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Topic Summary

Posted by: JustAnotherDude
« on: Yesterday at 03:01:42 PM »

I, for one, would surrender my firstborn child for a MMO style strategy game in shouting range of Aurora.
Posted by: joansam
« on: Yesterday at 01:58:38 PM »

Looks phenomenal! Nothing wrong with a faster Aurora.   

How long do you think it's taken you to get this far, and what percent do you think you've completed at this point? It's extremely impressive.

I've started working on an Aurora-inspired Unity game (multiplayer, simplified commercial side of things, slightly improved graphics) but am kinda reluctant to really get into it due to the time involved.   
Posted by: Cyborg29
« on: Yesterday at 04:36:02 AM »

If possible, i would like to ask a feature to be included: mouse map dragging for system and galactic view.

In either case, awesome work so far!  ;D
Posted by: Steve Walmsley
« on: May 23, 2019, 12:17:34 PM »

I see you are making really good progress through the UI and surface-level functions.

Have you tacked the sequence of play yet? Movement, detection, combat, system generation, etc.?

I can share a list of the high level steps if that helps.

I do have a game loop that does little more than do orbits, grow population, and grow wealth.  So basically no  ;D  I'm getting closer and closer to being ready for that though.  Just a few more windows to go.

I would LOVE to have a list of the high level steps, the more detailed the better!  Feel free to create a new thread with any info you want to lend me, or PM me, whichever works for you!

Here is a general overview of the sequence of play. It isn't exhaustive and many of the items will have sub-sections. Movement is huge for example because so many things can happen. However, it gives you an idea of what to work through.

Check if the increment needs to be shorter than selected due to combat or missile interception
Create Fleet Training Moves
Generate NPR Movement Orders
Check Conditional Orders
Movement Phase (Ships, Missiles, Mass Driver Packets) - this is quite substantial as there are about a hundred different movement order types. Also, need to handle missile interception, final point defence, damage, etc.
Detection Phase - check all sensor types vs all objects that can be detected.
Check Default Orders
Damage Control
Shield Recharge
AI Combat Assignments
Combat Phase -  ship to ship, vs population, shipyards, ground units, etc., plus damage resolution.
Boarding Combat
Star Swarm and Invader Activities

Every 5 days (ish) you have the construction phase

Population Growth
Check Available Workers
Orbital Movement and Comet Motion
Check Lifepods
Update Wealth
Update Trade
Ship Maintenance
Ground Unit Maintenance
Disaster Updates
Mining (including civilians)
Fuel Harvesters
Fuel Refineries
Terraforming
NPR Pop AI
Upgrade Shipyards
Shipyard Tasks
Ground Unit Training
Genetic Modification
Construction Factory Production (includes PDCs, space stations, ship components, etc.)
Ordnance Production
Fighter Production
Research Projects
Missile Geo Survey
Civilian Activity (shipping line builds, mining colony creation, etc.)
Mass Drivers
Ruin Recovery
Reduce Radiation and Dust
Readiness Recovery
Combat Load Fatigue
Crew Morale
Ground Combat
Communication and Diplomacy updates
Commander Health
Commander Experience
Commander Assignments
Check Fuel
Reduce Danger Ratings
NPR Colony Creation
Industrial Reactivation
Delete Old Points of Interest
Wormhole Moves

Another large area is system generation, which is not really part of the sequence of play. Here is a link to the rules I used.
http://sol.trisen.com/downloads/wg.pdf
Posted by: Kyle
« on: May 22, 2019, 04:16:52 PM »

Progress update 2019-05-22:

Missile design is done!



(Excuse the glitches from the encoder, can't be bothered to redo it)

Everything on the window is fully functional and stores correctly in the database.  Laser warheads, enhanced radiation, secondary stages, you name it.  Latest build pushed to Itch.  Onward!
Posted by: Kyle
« on: May 22, 2019, 04:12:39 PM »

I see you are making really good progress through the UI and surface-level functions.

