Post by Druebey on Jun 21, 2020 12:33:25 GMT -5
Hello all,
Fist I'd like to apologize for lack of development you all can see. I've rather been stubborn in past about various things that hindered development. That being said, to fix some issues... I have downloaded unity(though it's on a PC that isn't working at this time), contemplated a new start date(poll on this thread), and various internal changes. I hope through these changes I'm able to get things out faster. That being said, I can't garrentee a specific date or likewise for even a prototype. I hope that's understood too.
Now that the "heavy" stuff been said, let's get into what I'm starting to research, formulate code for, and much more until that pc that's down works. First research, I'm going to be starting naval artillery research, torpedo research, ships/boat(subs included) research, aircraft research both domestic and military, shipyard locations, military ranks/names/specialties/leadership, plus so much more; the information will be individual country, price if applicable and found(if not found will be guessed), and very in-depth. I'll continue the political research, Arbor, among others also at same time.
Formulating code will be done on costs of items to place in modules for various units used in games, conversion data for economic data per currency using real exchange rates in history(until can do game real time exchange rates), weight conversions, size conversions for goods and like, practice material composition coding, usage endurance coding, among much more.
Everything I've mentioned is WIP and will be so till I'm satisfied with data and coding. These games are going to be far more complex than geopolitical simulators that are on market right now, but I'll also be creating versions for the civilization lovers too(mind you at not at level of that simplicity). Though I hope my coding pc gets fixed soon so I can show off some stuff and test things out soon.
I plan on trying get back to things again as soon as I can(already researching again). Hope all understand.
Have fun,
Drew
Fist I'd like to apologize for lack of development you all can see. I've rather been stubborn in past about various things that hindered development. That being said, to fix some issues... I have downloaded unity(though it's on a PC that isn't working at this time), contemplated a new start date(poll on this thread), and various internal changes. I hope through these changes I'm able to get things out faster. That being said, I can't garrentee a specific date or likewise for even a prototype. I hope that's understood too.
Now that the "heavy" stuff been said, let's get into what I'm starting to research, formulate code for, and much more until that pc that's down works. First research, I'm going to be starting naval artillery research, torpedo research, ships/boat(subs included) research, aircraft research both domestic and military, shipyard locations, military ranks/names/specialties/leadership, plus so much more; the information will be individual country, price if applicable and found(if not found will be guessed), and very in-depth. I'll continue the political research, Arbor, among others also at same time.
Formulating code will be done on costs of items to place in modules for various units used in games, conversion data for economic data per currency using real exchange rates in history(until can do game real time exchange rates), weight conversions, size conversions for goods and like, practice material composition coding, usage endurance coding, among much more.
Everything I've mentioned is WIP and will be so till I'm satisfied with data and coding. These games are going to be far more complex than geopolitical simulators that are on market right now, but I'll also be creating versions for the civilization lovers too(mind you at not at level of that simplicity). Though I hope my coding pc gets fixed soon so I can show off some stuff and test things out soon.
I plan on trying get back to things again as soon as I can(already researching again). Hope all understand.
Have fun,
Drew