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RimWorld => Mods => Unfinished => Topic started by: apljee on March 08, 2015, 09:41:11 PM

Title: Project EONS - Read this - Being rewritten.
Post by: apljee on March 08, 2015, 09:41:11 PM
(http://s12.postimg.org/b7ayyphjx/LOGO3_small.jpg)
PROJECT EONS


Description:
Project EONS aims to overhaul the gameplay of RimWorld to bring new culture and technological advancements to the game. You begin your trek with no advanced tech and must advance from the very basics of civilization, beginning in the stone age. Progressing through the ages, your citizens will learn how to create fire, forge weapons, create castles and other buildings, research advanced technology, and explore the world. The mod was originally in development by Kolljak, but was eventually shelfed and then furtherly adopted by myself. (apljee)

Future Plans & Completed Things
Stone Age Art = 90%
Stone Age Complete = 95%
Bronze Age Art = 0%
Bronze Age Complete = 0%
Iron Age Art = 0%
Iron Age Complete = 0%
Medieval Era Art = 0%
Medieval Age Complete = 0%
===== Still working on the tech tree. As the tech tree progresses, this will too. =====
Forming XML = 10%
Forming .dll = 5%
Finalization and Rebalancing Complete = 0%


Announcements
March 09, 2015 - The entire majority of the mod will be redone, aside from what I already have done (stone age shizznit). I will be reworking tech tree, getting a hold of myself, not provoking myself to murder
someone with my horrible placeholder textures, and much more - but aside from that, I'm just wondering towards anyone who's reading this topic
- what would you like to see in this mod? Any specific features? Eras? Anything? Keep in mind, I'm reworking most of the things, and there's always room for more! Still looking for programmers, by the way! :~)
March 08, 2015 - The mod is being worked on again! Currently, the team is just me and one unofficial member, and I'm in need of artists,
XML programmers, C# programmers, and eventually I'll need testers (but at this time the mod isn't complete enough) if you are interested in any of the above, PM me, please! :)


Author/Mod Team
Project Leader : apljee (XML Coding, C# student and secondary artist)
Programmer : blaze7763 (XML, C# programmer)
Programmer: Adamiks (XML)
Programmer: JuiceBox (XML)
Artist : Compozitor (Lead Artist, mlg)

Download
Unavailable at this time. Sorry! :)

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Special Thanks to:
- skullywag, for his continuous assistance and resisting the need to punch me in the face being such a good sport
Title: Project EONS: Signatures
Post by: apljee on March 08, 2015, 09:42:17 PM
Do you want to have a Project EONS image in your signature? Who doesn't!? For just three pounds of leftover lasagnia, you can have this stunning Project EONS logo in your signature! Just sign this lease and put it in your signature!

(http://s12.postimg.org/b7ayyphjx/LOGO3_small.jpg) (https://ludeon.com/forums/index.php?topic=11311.msg112908#msg112908)


[center][url=https://ludeon.com/forums/index.php?topic=11311.msg112908#msg112908][img width=300 height=150]http://s12.postimg.org/b7ayyphjx/LOGO3_small.jpg[/img][/url]

Title: Reserved Post
Post by: apljee on March 08, 2015, 09:42:33 PM
Reserved Post.
Title: Re: [WIP] Project EONS ... Alpha 9 [OVERHAUL]
Post by: apljee on March 09, 2015, 06:17:57 PM
[[ TIME TO REWORK EVERYTHING! ]]
See the update announcement log for an update announcement thing.
Title: Re: [WIP] Project EONS ... Alpha 9 [OVERHAUL]
Post by: Berengar on March 10, 2015, 10:50:46 AM
I do nearly nothing for the mod, so please take me out of the credits. ;)
Title: Re: [WIP] Project EONS ... Alpha 9 [OVERHAUL]
Post by: apljee on March 10, 2015, 06:00:22 PM
Quote from: Berengar on March 10, 2015, 10:50:46 AM
I do nearly nothing for the mod, so please take me out of the credits. ;)

Done.
Title: Re: [WIP] Project EONS ... Alpha 9 [OVERHAUL]
Post by: slaveofpeon on March 11, 2015, 02:01:13 AM
Well, I like the idea of what you propose, my question is, what was the status of the project before deciding to rework? Is it Like TTM where it revamps the system, or more like EDB's Scenario System?

