Announcement: Your chance to affect the future of Pandora
Posted: Tue Dec 23, 2014 11:21 am
I have an important announcement to make regarding the future of Pandora and how you can affect it.
First let's answer the question how I, an ordinary member of this games' community, can feel permitted to make an announcement like this.
I was very tempted to announce it earlier but I didn't want to do so before it was 100% in the bags.
So here's the thing:
I've been in negotiations with Proxy-Studios about being allowed to continue work on Pandora, once they decide to move on to future projects.
From the idea to the realization it took quite a few steps:
There was legal stuff to be clearified, an NDA to be worked out and signed by both sides and the hardest part of all, at least for me: A development environment to be set up on my home-computer.
Yesterday, with a lot of help from the very patient Sephirok via Skype I managed to finally enable my PC to compile the source-code into a runable game.
Which means I now am actually ready to get started!
That's where you come into play.
While I, of course, have a lot of my very own ideas of what I want to accomplish, I want to make sure it goes along with the wishes of the community.
My primary interest goes into improving the AI. I had made this thread in the past: viewtopic.php?f=173&t=51438
This thread compiled a lot of ideas for AI-improvements. Of course after looking at the code, I internally repriorized certain things listed there by how easy or hard I imagine them to be accomplished.
So feel free to give your input of what improvements you'd like to see and how you would prioritize these.
Of course there are limitations to what you can expect:
I'm not yet very familiar with the code. So I have no chance of telling if something is doable and how long it would take.
The whole project is nothing but a hobby. I'm a volunteer, not an employee. So our contract neither involves any money nor am I obliged to deliver anything. This means I will not let myself get pressured and not take responsibility for anything that I might have agreed here to do.
I have no clue about anything involving graphics. Let alone in 3D. So content in the form of new units, aliens, etc. is pretty much out of question. Algorithms are my thing.
So what would I do first if noone suggests anything better:
As you might be aware I had made a Mod for this game in the past. It affects what the AI researches and builds in their cities. But it also has some limitiations.
So what I'd like to do first is to alter research- and build-project-picking in a way that negates the necessity of my Mod and improves on it's weak spot: flexibility.
I want to broaden the way AI picks it's research so it does not miss out on important core-techs, while at the same time preventing them from getting too many redundant techs.
I want to have cities take into account how good their infrastructure is before having them make units but still allow them to switch to unit production if it seems necessary.
Players usually build all their units in one city because this makes a lot of sense in terms of efficiency given how the economic-model works. I will try to emulate that behaviour.
So, if you got any questions or suggestions please let me know.
First let's answer the question how I, an ordinary member of this games' community, can feel permitted to make an announcement like this.
I was very tempted to announce it earlier but I didn't want to do so before it was 100% in the bags.
So here's the thing:
I've been in negotiations with Proxy-Studios about being allowed to continue work on Pandora, once they decide to move on to future projects.
From the idea to the realization it took quite a few steps:
There was legal stuff to be clearified, an NDA to be worked out and signed by both sides and the hardest part of all, at least for me: A development environment to be set up on my home-computer.
Yesterday, with a lot of help from the very patient Sephirok via Skype I managed to finally enable my PC to compile the source-code into a runable game.
Which means I now am actually ready to get started!
That's where you come into play.
While I, of course, have a lot of my very own ideas of what I want to accomplish, I want to make sure it goes along with the wishes of the community.
My primary interest goes into improving the AI. I had made this thread in the past: viewtopic.php?f=173&t=51438
This thread compiled a lot of ideas for AI-improvements. Of course after looking at the code, I internally repriorized certain things listed there by how easy or hard I imagine them to be accomplished.
So feel free to give your input of what improvements you'd like to see and how you would prioritize these.
Of course there are limitations to what you can expect:
I'm not yet very familiar with the code. So I have no chance of telling if something is doable and how long it would take.
The whole project is nothing but a hobby. I'm a volunteer, not an employee. So our contract neither involves any money nor am I obliged to deliver anything. This means I will not let myself get pressured and not take responsibility for anything that I might have agreed here to do.
I have no clue about anything involving graphics. Let alone in 3D. So content in the form of new units, aliens, etc. is pretty much out of question. Algorithms are my thing.
So what would I do first if noone suggests anything better:
As you might be aware I had made a Mod for this game in the past. It affects what the AI researches and builds in their cities. But it also has some limitiations.
So what I'd like to do first is to alter research- and build-project-picking in a way that negates the necessity of my Mod and improves on it's weak spot: flexibility.
I want to broaden the way AI picks it's research so it does not miss out on important core-techs, while at the same time preventing them from getting too many redundant techs.
I want to have cities take into account how good their infrastructure is before having them make units but still allow them to switch to unit production if it seems necessary.
Players usually build all their units in one city because this makes a lot of sense in terms of efficiency given how the economic-model works. I will try to emulate that behaviour.
So, if you got any questions or suggestions please let me know.