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Updates and Announcements - Page 16

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.

My Colony 2 Bumped to v0.6.0

Greetings all, and welcome to another My Colony 2 version bump! This release features a handful of engine improvements, as well as new content and features related to the Water World!

Breaking MC2 Development Into Two Channels

Some of you might know that Ape Web Apps supports two release channels, "stable" which is the regular URL of an app/game, and "beta" which is accessed by appending /beta/ to the end of an apps url, eg: https://www.apewebapps.com/my-colony-2/beta/.

The stable channel is the code that propagates out to installed Progressive Web Apps and to the Ape Apps Launcher, while the beta does not. The issue is that I have not been utilizing the beta channel for MC2 development, but the PWA and the Launcher only auto-update when the actual version number of the app changes. This is a problem because if your Launcher or PWA update at 3pm when I have some borked code uploaded to the server and then I upload a fix at 3:15pm, the Launcher and PWA will not update to the new code until the version number increases.

To address this, I have now broken development into the two channels, and have upgraded the "stable" channel to v0.5.0 and the "beta" channel to v0.6.0. The stable channel will only be updated once per week, while the beta channel will be updated multiple times per hour while I am working. This way, you can install My Colony 2 from either the Launcher or the PWA and your build will remain stable and consistent with other users on the stable channel, until the next weekly update is pushed out.

Regardless, do not confuse the naming convention of the two channels with the actual state of the game, that is just what my server uses. For MC2 purposes, you can consider the two to be dev/pre-alpha and alpha.

My Colony 2 Bumped to v0.4.0

I did not have a lot of time to work on My Colony 2 over the past week, so there isn't a ton to report in this weeks update, however changes were indeed made, so your PWA and Ape Apps Launcher releases should be automatically updating themselves soon, if they haven't already.


I am probably going to be implementing utilities next, so gameplay is going to change quite a bit soon. Utilities in MC2 will be similar to MC1, with some small differences. Firstly, Water will be a utility in MC2, as opposed to a resource like in MC1. Maybe Food too, I haven't decided. Utilities are going to be on a per-settlement basis, although there may be a way to trade utilities between settlements, perhaps for profit.

Anyway, not much else to say. Keep those suggestions and reports coming, and stay tuned for more!

#mycolony2

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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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