As for eras, the best would be to do like civilization or age of empires, and do the major ones, Stone, Bronze, Iron, Dark, Industrial, Nuclear, modern, Information/Computer, Cybernetic/Bionic Ages and maybe a soft endgame being called Interstellar, (where you incorporate the already implemented offworld transport system). The basis of each Age sounds pretty self explanitory, and Google always provides decent examples if you are confused upon what a specific age would be.

It would help a bit more to know what your goal(s) for ages are, and what in specific you are looking for insight upon from the General Public.

Well, I am a wonderful Idea guy if you need someone to bounce ideas or thoughts off of. And when the time comes, I would be totally willing to be a Mod Breaker Play Tester for you. both with other mods and straight Vanilla with your mod.

I will definately be checking in on this for status updates on progress, because you my friend, have piqued my interest.
Title: Re: [WIP] Project EONS ... Alpha 9 [OVERHAUL]
Post by: apljee on March 11, 2015, 08:15:48 AM
Quote from: slaveofpeon on March 11, 2015, 02:01:13 AM
Well, I like the idea of what you propose, my question is, what was the status of the project before deciding to rework? Is it Like TTM where it revamps the system, or more like EDB's Scenario System?

As for eras, the best would be to do like civilization or age of empires, and do the major ones, Stone, Bronze, Iron, Dark, Industrial, Nuclear, modern, Information/Computer, Cybernetic/Bionic Ages and maybe a soft endgame being called Interstellar, (where you incorporate the already implemented offworld transport system). The basis of each Age sounds pretty self explanitory, and Google always provides decent examples if you are confused upon what a specific age would be.

It would help a bit more to know what your goal(s) for ages are, and what in specific you are looking for insight upon from the General Public.

Well, I am a wonderful Idea guy if you need someone to bounce ideas or thoughts off of. And when the time comes, I would be totally willing to be a Mod Breaker Play Tester for you. both with other mods and straight Vanilla with your mod.

I will definately be checking in on this for status updates on progress, because you my friend, have piqued my interest.

To answer your question:

The status of the project was pretty bad, I was hoping to work off of and continue Kolljak's work but he never gave me it, so I had to redo the entire mod by scratch - I was going to use everything that he'd already had set up - a tech tree, etc. but I decided to make my own.

I'll be deciding on goals once I'm done the tech tree - it's my primary concern right now because it's basically an outline of the project.

Thanks. :)
Title: Re: [WIP] Project EONS ... Alpha 9 [OVERHAUL]
Post by: slaveofpeon on March 12, 2015, 05:27:31 AM
Yeah, about an hour after I made the post, I saw the original Eons. Thought something fishy was going on until I saw the abandonment issues it had. Well, you certainly have your work cut out for you. I hope to see where it heads, when it gets going.
Title: Re: [WIP] Project EONS ... Alpha 9 [OVERHAUL]
Post by: Compozitor on March 12, 2015, 09:05:03 AM
Quote from: slaveofpeon on March 12, 2015, 05:27:31 AM
Yeah, about an hour after I made the post, I saw the original Eons. Thought something fishy was going on until I saw the abandonment issues it had. Well, you certainly have your work cut out for you. I hope to see where it heads, when it gets going.

