We’ve just launched the second round of the Predestination beta, introducing the planetary exploration and colonisation gameplay. If you’re one of our beta backers or are otherwise signed up to test the game, check your Kickstarter mail or email for a message from us with a download link. If you were supposed to be in the beta but didn’t get an email, please send us an email to email@example.com and we’ll sort it out for you.
As with the previous beta stage, there’s no NDA and you can talk about it or make videos if you like, but we would appreciate it if wouldn’t share the beta or download link publicly. It’s not quite ready for public consumption yet and is still using mostly placeholder 3D models and sounds that may change before release. If you’re not in the beta but still want to see the progress we’ve made this month, check out the video below of us playing through it and let us know what you think!
Some games are practically finished by the time they get to beta, but indies like us really do need your help to test everything. We need to know how well the planetary portion of the game performs on your PC and whether you encounter any bugs or glitches. We’d also love to hear what you like about the gameplay, what you think should be improved before release, and any ideas you have for new buildings and technologies associated with planetary colonisation. To that end, we’ve added three new stickied threads to the beta forum:
Help / Instructions Thread - If you’re having trouble getting the game to install or run, or would like to ask the developers any questions.
General Feedback Thread - All feedback on gameplay, the UI, performance, and any suggestions or ideas should go here.
Bug Reporting Thread - Report any bugs encountered during play, including graphical glitches and any gameplay issues that arise.
If the game crashes, a dialog box will also appear and allow you to submit a bug report straight to us with a screenshot and details. We would appreciate it if you could fill this in and submit it, as it really will help us squash bugs.
Another hundred games were Greenlit yesterday, which means we’re now about 96% of the way into the top 100 remaining projects. Valve seems to be greenlighting games in large batches, so we need your help to push us as far up the list as possible before the next batch hits. You can help by sharing the Greenlight link on your social networks and sending gaming news sites tips on Predestination and why you think it deserves coverage.
Predestination will be sold by direct download with no DRM as promised, but getting greenlit would let us also release on Steam and access a huge market, giving us the funds to continue developing and produce free updates as well as DLC and expansions.
A huge thank-you from Brain and Nerd to everyone who has supported us so far!
The Predestination Combat Beta is now live. If you’re signed up to beta test the game, check your Kickstarter mail or email for a message from us with a link to download the game. If you’re supposed to be in the beta and haven’t received the link by the morning of Friday 20th, please email firstname.lastname@example.org or message us on Kickstarter and we’ll sort it out. We would appreciate it if you would refrain from sharing the combat beta or download link publicly as the game is not ready for the general public and is still using mostly placeholder 3D models and sounds. For those of you who aren’t in the beta, check out the video below of us playing through it and let us know what you think!
This is a real beta test and the first time we’ve deployed the project to so many test computers, so we need your help to test it thoroughly. We need to know if there are any problems with running the game on your PC, what framerate you get in each of the four scenarios, what you like about the gameplay, and what you think needs to be improved. You’ve already provided us with some great ideas for weapons and technologies and useful feedback on each part of the game that we’ve shown in videos, but now you can try it out for yourself. The beta forum is now unlocked and has three stickied threads:
General Feedback Thread - All feedback on gameplay, the UI, performance, and any suggestions or ideas should go here.
Bug Reporting Thread – Report any bugs encountered during play, including graphical glitches and any gameplay issues that arise.
If the game crashes, a dialog box will also appear and allow you to submit a direct bug report with a screenshot and details. We would appreciate it if you could fill this in and submit it, as it really will help us squash bugs.
This is the first stage of the Predestination beta and focuses on the Tactical Fleet Combat gameplay. Subsequent stages will introduce the planetary and galaxy-level gameplay, and then we’ll tie it all together into a final version that we’ll iterate on and polish using your feedback:
Stage 1: Tactical Fleet Combat
Stage 2: Planetary Colonisation
Stage 3: Galaxy Gameplay
Stage 4: Final beta with all three combined, and worked on based on feedback from the first three stages.
This final beta stage will then undergo regular gameplay iteration and feedback cycles until it’s release quality. We’ve also managed to secure a small local arts grant to help build a 3D ship designer for the game, which should also be introduced at some point after release. If there are any changes in any of these plans, we’ll make an announcement about it.
Brain and Nerd Co-Director Tina Lauro (left) and Director Brendan Drain (Right) at the 2013 DANI Awards.
We’ve been slowly climing the ladder toward the top 100 projects on Steam Greenlight, and are now about 70% of the way there. Once we break into the top 100, Valve is more likely to take notice and Greenlight the project. The good news is that Valve has significantly increased the rate at which it greenlights games, so we stand a good chance of success if we can get enough votes to be noticed. Getting greenlit would take a lot of pressure off us as Steam is the largest digital distribution platform for games by far. Even if we get on Steam, the game will also of course be available via direct download with no DRM at all, as promised.
