Pacific Sun
Pacific Sun




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Creation history. Complete list

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20 october 2006

  • Made the program's main window stretching to various screen resolutions.
  • Added ability for some light vessels (like aircrafts, choppers, and airfoils) to dock and undock with carriers, capable to carry those types of light vessels. When loaded carrier moves, it carries all light vessels, docked within it.

    31 july 2006

  • Introduced town speciality:
    • 0 - harmonic - goods at median price
    • 1 - agricultural - farm products are cheaper here // farm machinery are more expensive
    • 2 - extractive - minerals // extractive machinery, farm products
    • 3 - industrial - manufactured goods, luxury and hi-tech goods // minerals, farm products
    • 4 - resort - everything are more expensive here
    • 5 - arsenal - weapons, ammo // manufactured goods, farm products
    • 6 - shipyard - vessels // manufactured goods, farm products
  • Set 40 towns in India, Burma, Vietnam, China, Taiwan with corresponding population (calculated upon 50% of their current population).

    20 july 2006

  • Made map of western Pacific.

    16 june 2006

  • Added Outpost object - an ocean platform, alerting to the enemy approach. It raised the same way as Ocean Rig, if there are no surveyed ocean resources in the square.
  • Optimized code in the part relating to damage inflicting.
  • Optimized code in the part relating to trading.
  • Town population brings income (1 for each 10 people) each turn.
  • Added Cat object (wave-piercing ocean catamaran) as a Theatre Support Vessel (TSV, 90 km/h, 850 tons).
  • Added T-Boat object (torpedo boat) fast, agile, and armed with torpedoes.

    8 june 2006

  • Added captions for towns and other objects, emerging on mouse over.
  • Added Fort, Coastal Defence, and Air Defence to protect towns from land, sea and air.
  • Added health bar under the emerging captions.
  • Added cheat codes [~] for extra time, money, fuel, and shells.
  • Now towns not being destroyed with successful assault, but captured by attacking forces instead.
  • Now build buttons for certain structures are disabled in the building interface, when there is a lack of materials and money required for them. It is immediately obvious which structures can be erected, and which ones cannot.
  • Introduced response ability for attacked vessels. It made combats more realistic. Response rate is significantly less than firepower for the majority of vessel types. If defender has no ammunition - it do not respond.

    21 may 2006

  • Introduced Fog of War, which divides game field into:
    • light areas around player's vessels, where he can see all movements
    • shaded areas, where player's vessels has been before and explored them, but now are not present and do not control situation
    • black areas, where player's vessels has never been before

    13 march 2006

  • New objects in addition to Flagship, Observer, Ocean Rig, Town:
    • Carrier (to carry aircrafts)
    • Bulder (to build ocean rigs)
    • Surveyor (to search for ocean resources)
    • Chinook (transport helicopter)
    • Gunship (attack helicopter)
    • Bomber (large airship for transporting, bombing raids, laying minefields)
    • Airfoil (landing craft)
    • Submarine (to carry minisubs, missiles, torpedoes, mines)
    • Scout (minisub to perform covert operations)
  • Automatized objects initialization.
  • Added resources:
    • Torpedoes (to sink enemy)
    • Bombs (to bomb enemy)

    12 march 2006

  • Structures in towns consume and produce resources.
  • Now we have the following resources:
    • Marines (to capture beachheads, installations and fight overland)
    • Beans (to feed the Marines)
    • Bullets (to ammo the Marines)
    • Bandages (to heal the Marines)
    • Shells (to shell enemy)
    • Fuel (to fuel vessels)
    • Steel (to produce vessels and ordnance)
    • Concrete (to build structures)
    • Oil (to produce fuel)
    • Ore (to produce steel)
    • Stone (to produce concrete)
    • Gold (to make money)
    • People (to become the Marines)
    • Naval Ship Elements (to produce ships)
    • Aircraft Elements (to produce aircrafts)
    • Ordnance Elements (to produce bullets, shells, missiles, mines, etc.)
    • Missiles (to launch 'em funny way)
    • Mines (to lay minefields)
  • And we have the following structures:
    • House (to produce and store people)
    • Depot (to store resources)
    • Shipyard (to produce ships)
    • Aircraft Factory (to produce aircrafts)
    • Recruiting Command (to make the Marines)
    • Port (to allow presence of naval ships)
    • Airbase (to allow presence of aircrafts )
    • Military Base (to allow presence of troops)
    • Farm (to grow beans)
    • Ordnance Factory (to produce ordnance)
    • Hospital (to produce bandages)
    • Oil Refinery (to make fuel from oil)
    • Steel Mill (to make steel from ore)
    • Concrete Plant (to make concrete from stone)
    • Oil Rig (to pump oil)
    • Ore Mine (to mine ore)
    • Quarry (to quarry)
    • Goldmine (to mine gold)
  • Now there are not only money needed to build structures in the towns, but concrete also.