Yeah, there is no much to see right now. We are currently focused on Techtree things, and how it all will progress. And i create sprites for all of this. :)

Hope to show something new here soon. (Not to mention sprites that are in Old topic.)
Title: Re: [WIP] Project EONS ... Alpha 9 [OVERHAUL]
Post by: Xerberus86 on March 15, 2015, 04:01:54 PM
nice, can't wait to see more of this :).
Title: Re: [WIP] Project EONS ... Alpha 9 [OVERHAUL]
Post by: apljee on March 15, 2015, 11:24:45 PM
I'm going to start weekly updates! Just so you all know the progress of the mod. The updates will normally be posted midday sunday unless specified otherwise. So, here's your blabber:

Weekly Update #1
March 13th, 2015
Lots of progress on the mod so far! Despite having some difficulties both with this being March Break, and also that we've had to do additional, unexpected texturing, things are progressing smoothly.


New Content!

- Lots of new textures from Compozitor. Bone, Stone, and Wood weapons along with a few production workbenches, majority of clothes (still need other body types) and sources say he's working on
clothwall texture.
- GorillaCZ began work and finished work on the Windmill power (some things will require power early on, although it really won't be actual electricity, just think of it as something else.)
- blaze7736 has been down to work on the tailoring table, adding all of the new clothing and such.
- I have been down to work on adding the new StuffCategories (really, just Bony category), starting an abundance of help topics in the mod section (I probably own 20% of that section by now), lots of work on
the weapons, added the torch building, replaced campfire texture with one from Compozitor, lots of new projectiles, working on a new "Caveman" storyteller that will support large populations (up to
40 people!) but with bigger raid chances, added new "Shaman" trait, gives some research skill points and some other bonuses like work speed and other things.


Weekly Spoilers Image Updates!
(http://i.imgur.com/ToP0ddz.png)(http://i.imgur.com/2evMUSA.png)
(http://i.imgur.com/RIe42z7.png)

That concludes this week's Weekly Update! Thanks for reading! :)
Title: Re: [WIP] Project EONS ... Alpha 9 [OVERHAUL]
Post by: Timeisaperception on March 15, 2015, 11:57:46 PM
I don't know if you've given heavy thought to the Progress/Tech Levels, but an excellent place to look if you need a vague idea is in Traveller and Alternity - both excellent tabletop RPGs. Traveller's is much more spread out and covers a wider array of things (stone knives and bearskins to godlike ascension, pretty much), while Alternity's is much more condensed.

Since I have my Alternity book open right now...

Progress Levels
PL0: Stone Age (Self-explanatory)
PL1: Bronze/Iron Age (Roughly Roman/Greek timeframe)
PL2: Middle Ages (Typical Medieval timeframe)
PL3: Age of Reason (17th-Mid 19th Century)
PL4: Industrial Age (Early to Mid 20th Century)
PL5: Information Age (Mid 20th Century - Now)
PL6: Fusion Age (Closest to current 'end game' Rimworld - features charge weapons and early powered armor, as well as long-haul space travel)
PL7: Gravity Age (Comparable to lower-tech Glitterworlds; directed-energy weapons, "body tanks" that stand up to anti-vehicular weapons, gravity manipulation technology, rudimentary personal force fields, and FTL space travel)
PL8: Energy Age (Comparable to Rimworld's Glitterworlds; as end-game as anything can get)

Title: Re: [WIP] Project EONS ... Alpha 9 [OVERHAUL]
Post by: apljee on March 16, 2015, 12:01:43 AM
Quote from: Timeisaperception on March 15, 2015, 11:57:46 PM
I don't know if you've given heavy thought to the Progress/Tech Levels, but an excellent place to look if you need a vague idea is in Traveller and Alternity - both excellent tabletop RPGs. Traveller's is much more spread out and covers a wider array of things (stone knives and bearskins to godlike ascension, pretty much), while Alternity's is much more condensed. [...]

Thanks for these suggestions! I can assure you some of these will be added in.

We've had a poll up that is closing on the 18th and we will be adding in 3 more eras. Some of your suggestions actually do cover the eras that we plan to add in, haha. Anyways, we will be a little bit more descriptive with the eras rather then a general time, but for the majority of this, a lot of your stuff will be added in.

If you'd like, you could join Ye Olde' Squad 'o' Testers, when we need you. If you'd like to know I'm trying to incorporate some of the techs from Civ 5 because it has plenty of good ideas.