A huge thank-you from Brain and Nerd:
We’d like to give a huge thank-you to all of you for backing Predestination and following its development with interest, and to everyone who has voted for Predestination on Steam Greenlight or sent news about the game to gaming blogs.
It’s been a long and challenging road for us so far as a new studio embarking on its first game project during an economic slump, and there’s still some way to go, but none of this would have been possible without your initial support. If you’re in the beta, we hope you like it and promise to take all of your feedback on board. Once again, thank-you from the entire team at Brain and Nerd!
I know that many of you are looking forward to getting your hands on the first playable versions of Predestination, and I’m just dropping a quick note to say that the first beta is on its way! As we’ve previously discussed, our plan is to release the Predestination beta in stages to get more focused feedback on each area of the game before we combine it all together into the final beta. The plan is to release three individual stages covering the three main areas of the game, and then to combine them into one final beta stage:
Stage 1: Tactical Fleet Combat
Stage 2: Planetary Colonisation
Stage 3: Galaxy Gameplay
Stage 4: Final beta with all three combined. This will then undergo regular gameplay iteration and feedback cycles until it’s release quality.
We initially set a target of the end of August or start of September for deploying the fleet combat beta. The bad news is that this has been slightly delayed as we think it needs a bit more work before collecting feedback. The good news is that it should be released later this week and it’ll come with an in-game tutorial and four test scenarios. If you’re one of our beta tester backers, you’ll be sent the link via Kickstarter or email. We’ll also be doing our usual development roundup on Kickstarter at the same time the beta goes out.
We hope you’ll love the fleet combat beta when it comes out very soon. Thanks so much for all of your support, we couldn’t have made it this far without it!
It’s hard to believe that another month has just rolled by, but it’s already that time of the month again! We’ve been hard at it this month to build on the good progress we’ve already made on Predestination, and while the team are beginning to resemble creatures straight out of a 1950s horror movie every morning, the game is really coming together! We here at Brain and Nerd can’t wait to show you what we’ve been working on, so let’s get cracking!
Last month we talked about the work that has been done on the game’s AI, the Zl’oq and Kazzír were revealed, and we talked about scouting. This month, we want to focus on gameplay and show you some up-to-date progress on how the game is actually running. In previous updates, we’ve been able to mention what we’ve been working on and explain what we’ve been doing, but we really haven’t been able to show much in the way of gameplay because much of the UI wasn’t in place. It’s difficult to show anything when using placeholders and patching together screens with blu-tack and paper clips! We now have enough of the UI constructed and tied together to be able to join together some of the different parts of the game and show you some sample gameplay.
Dev highlights for July:
Orbital resource scans.
Planetary resources are now global (explained below).
Expeditions that secure resources (explained below).
New user interface for the planet screen.
Long-range system scans.
Colony ships are now in the game, and colonisation now works.
Diplomacy pane and race relationship diagram.
Fleet combat is now fully hooked into the galaxy screen.
The first iteration of the Tactical Combat UI is now complete.
Togglable Hide Grid option for fleet combat that only shows movement and firing arcs.
The basic AI has been battle-tested.
Larger ship sizes are now available.
Of course, this is all work in progress and is by no means final. Some of the planned features aren’t in the game yet such as the Blueprint system and Ship Designer and we still have many parts of the UI that need to be finished, but we do hope this gives you a better idea of how this game is going to play when the time comes to let it run in the wild!
We’ve been sifting through a lot of feedback from the forum and our recently released Greenlight page, and have noticed that some people are worried that colonisation and planetary exploration might become too complex. While our blueprint system will solve the micromanagement problem associated with having a large empire, we wanted to be sure that the colonisation gameplay wasn’t too time-consuming. This month we hammered out a few changes and new features that should achieve this:
Orbital Resource Scans:
Exploring planets for resources still felt a bit hit-or-miss even after last month’s scouting optimisations, so we’ve streamlined the process with orbital scans. Planets in systems you have visited will now display large circles indicating roughly where each resource is. You’ll still have to use scouts to pinpoint exactly where each resource is, but you’ll now have a clear indication of roughly where they are. Researchable technologies can make orbital scans more precise, and rare finds and random events are not shown on the scan to keep some elements of surprise.
If you saw last month’s update, you’ll know that we added a new swarm AI to planetary scouts that lets them work together to explore areas near your colonies. The AI prioritises unexplored squares near your colonies and will work efficiently when left to its own devices. Now that you can see roughly where the resources are with orbital scans, we’ve added a new waypoint system that lets you tell your scouts which areas to prioritise when exploring. You can set waypoints anywhere on the map (such as in the middle of a pack of undiscovered resources) and the Scout AI will treat it as if it’s a colony and explore all the nearby squares. Scouts can also now be instructed to go to anywhere on the planet, so you can send one to your newly created waypoint to get him started immediately.
