Monthly Archives: October 2015

Outer Colony’s 2015 Revamp

Outer Colony has undergone a great many changes over the course of the last year, and the purpose of this article is to explain them. The failure of 2014’s Kickstarter campaign and some of the reception OC received prompted serious introspection. We went back to the drawing board and evaluated every aspect

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Posted in Kickstarter

Outer Colony’s Visuals & Artwork

To accompany the gameplay overhaul and new engine, Outer Colony needed completely new visuals. As you can see in OC’s videos and screenshots, its world view is comprised of overhead tile graphics. When we were trying to figure out the right approach for OC’s visuals, many options were considered. Ultimately,

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Posted in Uncategorized

TFR’s Original Soundtrack & Audio

Over a year ago, I wrote an update about Brian Fairbanks, an immensely talented composer, joining OC’s team to produce its original soundtrack. He has stuck with the project through thick and thin, composing, editing, tweaking, retooling, and advising on all aspects of OC’s audio system. With the decision to overhaul OC’s gameplay,

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Posted in Uncategorized

Feelings & Mood

Feelings and moods are other important parts of OC’s human model. Every memory generating experience yields some sort of feeling, positive, negative, or neutral. The cumulative effect of recent feelings, when coupled with an NPC’s personality, puts them in certain moods. These mood states influence goal selection, action execution, and

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Posted in NPCs

Social Networks

As a result of socialization in OC, NPCs form various sorts of relationships with one another. These relationships are classified as various types. NPCs can be friends, acquaintances, enemies, rivals, and more. Social relationships can also be defined in terms of unchanging familial bonds, like cousins, siblings, and parent-child links. An NPC’s

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Posted in NPCs

Socialization

Socialization is a fundamental human need in OC. Prolonged absence of socialization will drive a person to madness and indirectly lead to death, so providing opportunities for socialization is an important part of expedition management. Summary Socialization is a basic human need in OC. When humans want to socialize, they’ll usually

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Posted in Uncategorized

Outer Colony’s Game Engine

OC’s simulation and AI systems impose very large processing demands that are not common in most games. The reason that OC can run such a computationally complex system is because of its unique, custom built engine. The core of OC’s engine is a fundamentally multithreaded processing framework, built on Java’s concurrency package. Summary

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Posted in Uncategorized

Physical Properties, Skills, Equipment & Other Data

In addition to, personality, memory, mood, body structure, and other data sets that are covered in detailed articles, humans have many other properties. This article is just going to mention a few of them to give an idea of what other properties exist, but my aim is to cover these

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Posted in Uncategorized

Work Shifts, Leisure Shifts & Activity Configuration

Humans in OC operate on schedules that are described in terms of shifts. A shift is a period of time during which a human either engages in work activities or is free to engage in leisure activities. As the expedition’s leader, you can designate authorized activities for all personnel during work

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Posted in Uncategorized

Physical Modeling of Humans & Creatures

Everything in OC is made of something, and the same is true of humans and creatures. All creatures, of which humans are a special type, are modeled physically in terms of their bodies. Bodies are collections of individual body parts, which confer specific semantic functionality to their owner (for example, legs

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Posted in Uncategorized