Blog Archives

Culture Policy, Propaganda Policy, and Prison Culture Policy

Culture policy, propaganda policy, and prison culture policy are all arms of your colony’s policy configuration. They’re each used to promote value systems in human NPCs, and each differs only in segment of the global population that they target. These policies are chiefly implemented through the production of media that

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Butchery

Butchery is the means by which corpses of dead animals (or, in dark and rare cases, people) are converted into usable raw materials. Summary Valuable corpses of slain animals can be attained by hunting, fishing, or even scavenging those that happened to have died near your colony. These corpses are made

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Fear Modeling

As part of Outer Colony’s multifaceted approach to human behavior modeling, various emotional states influence the actions and decision making processes of NPCs. One of the most important of these emotions is fear. A video demo showcasing some advanced aspect of Summary Fear in OC is modeled as an anticipation

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Recent Development Update & Performance Improvement

It’s been a few weeks since I’ve written a development update on the blog, but I’d like to share some of what I’ve been working on lately. I’ve been programming hard to push OC to the point where all major features for the planned version 1.0 release are in the game,

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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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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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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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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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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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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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