One of the big challenges we face in designing our colonisation system is how to let players design re-usable city blueprints when the resources available on a planet won’t necessarily be evenly distributed. We discussed several different approaches to this on the forum and debated it around the Brain and Nerd whiteboard, and came up with a solution.
Resources that you find on planets, such as ore or coal, are now globally available. That means you can build a city next to three ore resources on one side of your planet, for example, and then use that ore in a city on the other side. Global counters are kept for each type of raw resource linked to your cities, and certain buildings will consume units from the counter. For example, a fossil fuel power plant uses up one coal resource and outputs 25MW of energy. Resources near a city (in the green area) are automatically linked to it for free. Resources outside a city can still be acquired by sending an expedition team to secure them, which incurs a cost per turn in logistics upkeep.
Certain buildings will consume raw resources and output a refined material. If I have five ore units on a planet, for example, I can build up to five ore refineries that output a certain amount of metals each turn. Raw resources can’t be stockpiled or stored themselves, only fed into buildings, added to trade negotiations with other races, or piped to another planet using a freighter to set up a trade route.
Both of these changes should combine to make it much easier to run a planet using reusable city blueprints. For example, if a planet has 30 ore resources and 10 food, you might build two farming cities, two residential cities to use all the food to produce taxable population, three ore refinery cities, and one food/metal storage city full of silos and shields. If another planet has only 20 ore but 20 food, you would just build more farms and residential cities and fewer refineries rather than having to individually tailor each city to its the nearby resources.
We’ve received several comments that the fleet combat part of the game doesn’t really fit in with the visual style established by the rest of the game. Predestination has a very dark deep-space visual theme, and a gray 2D hexagonal map didn’t really look as good next to that. We’ve now added a new toggle option to switch the tactical plane on and off, and made it off by default so that more of the background and ship visuals come through. Check out the video above at the 5:00 mark to see what it looks like, and please let us know what you think!
We’ve had a few people asking about the first beta test, so we wanted to outline what our current plans are for that. I can confirm that the first phase will be soon- how soon? We’re hoping and aiming for the end of August. We are planning to run the Predestination beta in stages to get more focused feedback, with the first stage being a Fleet Combat test. The second phase will be a test of the Planetary Colonisation system, and the third phase will be the full beta for the game proper, with the Galaxy Gameplay, Planetary Colonisation and Tactical Fleet combat all playable. We’ll have more news on each stage closer to its release time; right now, we’re going to focus our efforts in the short term on getting the first phase rolled out.
Finally, we all want to thank all of you guys and gals for the huge response we’ve had on Steam Greenlight! At the time of writing, we have had 6,118 ‘YES’ votes and we’ve had over 20,000 people view our page in just 35 days. We’re making good progress, but in truth, we really need your help on this one, because we’re going to need a lot more support if we’re to make it to the top 100 and have a better chance for consideration! Please tell your friends, pester your Steam friends, tell your neighbours, tell your plushie Companion Cube that we all know you keep hidden behind your pillow! Shout it from the rooftops, people:- PREDESTINATION NEEDS YOU!
Hello everyone! It’s certainly been a productive month here at Brain and Nerd, not to mention a very, very busy one! Between Game Development, two more Work Experience students, preparation for ‘Q-CON’ and preparing to launch our Steam Greenlight page we’ve certainly not been short of things to do this month!
We’re very pleased to announce that the Predestination Steam Greenlight page is now LIVE! We urge all our Backers, Supporters, Friends, Friends of Friends, Acquaintances, Steam Friends, Social Buddies, Random Strangers, Wandering Monsters, Robots and Pets to go and up-vote PREDESTINATION! Help us to deliver Predestination worldwide on the PC’s most popular and widely used platform! We’re also on Desura and IndieDB, and we have a wishlist page on Good Old Games so be sure to follow us on those as well!
With Queens University Belfast’s ‘Q-CON’ Gaming & Anime Convention just one day away, we’re preparing for an absolutely mammoth weekend of fun and hard work and we’ll be in full force to spread the word about the game! With over 2200 attendees last year, Q-CON is only getting bigger, and our own Brendan and Tina will be doing a talk at ‘Q-ED Sessions‘ which will hopefully lead to some more interest, and maybe ultimately allow us to secure a few more pre-orders!
Development of the game is running along smoothly. Brendan has taken his previous hard work on the tactical fleet combat and has built upon it by working on the first iteration of the Fleet AI. At the moment, the AI is able to work out all of the possible moves that it can make, and evaluates all available moves based on a set of parameters.
The AI considers variables like how much damage it’d take if it moves, how much damage it’ll deal back to the enemy, whether the move will enter firing range, or simply put it closer to the enemy just to name a few examples. Certain Races can be set as more aggressive by valuing dealing damage over a strong defense, or can be made more safety conscious by preferring safer moves, like evading enemy weapons range, over dangerous or riskier moves. While this is all very much work-in-progress, it’s definitely a step in the right direction!
