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Hostile Viking Studio Development

3 Week Recap

Posted by , in Portas Aurora 01 August 2013 - - - - - - · 888 views
Portas, Aurora, EVE ONLINE, POS and 4 more...
While I was slated to post an entry covering the Economic Simulation within Portas Aurora three weeks ago, I have been slammed by the normal things that derail developers. Posted Image
I am now finalizing an entry detailing the Economic Micro Sim. This particular micro sim was more complex then originally envisioned mostly due to a desire to include information not stored, but generated by other micro sims. I will expand on this in the actual post.

A note from a previous entry about Vblogs I believe going forward with this would be a good idea both due to the posted reasons and the idea that the Vblog would require me to create content on a more schedule cycle.

Furthermore, I have been modifying one of the micro sim for Portas Aurora to handle POS installation management of Eve Online. It have tested some of the extreme features that I had planned, but required a few days to learn how to use the Eve Online API. I am a huge SciFi fan and I enjoy Eve Online and thought that a tool like this could aid in making a POS more profitable and allow corpations to pool their collective skills more effectively. If anyone is interested in seeing it I will be opening it up for more public testing early next week. If it is popular I will add a minor journal section to cover its development. Additionally, if people have advise for working with the Eve Online API I am all ears. :)


To VBLOG or not?

Posted by , in Business / Marketing, Portas Aurora 09 July 2013 - - - - - - · 897 views
Portas, Aurora, Orange, Chair, 4X and 2 more...
I have seen a few people start video blogs or VBLOGs covering the development of their projects. While I have thought of doing this before I was wondering if there was really and following behind this type of VBLOG? If so are there any prime examples?
As I said I have thought of doing one before it would be mostly talking about the development of the game with game test and code editing in the video with me and the other developer talking about the game.
Hype and following behind a project, in addition to monetary compensation, help to motive developers. At least it is a form of motivation for me. The more people have seen the project and commented means that there are more people that want to see it complete.

If anyone is up for sharing some insight, thank you in advance.

As for the status of the Portas Aurora project, I have been working on the economy simulator. However, after a few minutes of writing code I realized that I would need to divide the code into 2 Sims. The first one simulating the economy of planets and a second one encapsulating the first simulating the economy of the player's empire. I hope to have a post about the Economy SIMs in the next 2 days.


Sector of Space Generation

Posted by , in Portas Aurora 04 July 2013 - - - - - - · 941 views
Portas, Aurora, Space, Game, SIM and 2 more...
Sector of Space Generation Due to the fact that the game currently in production has very few graphics this Journal will feature more discussion and description of pieces of the game. The newest Micro-sim in the Portas Aurora collection is the Sector Sim.
Sector SIM:
Sectors are currently the largest map players can view. Sectors have a standard area of 256 (exact units have not been decided on).
There are 3 levels of of star system density.
  • Outer Arm - The lowest Density of Star Systems the in the Galaxy (0.3-0.4 => 77-102 stars)
  • Mid Arm - Medium Density of Star Systems (0.4-0.5 => 103-128 stars)
  • Center - Highest number of Star Systems in the Galaxy (0.5-0.6 => 128-153 stars)
After the total number of Star Systems are set the sector is populated with stars selecting each star based on a weight system designed to emulate the real universe.

The above is an image generated to display the following Sector Map Data:
Center Sector Star Density
Total Star population 150
110 M Type Stars
19 K Type Stars
4 A Type Stars
11 G Type Stars
6 F Type Stars

Possible Additions:
I am thinking that later I will add space anomalies to be generated as well. Some anomalies I am thinking of are Black Holes, Nebulas, and maybe Wormholes. Any suggestions about improving the game are welcome.

EDIT:
The next item on the development list is the economic engine. Still debating whether it will require 2 different sims or if 1 will be able to handle all of the data.


Encapsulating Smaller Pieces

Posted by , in Portas Aurora 02 July 2013 - - - - - - · 653 views
Portas, Aurora, Sim, 4X, MUD and 1 more...
I had hoped to post a journal entry on Monday announcing that I finished the first version of the Portas Aurora container. However, this is not the case.

Bring together several independent programs into one working container was a challenge. It required a fair amount of additional coding to fill up missing elements. However, this could be expected the real issue that came into play was that after adding the current micro-Sims to the container there was a lack of gameplay.

While the experience granted a lot of insight to the missing components that would be required before people could actually have something to test and to provide feedback over, I am still release a link to the current container to see how people react to the process of creating their own race for the game.

Some features that were added during the process were:
Sector Density: This allows the user to select how many star systems are in the galaxy sector. Currently there are only 3 levels of density: Low, Medium, High.

Planet Type Bonus: Each Planet type has 1 major bonus, 1 minor bonus, 1 negative effect.
I would add a graphic to this post, but the game is as near graphic-less as I can get it and therefore, provide few opportunities.

EDIT: Updated with the features that were created/added during the process of creating a Sim container.


Portas Aurora's Idea Behind its Development

Posted by , in Portas Aurora 27 June 2013 - - - - - - · 950 views
Portas, Aurora, Kickstarter and 5 more...
Portas Aurora came about after a failed Kickstarter and team members shifting to other projects. I wanted to use the original IP, but understanding my limitation I knew continuing the Arrival project was out of my realm. Therefore, I realized that I would have to design another game that could be broken down into much smaller pieces. The idea I came up with was to create a game that did not rely on graphics and was a collection of a lot of micro simulators. Hentze, Portas Aurora was born.

