If you follow this blog, you know that we’ve already pretty much finished the Design and Build phases of the game, but in Manage mode, we have only the external view. We’ve been working (in separate prototypes) on the internal city view — where you can go inside your colony and manage your city in
We rarely do this — in fact, I don’t think we’ve ever done it before — but we decided to post a maintenance release, containing just a handful of bug fixes. This is rare partly because we haven’t let a lot of bugs slip out the door in the first place, and partly because we
Last week we posted about placing water in the High Frontier internal colony prototype. Since then, we’ve improved that feature quite a bit, as you can see here. We’ve developed a custom shader that draws much nicer grass, without the usual tiling artifacts that made it look so artificial before. And, we now switch to
What makes a space colony more than just a big space station? It’s the Earthlike environment inside — grass, trees, wide-open spaces, and water. We’ve been working for the last few days on supporting water in the High Frontier internal colony prototype. Check out this little demo video:
Version 0.10 of High Frontier added support for “mods” — modifications that can be created, shared, and installed by players to change the behavior of a game. We promised a few more words about that… so here we go! First, we decided early on to support mods in High Frontier as much as possible. That’s
We’ve just released version 0.10 of the High Frontier video game! This is a pretty big release, with a long list of improvements. …and yes, that’s a passenger ship you see about to dock in the image above.
We’ve been hard at work on the internal colony management prototype for High Frontier. The video below does a quick recap of building (as of version 0.09), and then we switch to the internal view, and show off a couple of new features. [youtube=http://youtu.be/w1MGnQG8Bbo]
We’ve just released version 0.09 of High Frontier, the space settlement simulation game!
We’ve just released version 0.08 of High Frontier, which adds a bunch of new parts for your colony: solar panels, power plant, radiators (including “skirt” style), docking bay, and communications dish. These are currently cosmetic, but will start impacting the simulation soon.
We’ve begun early prototyping work for the internal colony management. You can see one of our early graphics tests here. But this week, we’re thinking mainly about the city simulation itself. The growth of a city is primarily a function of demand for housing, jobs, and services; and transportation of people and goods. Transportation will