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Final Exodus chronicle

Development posts collected in one place. English translations are added after review; each entry links to its Facebook source.

Translated from Russian

Structural materials in our game

This may give away a little too much, but here is the list of structural materials in our game. Everything is either real or theoretically possible. We stay within hard science fiction. And... compare that with Star Wars and its duraplast, beskar, and one other kind of nonsense.

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Translated from Russian

50,000 star systems are ready

In brief: 50,000 star systems are ready, containing about 1,500,000 different celestial bodies: planets and moons. I'll add asteroid fields and smaller objects a bit later. The surfaces of planets and moons, and biomes where applicable, are ready for 7,000 systems. Another 500–1,000 are added each day. These calculations are very demanding. There are also complete climate models, resources, geology, and more. The resources are mainly different kinds of ore deposits distributed according to geology and biology, about 100 types in all. Plenty of places to fly, aren't there?

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Translated from Russian

The first generation of the Exodus universe

To ask again: what could this be? It's the first generation of the Exodus universe. Until now, you could already fly through our space, but the stars had no planetary systems. Well, about a dozen did, but those were copies of the Solar System.

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Translated from Russian

The server has run for half a year

The server launched at the end of April ran for half a year and connected successfully to the client in mid-September. Without errors and the like, it calculated and ran everything through to the year 2044 in game time. It's not as though it was running a huge number of processes, but still, this is a very good result, especially considering that it isn't even running on server-grade hardware yet. The same machine also hosts all my websites.

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Translated from Russian

Help wanted with payment frontend and backend

I know some subscribers might have wanted to help with development but didn't have the right tech stack. Fortunately, AI now helps reasonably well when venturing into unfamiliar territory, and this task is a little different. It's for the project as a whole, but its connection to the game is financial. We need a frontend and backend to receive and account for payments. The transaction provider will be one of the global platforms that do this sort of thing, such as Braintree. So if you'd like to help with that, I'd gladly accept the help! Otherwise, I'll do it all myself, as usual.

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Translated from Russian

Hex maps, C++, and a dedicated server

There is something to show, but that can wait. Today we'll talk about the complicated parts. First, preparations for the season have begun and I can devote less time to coding now. Nevertheless, something that was only a distant plan, and refused to work even in earlier iterations, has finally succeeded.

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Translated from Russian

Server version 0.1.0.00 is running

The server has been launched with the official version number 0.1.0.00, although there have already been improvements; they do not affect compatibility.

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The spaceport and cargo-loading interface

Well then, another update. We now have a complete new spaceport interface through which the colony and ships can interact. Today I finished implementing a working mechanism for loading cargo onto a ship, on both client and server. It's simplified for now, but it works.

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Translated from Russian

The ship can now jump between star systems

Victory. It turned out to be much harder than planned, but the necessary component works. The little ship flies to a jump point and jumps to another star system. And it appears there, whether your computer and client are switched on or not. It works on both the client and the server.

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