I began in May by creating a Dev Doc for the game and followed that up by looking at how I could divide the game up into pieces that I could create in a micro simulator in about a day each.


Sector Star System Generator
This was the first micro-sim I created. its design was to populate a sector of the Galaxy with Star Systems. It would not select Star type or what planet types were in each Star System. However, it would control the number of planets in each system. I created a weighted system to reflect a balance between today's current knowledge of average planet number per Star System and increasing playability.
Planned Updates: Generate the location cords for each Star System and set a range for number of Star Systems in each sector based on the distance of the sector from the center of the galaxy.

Star System Generator
The second micro-sim to be created. Its design was to select a Star type, the number of planets, and select planet types for each. In a more recent update it now selects planet size and Non-Planet Objects (NPO). The generator uses a copy of the weighted planet slot number system
from the Sector Star System Generator to allow for similar results in the number of Planet Slots in the Star System. A second weighted system is used when assigning types to each planet slot and a third weighted system is used to assign size to the planet slot. I say planet slor because after introducing the idea of NPO's all objects in a planet slot are treated the same.
Planned Updates: Link the micro-sim to the Sector Star System Generator and have it control the number of Planet Slots in the system.
Possible Updates: Generate planet richness. Moving the production bonus calculation from Planet Surface micro-sim to this one and have the Planet Surface use it as a flat bonus to tile information.

Racial Trait Selection
This micro-sim, currently on display and usable on the Portas Aurora website, has zero random number generation. There have been about 10 version of this micro-sim, mostly due to how the user inputs their selections and the feedback that they should receive after each selection.
While this the original version took about a day to create, thankfully that the information for the traits was already written out, it took more than a week to achieve its current state. It has a system to handle trait group display, current trait selection, interlock between paired traits, overview, and trait point calculations.
Possible Updates: Some ideas are to improve the right side display, add more explanation to the menus, add more traits to the current list. However, any of these are going to be based on feedback.

Planet Surface Generation
This micro-sim can be seen in a previous journal entry. divides the planet into 16 tiles and displays the biodiversity and mineral deposit of each.
Currently this micro-sim does not take any outside input. Users can click on any of the tiles to see a more detailed selection of information about a tile. This was designed to be more of a prototype to the Planet Surface Construction micro-sim.
Planned Updates: Link racial trait bonuses, and Star System inputs to create a more accurate view of the planet.

Shipyard
This is the most recent micro-sim in development. I knew that this one would take more than a day to create and so I had pushed it back, currently it is setting at 8 days. However, part of this is due to the information for the Shipyard is not up to a level that testing can catch enough bugs and that the ideas for the shipyard are a tight balance between creative and functional. I will do another journal entry on this later to see if I can get additional input.

The current plan is to develop a container that can use all of the micro-sims and allow a few people to test out the first version of the player interface. If there is anything you would like to see please leave a comment and I will do a journal entry over it.


Prototyping New Features

Posted by , in Portas Aurora 23 June 2013 - - - - - - · 746 views
Portas, Aurora, MUD, Planet
Prototyping New Features The newest feature of Portas Aurora is the Planet Surface resource Display. Currently it is still in the early stage of development and getting needed data is more important than look at this moment. Each planet's surface is divided into 16 tiles and their individual levels are display. The idea is to show the 100% baseline production.

Tile values:
  • Sparse - 50% production value
  • Poor - 75%
  • Abundant - 100% the baseline
  • Rich - 125%
  • Saturated - 150%
Biodiversity will effect food production and Mineral Deposits will effect industrial production.

Features that are also in development are:
  • Shipyard
  • Planetary Construction
  • Terraforming
  • Empire Resource Management



PortasAurora.com Re-Launched

Posted by , in Portas Aurora 18 June 2013 - - - - - - · 1,000 views
Portas, Aurora, 4X, MUD and 4 more...
June 15th, I re-launched the PortasAurora.com website.
The website is going to be the host for the up coming game under the Portas Aurora IP.
Portas Aurora is a throwback to the era of Master of Orion 2. Its a MUD 4X turn-based strategy game set in space. You start off customizing your own race. Once you have created your race research new technologies, explore the galaxy, protect your allies and crush your enemies.
A web browser is all that's required to play, no downloads required. Do you have what it takes?

MUD means a Multi-User Domain, the precursor to MMO's.

The game with have the option to play in a single player / small group setting or in the full MUD setting.

Currently the Racial Trait Calculator is up and allows people to play around with different builds. Additionally, it provides a link to return to the build if the Race Summary function is used.

A Simple Machine Forum is up and running for people to post questions, comments and ideas for their builds.

Would enjoy hearing any comments.


Looking for Input on Forum Creation

Posted by , in Business / Marketing, Portas Aurora 16 June 2013 - - - - - - · 694 views
Forum, Portas Aurora
I am gearing up to re-launch the Portas Aurora website. The site will not be for the original Portas Aurora: Arrival, but for a new game using the same IP. However, I want to add a more standard forum for the site.
I have been looking at using phpBB forum and while it has fairly good reviews I was wondering what other developers were using.
Additionally, any ideas or experiences with minimizing spammers are welcomed.

Edit: Simple Machine Forum is another management tool that I have seen rated highly.





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