Power of Planets - Earth (Civ like game)

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Moderator Action: Broken images fixed - Blake00
 
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Devlog: https://gaborauth.itch.io/pop-e/devlog/358348/version-021-10

News and features:

  • Added version text to the main menu.
  • Added logout function to the main menu with proper clear of player's data.
  • Added sell building feature and dialog.
  • Fixed buttons enable/disable issue on the government sidebar.
  • Minor bugfixes.
Roadmap of the new client:
  • Daily tasks dialog.
  • Event log and in-game notifications.
  • Server information.
  • Skill settings panel.
  • Spaceship panel.
  • Go-to command.
  • In-game statistics and rankings.
Known issues:
  • Send of chat message in WebGL not working.
  • Minor issues related to move response.
  • Minor issues related to map rendering.
 
Devlog: https://gaborauth.itch.io/pop-e/devlog/366470/version-022-8

News and features:

  • Improved government selection sidebar.
  • Added total values of attached tiles on the city overview sidebar.
  • Fixed scroll bar of tile list on city overview sidebar.
  • Added visual feedback of bound city tiles and happiness.
  • Minor bugfixes.
Roadmap of the new client:
  • Daily tasks dialog.
  • Event log and in-game notifications.
  • Server information.
  • Skill settings panel.
  • Spaceship panel.
  • Go-to command.
  • In-game statistics and rankings.
Known issues:
  • Minor issues related to move response.
  • Minor issues related to map rendering.
 
@The_J I see there's also an interesting old thread here about it's former incarnation GaCivs too.

Through that I can see they've got a facebook group (not so active):
https://www.facebook.com/groups/powerofplanets

And a Discord (still active):
https://discord.gg/4As8pVAk9u

I might go say hi and let them know we're covering their excellent work!

EDIT: Looks like our resident CivFanatic @WildWeazel found the discord before me and started a conversation with the main developer that reveals some interesting info about this project. It's actually a full reimplementation of FreeCiv in Unity. Impressive!
WildWeazel said:
As another 4X dev I was interested to see how you integrated FreeCiv with Unity and a real time engine
gabor.auth said:
I've not integrated the FreeCiv with Unity, I've completely reimplemented it, I tried to modify FreeCiv servers to time based instead of turn based but turns out it will be virtually impossible. So, it based on the ruleset and assets and the client is open-source.
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Hi, guys!

I have two news about the project:

1, I will start a new game world on 01-Jun-2024, more information on the Discord (#gw-20240601).

2, I released the 0.3.0 client version (https://gaborauth.itch.io/pop-e/devlog/732063/version-030-0) and fixed a lot of bugs in the server side.

News and features:
  • added cache of selected work queue items
  • added asterisk to capital city name
  • code quality improvements
  • replaced 'skill' with 'experience'
  • modified the city mask rendering method.
  • send in-game chat message to Discord channel too
  • added check and deletion of palaces; code quality improvements
  • added chat message of city occupation
  • added initial veteran points to the units created in city with barracks
  • modified the rule of looting
  • modified the rules of the huts
Roadmap of the new client:
  • Daily tasks dialog.
  • Event log and in-game notifications.
  • Server information.
  • Spaceship panel.
  • Go-to command.
  • In-game statistics and rankings.
Known issues:
  • Minor issues related to move response.
  • Minor issues related to map rendering.
 
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