Author Topic: Alpha 1 Release  (Read 2856 times)

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Offline Antagonist

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Alpha 1 Release
« on: September 28, 2012, 06:08:44 PM »
We have an alpha build!

It is available here:
https://github.com/Pulsar4xDevs/Pulsar4x/downloads

This release only shows off our system map and the F9 screen. Generates and renders random systems.

Unfortunately this release is windows only due to the Mac build being broken and linux build having a few issues. We hope to be able to release on all 3 platforms next release.


Next release we hope to get time controls so planets can move along their orbits, habitability calculations and hopefully the Sol system up.

As always we are still looking for more people to join our team and help out. Send me or sublight a message with your skype details and we can add you to the discussion!

Please report any bugs to: https://github.com/Pulsar4xDevs/Pulsar4x/issues
 

Offline waresky

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Re: Alpha 1 Release
« Reply #1 on: June 03, 2013, 05:10:05 PM »
Awesome work...
 

Offline Renofox

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Re: Alpha 1 Release
« Reply #2 on: July 22, 2013, 04:51:21 AM »
Good work! I presume that with system maps done the second hardest part (right after getting ships to hit moving planets) is now completed.
 

Offline sublight

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Re: Alpha 1 Release
« Reply #3 on: July 22, 2013, 09:28:11 PM »
Nah, getting ships to hit moving planets is a simple numerical method algorithm.

The system map really is the hardest part, and we are still working on how to optimally update it fast enough to give Pulsar a real-time appearance.

The second hardest part is/has been ships and task groups. It sounds oh-so-simple, but the longer we've looked at it the longer the list of fiddly bits to be included has grown. Trying to keep track of which task force name variables, commander links, cargo lists, etc have already been coded or still need to be coded is a bit daunting.
 

Offline Nathan_

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Re: Alpha 1 Release
« Reply #4 on: July 23, 2013, 10:32:48 AM »
Good work! I presume that with system maps done the second hardest part (right after getting ships to hit moving planets) is now completed.

The way TN Aurora handles it, and the way I am doing it, is to just have ships follow to where the planet is directly. engines are so powerful that we don't have to worry about stuff like hohmann orbits. The hardest part, after building the overall architecture, is finding all the specialized conditions that cause "wierdness", or atleast enough of them.
 

Offline Renofox

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Re: Alpha 1 Release
« Reply #5 on: July 24, 2013, 07:42:22 AM »
Quote from: sublight link=topic=5381. msg64401#msg64401 date=1374546491
The system map really is the hardest part, and we are still working on how to optimally update it fast enough to give Pulsar a real-time appearance.

Ok, just try not to get too bogged down by optimizations yet.  It's better to have a minimally playable game than just a perfected part, as a working demo is bound to attract more developers as well.  KSP didn't even have orbits when it was first released.  ;)


Yours, a man who has started a thousand projects.
 

Offline Phobos

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Re: Alpha 1 Release
« Reply #6 on: September 24, 2013, 07:06:28 AM »
 this looks very promising :)
 

 

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