But, yeah! Thanks for your suggestions. Some of them will definitely worked into the mod! :) 
Title: Re: [WIP] Project EONS ... Alpha 9 [OVERHAUL]
Post by: Adamiks on March 20, 2015, 08:38:04 AM
I think we should add the mechanism "this tool for this job" like here - https://ludeon.com/forums/index.php?topic=6666.0.

Also we can add new wood economy to the mod. Currently i working on mod that will add planks etc.

Sorry for posting here but you guys are offline all day.
Title: Re: [WIP] Project EONS ... Alpha 9 [OVERHAUL]
Post by: radradrobot on March 20, 2015, 06:19:36 PM
Will be very interested in this!  Might be a creeper for now o_O
Title: Re: [WIP] Project EONS ... Alpha 9 [OVERHAUL]
Post by: apljee on March 25, 2015, 11:53:27 PM
Sorry that I missed the last Weekly Sundays update. I was busy with March Break like the rest of the team. :( We've had a few new additions and subtraction from the router - two new XML coders, Adamiks and JuiceBox and we sadly lost our only C# coder,so we'll be looking for one in the meantime.

In short for this, we need to redo the redo of the tech tree - we messed up pretty badly on the choice of software, so we'll be redoing it, probably on a more easy to use, reliable software like Google Docs with something like the mindmap adding.

Thanks for reading, I'll update soon!

P.S. - We are looking for more artists and c# coders. If you have time and talent, and are interested in helping please pm me.
Title: Re: [WIP] Project EONS ... Alpha 9 [OVERHAUL]
Post by: apljee on March 26, 2015, 07:52:53 PM
(Kind of)Weekly Update #2
March 26th, 2015
We've had kind-of a break within the team of the mod - a few downs and ups, but I'll get to that soon. Right now, I'll just tell you guys that Compozitor
hasn't been responding to messages (he's our lead artist) and GorillaCZ has been dropped from our team (thankfully blaze stepped up to the plate to be our
C# coder for the time being), but despite all that we've carved out a plan with a to-do list.



New Content!

- Dropped the new storyteller "caveman" and shaman trait (caveman allowed for too many colonists, might re add with a nerf, shaman was too bug-riddled and I was too busy to fix them so I deleted it)
- Finished the majority of the Stone Age code.
- I've learned how to make decent looking weapon textures, so I'll be helping with art.
- Blaze7736 has stepped up to the plate of being our new C# coder
- Two new team members, JuiceBox and Adamiks.
- Soon to begin on the bronze age!
- Made some decisions, there will most likely be an early release in the future - sometime around gunpowder
era, whenever that is done.


Weekly Spoilers Image Updates!
(http://i.imgur.com/uyKoKIB.jpg)
(http://i.imgur.com/vdjalOf.jpg)

That concludes this week's Weekly Update! Thanks for reading! :)
Title: Re: [WIP] Project EONS ... Alpha 9 [OVERHAUL]
Post by: apljee on March 31, 2015, 07:34:32 PM
-- Big update, thing. --

Here's a few things, this will be a long post and if you're busy/in a rush I'll put a TL;DR statement at the bottom. (But it'll probably be pretty long for a TL;DR, too.) I'll order this in a number system.



Table of Contents:
1. What's going on with the mod
2. Who's still active, who isn't.
3. What we need
4. List of features
5. Explanations
6. Help needed
7. TL;DR





1. What's going on with the mod?
Well, it's not like there were many followers towards this mod but for the amount that there was I am very grateful. Anyways, I'd just like to start this off by saying this mod has been dead. But there's always a chance for necromancy! (That's if you play fantasy games like I do.) Basically, I'll let you know what happened - we gained a few members, and lost a few - our current team that we know is active is apljee(me), blaze7736, tristan1333, and Adamiks. There are a few that we're considering inactive at this point in time, and one that has been terminated from the team. The inactive ones are Compozitor (our lead artist, I can't do textures too well but I'm fine with weapons.) and JuiceBox, who was one of our XML coders. So, we're on a short list of people and March Break basically killed the remaining people left. So, we've got the Stone Age almost done and that's about it.

