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)
I stopped the design of the second backstory, The Knowledge Pillars (title replacing the previous Knowledge Hoppers), for the reason that this one requires objectives about research & development. Since this system isn't implemented on a game level (only data structures and the tech trees until level 4 are for now) and that only a part of the tech trees are also in the game, it would not be relevant to have this one now in the game. For information the basics of the research & development system is planned to be implemented for the last iterations (#9 and #10) of the alpha 10 once the current one is released.
So I just started to finally updating the code for the setup of a new game, including the interface. It also include what's left to do for the Colonization Phase System, especially for the dynamic generation and new process of the objectives.
So in clear the release of this iteration will only have one backstory for now, but that will suffice to show the changes with the setup of a new game and the colonization objectives.
To make short, here's the updated plan until release:
1/ mass modification of the setup of a new game, including the dynamic data set for the expeditions and backstories and the determination of colonization objectives
2/ completion of the changes of the CPS including the process of the objectives over the time, the calculation of the scores and the final (game) day of the colonization phase.
3/ basic completion of the online updater with buttons and display of information about the available update.
I have 3.5 months to make it real, so let's try it!
Thanks for your interest.
Since the population setting is now finalized (but not initialized yet) in the data and code, I'm working with the last part of the backstories' data...
Sorry again for the lack of news, I completely forgot to update this page each time I published a blog post.
I continue to update the main site (farcolony.com) and also the game's knowledge base (wiki.farcolony.com).
I'm back on IndieDB, I now it is a long time that I haven't updated anything here, and I'm ... sorry :)
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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...
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