Have you tacked the sequence of play yet? Movement, detection, combat, system generation, etc.?

I can share a list of the high level steps if that helps.

I do have a game loop that does little more than do orbits, grow population, and grow wealth.  So basically no  ;D  I'm getting closer and closer to being ready for that though.  Just a few more windows to go.

I would LOVE to have a list of the high level steps, the more detailed the better!  Feel free to create a new thread with any info you want to lend me, or PM me, whichever works for you!
Posted by: Kyle
« on: May 22, 2019, 04:06:15 PM »

Quote
I'm hoping to create a replica of Aurora4x that functionally behaves identically to the original version, as deterministically as possible. I've made progress since my initial post and would like to share some screenshots now, as well as a bit of info about my project.

and:

Quote
Q. Why are you so dead set on making an exact replica with 0 enhancements?
A. I like Aurora4x pretty much exactly the way it is.  I don't think there's a thing I want to change. I think a lot of people are probably 95% happy with the existing game as well, and I doubt nearly that many would agree on a particular change, or that the change would actually be that good. Statistically, most ideas turn out to be bad. Also, adding embellishments can lead to ever increasing project time as the developer gets lost in the weeds.  An "exact replica" is a concise, finite, self explanatory, and reachable goal.

Q. So, an Aurora4x clone.  Are you really not going to add anything more?
A. I do have a few pie-in-the-sky dreams of adding multiplayer and adding ever increasing depth to the AI.  I've always kind of wanted to make a game with computer components that seem human-like -- not in the species they are in game, but in how they play the game, as if another human were controlling their empire.  But for now, those are all just maybes.  I'm willing to bet by the time Quasar4x is completed I'll want a good long break.

My understanding is, its resto-mod sense, with a very heaving leaning towards all original parts.  Fixes where things need fixing, and not a whole lot more than that.  He also mentions having some wishes he'd like to see, but first and foremost, it sounds like patched 7.1, without the slowdown.

Yep, that's 100% correct!
Posted by: Steve Walmsley
« on: May 22, 2019, 06:06:54 AM »

I see you are making really good progress through the UI and surface-level functions.

Have you tacked the sequence of play yet? Movement, detection, combat, system generation, etc.?

I can share a list of the high level steps if that helps.



Posted by: amram
« on: May 22, 2019, 02:16:32 AM »

Quote
I'm hoping to create a replica of Aurora4x that functionally behaves identically to the original version, as deterministically as possible. I've made progress since my initial post and would like to share some screenshots now, as well as a bit of info about my project.

and:

Quote
Q. Why are you so dead set on making an exact replica with 0 enhancements?
A. I like Aurora4x pretty much exactly the way it is.  I don't think there's a thing I want to change. I think a lot of people are probably 95% happy with the existing game as well, and I doubt nearly that many would agree on a particular change, or that the change would actually be that good. Statistically, most ideas turn out to be bad. Also, adding embellishments can lead to ever increasing project time as the developer gets lost in the weeds.  An "exact replica" is a concise, finite, self explanatory, and reachable goal.

Q. So, an Aurora4x clone.  Are you really not going to add anything more?
A. I do have a few pie-in-the-sky dreams of adding multiplayer and adding ever increasing depth to the AI.  I've always kind of wanted to make a game with computer components that seem human-like -- not in the species they are in game, but in how they play the game, as if another human were controlling their empire.  But for now, those are all just maybes.  I'm willing to bet by the time Quasar4x is completed I'll want a good long break.

My understanding is, its resto-mod sense, with a very heaving leaning towards all original parts.  Fixes where things need fixing, and not a whole lot more than that.  He also mentions having some wishes he'd like to see, but first and foremost, it sounds like patched 7.1, without the slowdown.
Posted by: xenoscepter
« on: May 21, 2019, 09:24:15 PM »

Will this be a clone in the sense that it is exactly like Aurora 4X is in the v.7.1 or will this be a clone in the resto-mod sense, like a '67 Chevy Bel Air "restored" with modern amenities and a "better" engine.