We wanted with Predestination to allow the player a number of options for Scouting planets, while also reducing the need for busywork as your game advances and your empire grows. I asked Brendan about what he has been working on as far as Scouting and he has come up with an interesting way to do it- here is what he has to say about it;
‘In a few previous updates, we’ve talked about Predestinations full planetary exploration system. At the start of the game, you have one colony on a largely unexplored planet, and you’ll begin sending out scouts to survey areas for resources. You can either manually tell the scouts where to go or just set them on autopilot if you don’t want to micromanage them. The design goal is to make it so that manually directing your scouts will provide a small advantage in the early game, but that this advantage will become increasingly obsolete as the game goes on and more advanced scanning technology is developed.
In the old system, the player didn’t really have any way of knowing where the resources were, so manually directing your scouts wasn’t much better than setting them on auto-pilot. This month we solved that problem by adding a new game mechanic that shows roughly where resources are. A large circle is drawn on the map around each resource, and the resource can be anywhere inside the circle. The circle first appears when you get close, or you can perform a scan from orbit to reveal them. You can also now send your scouts directly to any point on the map and they will head there and scan any square in their path. This all combines to make manually scouting an interesting hunt for resources.
Scouts were also taking far too many turns to explore, so I removed the need to return to their home colony to refuel. Each colony will now launch a scout when it’s created, which will work autonomously without returning to base. The scout will disappear if its colony is destroyed, and you can launch more by building the appropriate building in the colony. To make all of this work, I had to develop a brand new auto-scouting system that lets the scouts work together. The autopilot now weighs up the distance to nearby hexes with their distance from the nearest colony so that they will always explore outward in circles. They also prioritise unexplored areas near new colonies, producing decent results without a lot of micromanagement. Check out the video below to see three scouts working together’
We introduced the Feline Race back in March and asked for your feedback. Based on this feedback Connor has been hard at work, and has provided us with new artwork for this race! After having a massive brainstorming session we’ve decided on a name for them; ‘The Kazzír.’
We think it fits the vibe of who they are, as well as the new design artwork very well… speaking of which- we’re really excited to be able to show you the new artwork that Connor has done for them! We tried to incorporate the spirit of what Nuala came up with, combined with an art style that is more reflective of the Predestination universe. We absolutely love the result!
Feline Race Artwork
Name Decided for Aquatic Race!
We also discussed the Aquatic race quite a bit this month, and again, after a lot of discussion, reading the forums and plenty of deliberation we’ve started fleshing them out. We decided to name them ‘The Zl’oq.’ These guys are anything but elegant, so we think it sounds sufficiently brutal! It’s a very guttural sound that you could imagine coming from a sea creature.
A full race reveal with example Starting Techs and some interesting gameplay unique to the aquatic race archetype will be coming soon!
Wish us luck for Q-CON!
We’d like to take the opportunity to thank all of you, our backers and supporters, for your continual feedback, your suggestions and your support! We wouldn’t have made it this far without you!
Over the past few months, we’ve been designing Predestination’s main races and working on core gameplay mechanics like ship design, tactical combat, galaxy generation, and planetary colonisation. A lot of really cool features are now in the game, but it’s difficult to show how they work without a user interface, so this month we’ve been working on building a solid UI framework into the game engine and rolling it out on the galaxy map screen.
Our goal for the Galaxy Map is to make it look and feel like an advanced astrometrics lab, with all of the information your race has about the galaxy at your fingertips. We want you to be able to do most of your turn-to-turn empire management without leaving this screen, and to be able to immediately tell what’s going on in the galaxy by keeping an eye on the map. When designing the Galaxy Map interface, we had a few rules in mind:
Every window or information pane should have a specific place in the UI, so that your screen doesn’t become a mess of open windows.
The player shouldn’t be overwhelmed with information. Information should only appear when necessary and text should be kept to a minimum.
The UI must be scaleable and easy for players to mod.
Every UI element has to have a smooth animation or transition and a corresponding audio cue. The audio is not currently in the game, but placeholder cues have been inserted into the code for every action.
Dev update video:
We’re still finishing up parts of the galaxy map UI, such as the quick fleet movement and mini-map, and will then begin rolling out the new UI framework into the planetary colonisation and tactical ship combat parts of the game. Head over to the official UI feedback thread to let us know what you think of the UI so far, and to let us know ideas you have for the UI or problems you’ve noticed in other 4X game UIs that you’d like us to avoid.
April is over and development on Predestination is going well. This month we completed the internal workings for the ship design and weapon technology systems, finished hooking the tactical combat system into the main game and tidied that system up. We implemented tons of your ideas into the ship combat system, like smart-missiles that deploy mines around the target, weapons that fire clouds of charged plasma, and deployable minefields for planet defense. Thanks so much for all of your great ideas and feedback!
