaneously.
Here's a sneak peek at the updated lighting system for the stars in galaxy view, as well as the underpinnings of the MFD star system.
This shows the Bio submode, where systems with excellent planets will be in green, systems with marginal planets will be in yellow, and systems with poor planets will be in red. We will update this for systems with no planets to be in grey. More to come soon!
Spent a lot of time on the galaxy view tonight. Fixed the lighting, added the nebulas, and tweaked the stellar information block. Here's a preview!
More to come...
Here's our working redesign of the system screen. Can you find the changes? :-D
All will be explained soon...
Very nice! Just one issue with the UI - I know it's placeholder atm, but I don't think the 'end turn' button should be the same format as the military, economic, etc. tabs. It's a different type of function, so it ought to be represented differently to make the screen more readable.
OK, we're just about to release .1 probably later this week. All we need to do is add the pops to the planets, start the production cycles, and voila! Life as we (will) know it. Here's some screenshots for our latest build. Exciting stuff.
First of all, our updated galaxy screen. We can now, with the new game options, have hundreds of systems and dozens of civilizations in a living galaxy. Here's a larger galaxy generated with Neo-Sirius at the center:
You can see the new civ's reach in the habitability circles (this is a new sovereignity mode).
Next, we have a revised system screen, cleaned up and with more dynamic sized-planets:
Note the overall cleaner look, and the scaling has been fixed for most reasonable resolutions and aspect ratios.
You may notice that many planets now have unique planet traits! There are over 240 traits that will affect everything from habitability to defense to creating the possibility of unique events. Here's what the new tooltip system will look like:
More modification as we add more traits (and the event system). Finally, here's the planet screen. It will be our next project so that we can show more information about what pops are doing on a planet!
By the way, these shots are all in 1440 x 900 resolution, so hopefully you can see we have been working hard to have a good-looking game for people with smaller monitors!
More to come next week in the graphics department, including the new game setup screen and the upgraded planet UI!!
OK, been a while since I posted some pictures, but the video should have showed some of what we are doing. Anyway, we're working merrily along on the .2 alpha, and here are some WIP shots...
Galaxy view, province zoom level:
Planet view: (note: the upper-right panel will be your chain of command view for easier visibility)
More to come soon!
Couple of new shots. Added the Character system and assigned all grant titles, with some tooltips (they fade in and out now.. classy!)
And the system view showing their headshots. Notice also the 'top leader' image of the entity that you are viewing on the right side of the information bar.
Tomorrow I will post some pictures with the House information - Great Houses and Minor Houses! Excelsior!
Wow, those were some old screenshots! Want to see some new ones....?
Hey everyone! Steve here - just a quick blog to show what we're working on this week. We're revamping the UI to be more streamlined, so these are early shots showing the direction we're going with the new UI, as well as a sneak peek of our trade view!
This is a look at the main UI display, with the new Political main mode. UI consistency will be a main theme in Imperia - what you see here, along with the alert bar to the left and the Projects bar to the right, will be accessible in any screen - in other words, all stellar screens will have an economic, military, and political main mode, with specialized submodes as needed. We thought about 'what tasks do players do' and it seemed that if you need to check on your economic situation, say, you would want to do something about it, so when you drill down into the planet/system/province views, you will have economic-layered views and options ready to go.
On the upper-left is the Vital Statistics Display, showing from left to right game year (we may move this down to the next turn button), your love rating from your Pops, your fear rating, your Power rating, your Benevolent Influence pool and your Tyrannical Influence pool.
On the upper-right is the Dymanic Resources Display. This will change depending on what you are doing. For example, your Action Points are on the left, followed by your yearly budget and your expected gain/loss from that budget for the current year. However, if you have the Project Bar open, this will instead of showing your finances show your materials and ADM available for the selected entity.
Here's a look at the Alert Bar on the left. These are small icons that let you know that something has happened. Very few alerts are hooked up right now (these tell you that you gained/lost population on various worlds) and will have filters on the top to only show alerts that you want to see. When you hover your mouse over an alert, a sliding box will show from the right to expand on the alert, and if you want to act on it left clicking on it will take you to the relevant place to act. Right-clicking will remove the alert from the bar.
Now let's look at the Trade View.
We have already written about how the Trade system will work. When you go into the Economic mode, you will default to the Trade view. This shows your empire's Influence ghosted, but shows the Province/Secondary/Empire trade hub radii of effect. These create Trade Zones that allow trade to happen in that zone. Merchant Pops can increase the standard area of effect of a trade hub, reflected with the Merchant Skill number on each hub ring, allowing even a smaller Secondary hub to cover several systems, and saving the expense of either building a new connecting hub or creating a new Province (you can only have one Province hub) or demolishing the old hub to move it.
This is a zoomed-in view showing one province. You can see the lines extending from the province capital system showing the structure of the province. While Matka Gabia system is within a province trade hub, they do not have a trade hub of their own and can thus only import goods, not export them. The Polunocnica Secondary hub does allow Melchior to receive trades, but only between the two systems. If, say, Fertility were annexed to the province and a Secondary hub was built there and staffed with Merchant pops, it would be possible for the Polunocnica System to be linked to their Provincial hub, which would then link them to all Provinces and allow a greater range of trade options.
Please remember that this is not a finished look - many of our final assets are not completed yet. It will give you a good idea of the general look and feel of the game, and we are very confident moving forward about the UI - a game like this needs an exceptional UI, and we have spent a long time working on it and reviewing each part. Soon, we'll show the revamped System View, but our next screenshot blog will feature Trade Fleets in action!
That sure is purrrrty!
It's only going to get purrrrtier, watch this space
Indeed.... And look for some videos soon!