    2 march 2006

  • Drew design for emerging messages about lack of resources, victory and defeat.
  • Improved economical model, based on resources (goods) class. Every object in the game created within certain production cycle, from extracted natural resources, by appropriate productive buildings.
  • Created structures class: House, Depot, Shipyard, Aircraft Factory, Recruiting Command, Port, Airbase, Military Base, Farm, Ordnance Factory, Hospital, Oil Refinery, Steel Mill, Concrete Plant, Oil Rig, Ore Mine, Quarry, Goldmine.
  • Designed basic interface to enable building of structures in the cities.

    28 february 2006

  • Now extractive rigs no more stand for no particular reason, they are producing natural resources. Each turn a rig extracts 1 to 10 units (depends on its output) of the resource, it was build upon. Extracted resource puts in the rig's hull, where moored vessels can collect it from.
  • Optimized the code a lot. Introduced "hold" parameter, which limits vessel's capacity to store goods.
  • Added triple buy/sell buttons to trade interface.
  • Replaced system controls in trade interface with graphical ones.

    8 february 2006

  • Added blow-ups.
  • Replaced system buttons with graphical ones.
  • Added another natural resource: Gold.
  • Created event "attack", raising upon moving the ship into the sector, occupied with enemy ship.
  • Created event "exchange", raising upon moving the ship into the sector, occupied with friendly ship.

    7 february 2006

  • Drew an objects for the ocean resources and platforms.
  • Now there are natural resources scattered across the ocean. They can be found with vessels that carry survey equipment.
  • Now user can turn off and back on the displaying of surveyed sectors and deposits.
  • Now user can construct producing platforms atop the surveyed deposits, using vessels that carry building equipment.
  • Put on-line for downloading version 0.0.2.
  • Vessels that carry minelayers, can deploy minefields. When getting into such minefield, ship suffers random damage.
  • MCMV (Mine Counter Measure Vessels) can destroy minefields. It is sufficiently more time required to disable minefield than to deploy it.

    3 february 2006

  • Wrote a transaction algorithms for purchase and sale, along with resources exchange.
  • Created resources (goods) class: Beans, Bullets, Bandages, Shells, Fuel, Steel, Concrete, Oil, Ore, Stone.
  • Drew pictograms for goods and trade interface design.
  • Now each port has its own prices.

    26 january 2006

  • Wrote common procedure "resources expense".
  • Vessels can hire and fire crew at ports.
  • Vessels spend fuel and can refuel at ports. A ship without fuel would heave to.
  • At the beginning of each turn ships getting some amount of time and spend it on various actions. The ship, which is spent its time, awaits for the next turn.
  • Wrote a function to recognize land by its color. Now ships can not move through islands. Similarly, the Marines ashore can not sink into the ocean. Airplanes, helicopters and LCACs are free of these limitations.
  • Introduced "displacement" parameter. Small, shallow draft vessels will cross shoals with a higher probability, will come closer to shore, and slip through reefs and sandbanks. The sampling of the ocean shore conducts at five points.
  • Hence, not all ports are accessible for the large ocean ships.

    25 january 2006

  • Added a towns on the map.
  • Set a ship, movable with an arrow keys.
  • Created event "ship's arrival at port".

    24 january 2006

  • Wrote, compiled and put on-line for downloading version 0.0.1, in which one can drag ocean with right mouse button.

    20 january 2006

  • Digitized sketches.

    14 january 2006

  • Created core classes for the game. Made a list of military units and structures. Defined traits for the military units.

    12 december 2005

  • Started development of the game based upon conception prepared before.
  • Painted sea surface. Designed interface graphical style and islands painting technique. Created buttons.





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