Character artist Connor Murphy has finished our final core race (the yet-to-be-named Aquatic race) and completed a fantastic visual reboot of our first robotic race, The Starforged. You can see the new artwork for both races below! We’ve also been working with Connor on figuring out the best way to approach the backer-sponsored race artwork.
Based on your feedback, Connor has already started to revamp the feline race we showed in last month’s update with more realistic artwork that matches the rest of the game’s visual style, and I think you’ll be pleased with the results when it’s finished. Once that’s finished, we’ll be in touch with all of our race designer backers to get started on getting them into the game.
The yet-to-be-named Aquatics are our sixth and final core race apart from the backer races, and we’d love to hear your ideas on what they should be like in-game. We see them as aggressive militarists who see ownership of every ocean planet in the galaxy as their sovereign right. We see them as a dictatorship that interacts with other races through intimidation and military threat more than diplomacy. Industry and research would probably take a hit from working under water, but their natural hunting instincts would make them excellent ship pilots.
The Aquatic race will definitely start the game with some kind of mech suit that grants bonuses to ground combat, as they needed this technology to achieve space flight and interact with other races. They are just as at-home on Terran planets as Ocean, but would probably actively flood Terran worlds to make them less useful to other races. They may also have developed technology that can thaw out a tundra planet by injecting radioactive elements into the planet’s core and flooding the atmosphere with greenhouse gases.
Rather than deciding on the race’s abilities and name ourselves, we’ve decided to open the Aquatics up to the community! We’d love to hear your suggestions for a name for this race, stats or traits you think they should have, and any special technologies they should start with. We’d also love to hear your ideas on what technologies and special traits you’d like all aquatic races in Predestination to have. Leave a comment here or head over to the aquatic race feedback thread on the forum and let us know what you think! We’ll publish a full race reveal in two week’s time when we’ve picked our favourite suggestions!
Above is the rebooted artwork for The Starforged, the first race we revealed during the Kickstarter campaign. Connor felt that the art needed an update to match the visual quality of newer races like the Sauros, and I think he’s done an amazing job on the reboot. The Starforged soldier unit is on the left, the scientist is in the middle, and the worker/civilian robot is on the right. We’ve nicknamed the worker the “Espresso machine”
Combat resolution: One of the things we implemented this month was the combat resolution system that decides when fights happen and what the battlefield looks like. Fleets in Predestination move in FTL once per turn and only meet each other at destinations like stars and temporal rifts. When two fleets meet, both players can select from four courses of action and the combination of options selected determines what happens:
Attack Planet: Attempt to attack a selected enemy planet in the system. The enemy must have a planet in the system for this option to be highlighted. You start on one side of the battlefield, and the enemy planet is visible in the background on the other side. Planetary defences like starbases and orbital cannons are automatically placed on the enemy side.
Defend: This puts your fleet into a defensive posture and does not engage the enemy fleet. If the enemy fleet selects to attack a planet in the system that you own, your fleet automatically defends that planet and is included in the combat against that planet.
Intercept: Attempts to intercept the enemy fleet early and engage. If the enemy fleet selects Attack a planet, this option will instead engage the enemy in open space (no planet bonuses). If the enemy fleet selects to Defend, there’s a 50% chance that you’ll catch them in open space and start combat and a 50% chance that no combat will happen at all.
Retreat: Attempts to retreat and set course to the nearest friendly star system. If the enemy fleet selects the Intercept option, there’s a 50% chance of catching your fleet and beginning combat in open space and a 50% chance they get away safely.
Battlefield generation: The battlefield will now take into account the star system you’re in. Battles in systems with asteroid belts are likely to take place inside the belt, while battles inside a nebula will be filled with nebular gas clouds. Battles over a planet will also display the planet in the background behind the defending fleet, and orbital cannons and starbases will be placed on the battlefield.
We have a few more ideas up our sleeves for more natural battlefield modifiers, like pirate hideouts in a system or even space monsters interrupting your battle! The battlefield size will also scale up with the number of ships involved and the maximum range of the ships involved. This way every battle will start with the opposing fleets placed between one and two turns worth of movement away from each other. This should stop snipers from dominating as nobody will be in range to fire on the first round.
Ship placement round: Before each combat begins, you’ll place your ships and structures on the battlefield. We plan to make it possible to pre-design a layout and save it with your fleet for future battles, but right now that feature is not implemented. Battles in orbit of a planet will have starbases and orbital cannons in fixed positions if the planet has built them. Researchable technologies will also add deployables like mine fields, shield bubbles, cloaking fields and nebulae so you can come up with a clever strategy for system defense and design your ships around them. The ship placement phase is a blind phase, so you don’t know where the enemy has placed his ships or structures until you submit your layout. Think of this like setting up a chess board, except you get to decide where each piece goes.