Not trying to be mean, but not sure if it sounds like it so I though I'd say so up front. I'm genuinely curious.
Posted by: Kyle
« on: May 21, 2019, 09:48:25 AM »

Progress update 2019-05-21:

Turret design window done!



As with Create Research Project above, the database updates made after pressing Create match the database updates that A4X does.

Next is Missile Design.
Posted by: Kyle
« on: May 20, 2019, 11:12:21 AM »

Thanks :D

Project update 2019-05-20:

Create Research Project is done!



Specifically, Suggest Name,Create project, Lasers, Missile Launchers, Power Plants, Engines, Shields Standard, Active Sensors/Missile Fire Control, Thermal Sensors, Jump Engines, Beam Fire Control, Particle Beam, Meson Cannon, Railgun, Plasma Carronade, EM Detection Sensors, High Power Microwave, Gauss Cannon, Cloaking Device, Magazine, CIWS, New Species, and Missile Engines.  All formulas under these categories are in place and match A4X.

Also implemented the SM-only "Instant" button on the research page for quick testing of techs.  Latest build pushed to Itch.

Next up I believe is Turret Design
Posted by: punchkid
« on: May 20, 2019, 04:19:18 AM »

This is awsome, I can't believe I haven't seen this project before now.

I have been thinking of making my own clone of aurora in c++ for a few months now. 
Then I find this, so now I guess I can just sit back and wait.

If you want any coding help do let me know.

Also, I really like your ideas for a "configurable" AI.  Should make for a lot of fun.
Posted by: Demonides
« on: May 14, 2019, 11:37:04 AM »

Props for You ;]
Posted by: Kyle
« on: May 13, 2019, 12:12:39 PM »

Progress update 2019-05-13:

Race Details, Intelligence Window, View Technology, and Commanders Window DONE!  Latest build pushed to Itch.

Race Medals removed from the list, no updates necessary.  Missile Design added to the list, I forgot about it.

Ammo Management
Class Deployments
Class Design
Colony Summary
Combat Overview
Commanders
Create Research Project
Dice Rolls
Events
Fleet Orders
Foreign Aid
Fuel Situation
Galactic Map
Geo Survey Report
Intel Window
Loadout Calculator
Missile Design
Order of Battle
Potential Colonies
Production Overview
Race Details
Sectors
Shipping Line Information
Ships
System Map
System View
Task Forces
Turret Design
View Technology

Race Details: display correct ord and fighter capacities, display correct species pop, fix the species dropdown, fix empire color selction
Intelligence Window: list known alien races, choose alien abbreviation, select alien naming theme, remove knowledge of alien race, rename alien race, choose colors for civs and aliens, update sysmap with chosen civ color, show alien race picture, show alien flag, show first contact date, show comms status, show current diplo rating, show treaties statuses, show currently assigned diplo team, choose diplo team assignment, show list of known alien race ship classes, auto center sysmap on selected ship, show sensor data, show and update notes on class, show weapons and sensor data, show list of known ships in alien class, rename alien class, auto name alien class and ships based on selected theme, show correct class names, reset known data of class, delete class, rename alien ship, renumber ships in class, toggle destroyed status of ship, list known systems of alien race
View Technology: double-click headers to sort by any column; rename tech; mark/unmark obsolete; show/hide obsolete; display data for the categories Active Sensors/Missile FC, Beam FC, CIWS, ECM, EM Detection, Engines, Jump Engines, Magazine, Meson Cannons, Missile Engines, Missiles, Power Plants, Standard Shields, Thermal sensors
Commanders: LOTS of things fixed, too complicated to list what was done

The remaining items on my list are fairly beefy and will take a bit longer to do.  (Commanders is gigantic too but fortunately I had a lot of it done in the previous phase.)  Next up is Create Research Project!
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