2. Who's active, who isn't.
Currently, the active people are apljee (myself), blaze7736, Adamiks, & tristan1333. The inactive people are Compozitor and JuiceBox, and Compozitor probably played the 2nd biggest role in the entire project (only before project lead) as the lead artist, he was responsible for doing all of our textures. You might see how this is more of an issue. I don't mean to be rude but JuiceBox wasn't as much of a rarity as Compozitor was because only a few people can do art in his quality and style.

3. What we need.
We need to get back together - if that makes sense. We've been at loss of everything. People, morale, enthusiasm to work, generally everything that we require in order to make a quality mod. Which is why I'm wondering if we should just take what we have and do a full rewrite of the mod. (I'll explain in-depth more on both of these topics.)

4. List of features
Currently, all we had was the Stone Age stuff. This means, weapons, a few workstations, researches, and a "power" station (which might need to be something else because it was a water mill. :P) we also had a windmill for medieval "power". What I mean when I do "power" is that we used power as an excuse for some things that wouldn't need power but still needed to be somewhat balanced. This is things like granaries, furnaces, etc. because we felt as if they could be a little more balanced. If you needed a type of power that wasn't necessarily power, but for things like furnaces was coolant, granaries/mills was just what was used to process wheat into dough, stuff like that. But, yeah - that's all that we had done.

5. Explanations
So, I'll probably lock the post in a bit. Why, you ask? Because we need to get our stuff back together. This might sound like a phony excuse but this post wasn't really doing anything anyways. There still might be a Project EONS post but just something to post updates on, and less "Releases-section" like, just for us to share our progress and for you guys to answer polls we put up so we know how to steer our development-car. (Yay for metaphors!) Another explanation: I've been thinking about rewriting the mod from scratch. Why, you ask again? Because there are a few errors I/we cannot solve and I haven't found any actual responses from the community. So, yeah. We'll probably be rewriting the mod but still maintaining the same features as before. Don't worry, guys!

6. Help Needed
We need help. Nothing like alcoholics anonymous help, but rather just help developing the mod. As said above, we're short an artist and a less-needed XML coder. This means big problems not just because development will be slowed by 1/5th of it's regular speed, but it will also be slowed about 2/5 more including the other 1/5 because we're lacking an artist, which will mean we'll either have to count on me for making textures (which I'm not quite reliable for that.) or we could use textures from the community with a bunch of placeholders. We still have the textures Compozitor gave us from before we classified him as "inactive". But still, we need all the help from everyone who's interested. Here's a nicely organized list of what we need help with, in order.

- We need an artist. (Drastic!)
- We need C# coders (Not so drastic, but still would be nice!)
- We need XML coders (Not quite drastic at all, but it would still speed up everything.)
- We need testers (Nothing that we can't do ourselves, but it might speed up everything a bit.)

7. TL;DR

- Quite a few, perhaps too many people are inactive within the "staff" or "hierarchy" of the mod. This means that overall progression is slowed down to quite an extent. We're also basically all dead after March Break - most of our communications have reached a ceasefire and we've lost GorillaCZ because I guess he just had a mental break. (Yay for Rimworld refrences!) Anyways, we need artists drastically, c# and XML coders somewhat to speed up process and testing would be ok but, we can do it ourselves.

---------------

Thanks, guys. It's been great working on this mod but it's time for a slight break, where instead of having a break we just have a lockdown and work on the mod to ensure progress. We'll continue working on the mod, I can promise that.

Thanks.
Austin
Title: Re: Project EONS - Read this - Being rewritten.
Post by: apljee on April 01, 2015, 02:51:02 PM
Topic reopened.

Looking for an artist, work will resume soon but for now all we'll have is placeholder textures before we're put into the "releases" category and more people start batting eyes towards Project EONS.