First combat round: The first round of combat after placing ships in Predestination will be mostly movement. The longest-range ships will not be in firing range of the enemy fleet yet; missiles and drones can be fired but will take at least two turns to reach the enemy. This lets you set up strategic positioning to counter the enemy’s selected fleet layout. For example, you may notice that the enemy has laid a minefield in front of its snipers and decide to send ships around the side to avoid them.
The rest of the combat: The player’s and enemy’s ships will will take turns as usual for the rest of the game, like a game of chess where each move is a reaction to the other player’s. For example, the enemy may fire missiles at your large battleship and you may move some point defense frigates into positions where they can shoot down the missiles. Combat ends when all of one side’s ships have been eliminated or are no longer on the battlefield. Ships can retreat at any time during the battle by activating the Warp Drive module (built into all ships). This has a charge-up time of one full round, making the ship leave the battlefield on its next turn.
We’ve been working on a lot of the core planetary and fleet combat code of Predestination so far, but it’s difficult to show off interesting ship weapons or galactic exploration without a good user interface. The next step for us is to work really hard on those user interfaces and get as many of them into the game this month as possible. As a side-effect, we’ll be able to show you more of our progress in videos and live demos, giving a clearer impression of how the game will actually play when it’s finished.
So far we’ve focused on trying to put together one big monthly update for our Kickstarter backers and fans following the Predestination development blog. We’re doing a lot of work steadily throughout the month but then trying to cram it all into one roundup article like this or a race reveal post. We’ve had a few requests from backers for more frequent updates and more community engagement, so I wanted to put this question out to the community. Would you like to see more frequent updates containing earlier work-in-progress artwork, game development, user interfaces, buildings etc? Our options are essentially:
Monthly updates: One big update every month summarising that month’s progress (like this post).
Frequent updates: Posting early work-in-progress artwork, buildings, gameplay and user interfaces separately with just a few lines or paragraphs of text explaining each one.
Both: Do the smaller updates, and then summarise them each month in a smaller roundup article on the blog and Kickstarter.
We’d love to start doing more frequent updates if that’s what the community wants. The updates would be a lot more rough and subject to change, but it would let us collect feedback earlier in the development process. Please let us know in the comments or head over to the official update poll on the forum and vote!
The past month has been jam-packed for the Predestination crew. We made a lot of progress with the fleet combat part of the game, designed our first reptilian race (The Sauros), and hosted work experience weeks for two students aiming for careers in the games industry. We also moved to a new house with more office space to work in and applied for some government funding to help your pledges stretch further.
Update notes for fleet combat:
Added projectile weapons such as mass drivers, with their own graphical effects.
Added dumb missiles that travel to the target hex and explode, or explode early if they enter a hex with another ship or object in it.
Implemented smart missile AI that locks onto a ship and follows it, avoiding obstacles.
Added interceptors. They use the smart missile AI and attack the target ship every turn until destroyed.
Implemented area-effect weapons (smartbombs, area missiles).
Implemented proximity mines and cloaked proximity mines.
Created some basic explosion effects with screen shake, and a timing system to synch explosion graphics and screen shake with sound effect volume.
Implemented a module system that lets us create interesting non-weapon ship technologies. Modules added so far include: Holographic Projector Matrix (creates decoy holographic ships), Afterburner (double movement for one round, then takes a round to recharge), Shield booster (consumes movement points to boost shield hitpoints), Cloaking device (ship is invisible until its next turn, but then takes a round to recharge).
Fleets can now engage each other in the galaxy view, which switches to the fleet battle screen.
Ships can now retreat from combat. They will wait for one full round without moving or attacking and then warp out.
Combat now detects the winner when one side’s ships are all destroyed or warp out.
Ships destroyed in combat are now removed from the galaxy view.
As part of the Kickstarter campaign, many people selected rewards such as your own custom-designed commander, missile, building, singleplayer level or core game race. Almost everyone has now submitted their commander and missile ideas, and our race and level designers have let us know how they’d like to be contacted to discuss their ideas. We had hoped to get back to all of you by now to confirm your selections, but are unfortunately running a little behind schedule due to moving house.
Those of you who have submitted commander, missile, or building designs will be emailed by Tina soon to confirm that your designs are good to go. Level and race designers will be contacted personally to get a brief outline of their ideas, but don’t worry if you haven’t got much of an idea yet as we don’t need the full details just yet. If you wanted to upgrade your pledge for any of these rewards but missed the end of the campaign, you can upgrade your pledge at our Paypal Upgrade page or send us an email with your inquiry.
One of our big goals with Predestination is to help kickstart the Northern Ireland games industry and help emerging talent get into game development. With that in mind, we’ve spent part of this past month organising work experience weeks for students aiming to get into the industry. Our latest student was the extremely talented budding concept artist Nuala Mc Garry, who is already producing fantastic character art at the age of just 15.
