It takes a little longer then I thought to make upgrade the code.
I'm done with reworking, reformatting and streamlinig the code. Now I work to rework the GUI and how the game handles the players inputs.
It's going well. About a third of the work for frontend us game code are done. I'll start do upload the source code step by step in the next few days.
I'm busy on reworking the code base. It's a lot of reorganisation, streamlining and simplification. I hope I have a new executable at end of july.
A few days ago I've got an E-Mail from Wayward which reminded me that I have this project on SF Net and that it may be worth to revive and complete.
I decided to do something. I'm working on a massive overhaul of the SDLGL-Library I use for the GUI and to rework the code base of FSC.
As the days are becoming colder, I'll start again soon coding again. After an update to the newest version of the SDLGL-Library, I'll add some more AI-Code, Load/Save games and score.
I take the time to gather some ideas how to code the AI in a simple way to make it a usable adversary. I also need to find a good way to load/save games and have good statistics an a good calculation for the score per player.
Because it's now warm weather I will go on a brek with developing code. I will add more code if there a rainy days. Or if somebody asks for it. In the long run, I plan to change on a linux box for developement, as soon as I get it up an running -- the planned hardware has problems with the Ubuntu 9.04.
At the time being, there's work on the movement code for the units as well as the display of 'End of Turn' messages. After that, alien units will be taken into account for movement.
This release has some bugfixes and some more infos in different management screens. And it implements the 'terraforming'-command. Terraforming needs several turns, depending on the 'terraform-value' of a planet.
I've noticed, that there are still anonymous readings from CVS. There's now a huge difference between the code in SVN and CVS. I wonder, why it's still used. CVS is now deactivated. The work in coding is going well, so I'll plan to have a new version out in about a week from now.
The next step is to add the possibility of attacking alien units respectively to take alien units into account. The game-code is a little bit more streamlined. The info screen for the 'Military advisor' will be filled with info about the actual available units soon.
This version fixes a bug with 'game freeze' around the sixth turn. It also fixes a bug with the 'build'-command given by keyboard. This version adds the 'Game-Setup-Screen'
The game setup screen is completed. It's the preparation for having smaller mapps and more players to meet the AI-Players earlier for intense game tests with implemented AI-code.
This version adds the 'Colonize' command and reads in all values from the file FSCRULES.TXT, so one can experiment with the game rules.
The projects website now has new screenshots and a link to he the newest version of the game. The description is also extendend to explain the possibilities available in the current version.
There is now a new game description adjusted to the actual and next game version available. The new documentation is in HTML-Format.
The colonize command is tested and works now. The planet is settled and the management screen for the colony is opened. Next tests needed are now for building of outposts. After that it's time to start with AI management of units (expand and colonize).
Next goals are game setup screen and reading in the rest of the rules.
The colonize command is implemented and I'm now testing it. Have some problems with wrong display.
Next step is adding the display of 'End-of-turn' messages as well as terraforming and building of outposts on planets an its display.
This version implements the eXplore and eXpand possibilities. It's for testing of the input and management functions.
With the implementation of the build command there are now tow of the four 'X'-es available:
eXpand and eXplore. The next step is the addition of the build command for colonies. It's planned to add a new windows executable before end of year. After that the rules will be read from text file.
Added the display of planets, if a star is chosen or a unit 'explores' a star.
Next step is to implement the 'build' command for the constructor. This will allow to explore the whole map.
After this is done, a new windows executable will be posted for tests.
The turn and the base management code of the AI now works. There are some bugs in generation of the planets for the AI.
Next step is to display the planetary systems again -- and handle it's inputs for the GUI.
The whole frontend now works. Except the display of a star with its planets. The next step now needed ist ot bring the AI to work and generate a proper 'End of turn'. Player 3 now lets the code 'hang'.