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Dev Log: The Contract Exchange – Why Everything in Colonies – From Mining to War to Diplomacy – is Just a Contract

In most strategy games, you manage your empire with queues and build orders. In most simulations, agents act based on schedules or scripts. In Colonies: Genesis of E.D.E.N., you do something different: You write contracts. Every action—whether it’s launching a satellite, delivering food, researching a cure, or sending a drone strike—is expressed through the Contract…

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Dev Log: Rethinking CelestialBody Hierarchies and Orbital Architecture

Date: May 27, 2025 Over the weekend and into today, I took a hard look at how celestial objects and orbital relationships are structured in the simulation. What began as a cleanup effort turned into a broader reconsideration of how CelestialBody, StarSystem, and related components like Barycenter, AsteroidField, and LagrangePoint are organized. The original design…

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Dev Log: Declarative, Data-Bound UIBuilder System Online

Date: May 26, 2025 Tags: #ui #framework #nextsteps Something major clicked into place this week — and it happened fast. What began as a push to build a clean Orbit Editor UI quickly evolved into the birth of a fully modular, declarative, and data-bound UI system for Colonies: Genesis of E.D.E.N.. It wasn’t just a…