In addition to giving Nuala some experience in the industry and advice on education paths, we were able to send her home with a new graphics tablet and an upgraded PC to help her continue developing her talents. This would not have been possible without all the support and pre-orders pledged through Kickstarter and Paypal. Your support has made a big difference to one talented young artist this month, and on her behalf we’d like to say thank you!
As part of her work experience, Nuala created her own race with unique concept art, technology and lore. They’re a species of intelligent feline humanoids whose culture revolves around entertainment and gadgets and treats fighter pilots and scientists as celebrities. The race isn’t named yet and we’d like to open that up to the community. If you have any name ideas or just want to give some feedback, please head over to the race’s official thread or leave a comment here on the blog!
The [Suggest a name] are a feline humanoid race discovered on a Terran planet near the Human empire’s borders. It’s not known whether the species is natural or the result of genetic experimentation, but they predate the Human empire and have shown incredible intelligence and adaptability. Their society revolves around entertainment and research, with great technological accomplishments being spurred by competition to make the ultimate gadgets and televised sports.
The race to achieve space flight, break the lightspeed barrier, and colonise other worlds were all sponsored by entertainment megacorporations looking for the next big show. When first contact was made with the Humans, the event was televised across the homeworld and eventually led to an alliance between the two empires that persists to this day. Not to be underestimated, the [Suggest a name] have repelled several attempted invasions of their space by turning the war effort itself into a form of entertainment. Fighter pilots became celebrities overnight, and research labs competed to make flashier and more inventive defensive technologies.
When the Revenants were unleashed on the galaxy, the [Suggest a name] were the only race able to sometimes successfully evade the attacking ships. Using clever holographic modules to hide ships and project decoys into space, pilots were able to evacuate millions of citizens from colonised planets across the sector. It’s thanks to their efforts that so many ships survived to take part in the final battle with the Revenants. Now sent back in time, they seek to explore space, find their former allies, and develop technology that can stop the Revenants once and for all.
Possible race stats and abilities:
As a humanoid race, the [Suggest a name] are most at home on Terran worlds but can adapt to live in other environments. Their diminutive stature makes them poorly suited to ground combat, but quick reflexes makes them excellent fighter pilots. The celebrity status their society grants fighter pilots attracts a lot of legendary ship captains, and normal ship crew are more likely to achieve legendary acclaim following a successful battle. Their culture emphasises openness and honesty, increasing morale on all planets but making them vulnerable to spies. They also freely trade their entertainment programmes with allies, adding a free empire-wide morale boost to all trade agreements with other species.
Example stats: (not finalised, just to give an idea of the abilities we think they’ll have)
+10% Morale On All Planets
+2 Research Per Turn From Research Labs
-20 Ground Combat Rating
-10% Spy Mission Success Chance
Cultural Traders: Your empire freely exchanges its culture and entertainment with other nations. Trade pacts with your empire increase global morale across both your empire and the empire you’re trading with by 10%. This effect can stack for each new race you establish trade agreements with, up to a maximum of 50%.
Natural Fighter Pilots: Quick reflexes make your people natural fighter pilots who favour small hulls over larger ships. +50% beam and projectile defense on small and medium sized hulls, but -25% beam and projectile defense on larger ships.
Legendary Pilots: Double the normal chance for a legendary ship captain to emerge following a successful fleet battle, and ship captains will cost half as much per turn to employ.
Possible starting technologies:
Each race starts the game with several advanced technologies that are either not available for research or can only normally be researched late in the game. Possible starting technologies for this race include:
Camera Array (Ship module): An array of high-definition cameras are fitted inside and outside the ship, recording footage of fleet combat to be used as propaganda. If your fleet wins a battle with a ship carrying this module, all planets in your empire get +10% morale for 10 turns.
Holographic projector (Ship module): Holographic projectors are hooked directly to the ship’s power core, allowing the ship to project fake versions of itself into space. This ship module can be activated in combat to split the ship in three, moving the real ship into one of the three hexes directly ahead and placing decoys in the remaining two hexes. Decoys last for one full round and are instantly destroyed if fired on, but are otherwise identical to the original ship.
Cultural Hub (Building): You can only have one of this building in your entire empire. The city it’s built in becomes a huge cultural hub, completely eliminating all morale penalties on the planet. This allows higher taxation and prevents revolts and unrest.
Thanks for your feedback!
A huge thank you to everyone who has supported Predestination on Kickstarter or via Paypal, and a special thanks to fans who have contributed feedback on updates and shared their ideas on our forum. As always, we’re eagre to hear any feedback you have on this update or any ideas or questions you have relating to it. Head over to the official feedback thread or leave a comment on this post!
The purple Monitor Sauros: The shamanistic ruling caste and diplomatic contacts for the empire. They are native to the desert regions of their home world and are worshiped as if they were gods.
The white Albino Sauros: A rare breed possessing an immense intellect. They are native to desert regions and are responsible for all scientific discovery in the empire.
