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Updates and Announcements - Page 15

My Colony 2 v0.9.0 Released

Today I am doing another "weekly" version bump for My Colony 2, incrementing the release to v0.9.0. This release cleans a few things up, adds a few things, and lays the groundwork for some sheer epicness that will be on the way very soon. Let's take a look!

In terms of content, I have added the Small Food Silo to the game, for storing food of course.


I have also added @GeneralWadaling 's great Advanced Ore Refinery model into the game.

My Colony 2 v0.8.0 Released

Today I have bumped My Colony 2 up to v0.8.0 which should now be available for all to enjoy. I don't have anything fancy to show a screenshot of in this release, but you now have the ability to finally save and restore your games! In addition, you can finally access the game menu from the dedicated server console, which means you aren't trapped anymore when you decide to open a dedicated server. Speaking of the dedicated server, now it will no longer simulate the game if there are no active players logged in. And as usual, there are a handful of minor changes in this update that aren't worth writing about.

#mycolony2

Death 3D v0.17.0 Released

Today I have finalized the code for Death 3D v0.17.0, which should be hitting all platforms in the coming days. This is an exciting update, because it adds a "killer" new feature to Death 3D: experimental stereoscopic 3D Virtual Reality Mode!


VR Mode is designed to work with the type of VR Goggles that you put your phone inside of. See this thread for a full breakdown on how to use VR Mode and what equipment is required. I have personally played through the entire game (all of EP1 and what exists thus far of EP2) in VR Mode and I did not have a single seizure, so I am rating it good enough for public use 😃

My Colony 2 Bumped to v0.7.0

Today My Colony 2 is being updated to v0.7.0 on both the Web and the Ape Apps Launcher. This update introduces some breaking changes that Mod developers will need to be aware of, so let's take a look at what's new!


The largest change that Mod creators will need to be aware of is that My Colony 2 now has support for multiple civilizations!


There is no requirement to have multiple civilizations, but the game does need to have at least one civilization, with a starting unit specified. Prior to this release, the starting unit was tied to the World object, which still shows up in the editor for legacy purposes, but will be going away soon. Going forward, the starting unit will be based on which civilization is chosen by the player, so this absolutely needs to be set for any mod going forward.

The engine now also recognizes and honors the 'Starting Amount' of resources. For instance, you will now begin the game with 50 food (more on that in a moment). Any resource can specify a starting amount, but the player will only get the "starting" amount of a resource upon creating their first settlement.

So speaking food, there is now food in the game, and your colonists will eat it. I still have to mess with the food consumption rate, as it seems a bit slow to me. It will probably be sped up in the coming updates.

Also, the landing pad now brings in new colonists! Eventually, you are actually going to see the shuttle landing and dropping off the colonists, but I just didn't get to that part yet. Still, new colonists will now arrive if you have a landing pad and available housing.

Resource storage and processing by the engine has been totally overhauled in this update. Prior to v0.7.0, resources were stored at the Settlement level. Now, the game has virtual "Resource Pools" that can span between multiple settlements. This change was made to accommodate the new functionality of the Logistics Station structure, which has been changed in the following way:

The Logistics Station now comes with (and as the ability to build) the Mobile Outpost unit, and now works as a "Resource Hub" with a radius of 400 tiles. If two or more same-player owned settlements are within each other's Resource Hub radius, their resource pools will be merged automatically. The Mobile Outpost, when deployed to a regular Outpost, has the ability to connect to the Resource Hub, but does not serve as a Hub itself. So an outpost can be 400 tiles away from a main settlement and use it's resources, but a second outpost cannot be 400 tiles away from the first outpost and still be in the network (unless the first outpost builds it's own logistics station).

Anyway, my description of it may be convoluted, but the actual execution of it is pretty simple in-game. Basically, players can now use Logistic's Stations and Outposts to combine resource pools between settlements. This means you can have a Gold Mining outpost far away from your primary base, but by using Logistics, the resources will still come back to the main base. Theoretically, you could end up constructing massive resource networks using Logistics Stations. Keep in mind that this works only for resources, and does not share utilities or population.

I will probably be adding a way for players to invite other players into their settlement resource pools as well.

Anyway, I am getting closer to having the structure of the game data nailed down, which means that before long I will be able to implement saving into the game. I don't know what order I am going to work on things next, but I think next I am going to be adding worker requirements to buildings and probably medical/entertainment etc. I also need to code enforcement for storage capacities into the game. So there is always a lot to do, so stay tuned and keep the bug reports and suggestions coming, and if you haven't tried My Colony 2 yet, you can find the early access game in your web browser at the following address:

https://www.apewebapps.com/my-colony-2/

#mycolony2

My Colony v1.14.0 Released

Today My Colony 1 has been updated to v1.14.0, which should be going out to all platforms over the coming days. There are a handful of bug fixes in this update, but the main change is that now users with the My Colony Progressive Web App (PWA) installed can choose to have the game save files onto the local filesystem instead of to the internal browser cache. Find this by selecting More Options -> Game Data -> Save File Location from the main title screen.

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Ape Apps, LLC is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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