The green Jungle Sauros: Have been selectively bred to be the perfect labourers and ground combatants. They are native to the jungles of their home world and make up the majority of the Saurosian population.
The Saurosian Empire is one of the oldest and most feared cultures in the Predestination universe. The desert-dwelling ruling caste conquered the jungles of their homeworld, enslaving the primitive jungle race as a worker force and military army. In breeding massive slave armies, the Sauros soon overpopulated their home planet and were forced to expand into space. The empire slowly grew without interference for millennia, producing colossal armoured hulk ships and protecting its borders from intrusion.
The Sauros watched as other species emerged into space and began colonising the stars, but rejected all attempts at contact and co-habitation. No-one dared enter Saurosian space, and they liked it that way. When the Revenants were unleashed on the galaxy and started destroying their hatchery worlds, the empire finally broke its silence and led the younger races into war. But despite their advanced technology, even the ancient Saurosian hulks couldn’t stand against the Revenants.
At the final battle with the Revenants, the last surviving hulk was torn apart by temporal rifts and pulled back in time, crash-landing on a terran world. Now cut off from their empire, the Sauros have only a few scraps of advanced technology remaining and several technological relics whose secrets remain to be unlocked. The Sauros now aim to rebuild their civilisation and stop the younger races that might foolishly wake the Revenants again in the past.
(Sauros story trailer still to come)
Race stats and abilities:
As a reptilian race, the Sauros are at home on Desert worlds and have a penalty to living on Ocean and Tundra worlds. Military expansionists by nature, the Sauros have a bonus to armour hitpoints, ground combat and diplomatic intimidation. The species’ isolationist ways give them a large diplomatic penalty with other races, and their starting planet contains ancient artifacts left over from the crashed ship. Example stats for the Sauros are below: (Stats are not finalised but are intended to give a general idea of what we’re thinking of)
+10% Armour Hitpoints
+15 Ground Combat Rating
+10 Intimidation (bonus to diplomatic extortion)
-20 Diplomacy (penalty to friendly diplomacy)
-50% Population Growth Rate
Ancient Artifacts: Home world contains ancient artifact resources that increase research output. Once your race reaches a certain tech level, the artifact turns into a usable item.
Low Metabolism: Population use half the normal amount of food per turn.
Sauros starting technologies: Each race starts the game with several advanced technologies. The Sauros start with a number of technologies left over from the crashed hulk ship:
Assault shuttles: Armoured shuttles are fitted with shaped charges and fired at enemy ships. They pierce the enemy’s hull and deliver marines that try to capture the ship and kill its crew. Enemy shields must be down for the shuttles to penetrate.
Reactive armour: An inert polymer is inserted between two layers of hull armour. Dissipates some of the impact energy from projectiles, increasing the effective toughness of the armour. Reduces damage from projectile weapons by 10%, and cannot be penetrated by assault shuttles unless the hull is exposed (armour hitpoints are all gone).
Reptilian race archetype:
Unique gameplay: Each of the four race archetypes in Predestination (Humanoid, Aquatic, Reptilian and Mechanoid) has its own unique gameplay that will hopefully feel iconic to that type of race. Reptilian cities feature a unique hatchery for storing and hatching eggs, and an organised breeding area to speed up their usually slow reproductive habits. Players can decide what percentage of the hatchery building to dedicate to each particular sub-race of their species: Workers/Ground troops, Scientists, or the Diplomatic ruling caste. This will in turn provide bonuses to Production, Research, or Morale/Tax at that colony.
Unique tech field: Reptilian races have access to a unique technology field full of upgrades to the hatchery to let you specialise each city to a particular task. A few ideas we’ve had for possible upgrades include:
Heat Lamps: Improves the population output of the hatchery by 25%.
Farm Upgrade: Uses up one food resource linked to the city, but gives a large bonus to population output of the hatchery.
Training Center: All workers are trained as ground troops and give a bonus against invasion. *We could also have training centers for scientists and diplomats
Forced Breeding: An emergency option to produce extra ground troops.
Euthanasia: Can kill existing population and replace them with another species. For example, can kill workers and replace them with scientists. Has a huge morale penalty.
Genetic Manipulation: Can convert existing population units from one subspecies to another. For example, can turn all workers into scientists. No morale penalty.
Throughout February we’ve been working on Predestination’s planetary exploration and colonisation gameplay, designing the first Reptile race, and sorting through the ideas from our Kickstarter backers. With the core planet gameplay complete and the reptile race reveal in the works, we’re shifting development focus to a part of the game we didn’t really get the chance to properly show during the Kickstarter campaign: Tactical fleet combat.
Every space 4X game has some kind of ship combat system, but most games have chosen to discard the MOO2-style tactical combat in favour of realtime 3D gameplay or even automated fights that you have very little control over. With Predestination, we plan to not only revive turn-based tactical combat but revolutionise it!