It’s been an exciting month for Predestination, with Gamescom behind us and a lot of progress made on the game. Diplomacy Patches #1 (Patch Notes) and #2 (Patch Notes) have now been released, adding the core diplomacy features and a new Strategic Resource system to the game. We’re now going to take a break from Diplomacy to work on some more essential features like wormholes, planet specials, random events, race stats, and the 2D map option. These will all come asd part of this week’s General Feature Patch #1, which we hope to deploy on Friday September 4th. In this update, I’ll summarise the diplomacy updates we’ve added to the game this month, detail everything in General Feature Patch #1, and talk about our new weekly development and release schedule!
Since our last dev update, we’ve released the Trade Routes and System UI overhaul we discussed in our last update and have fixed a truckload of crashes and bugs in other areas of the game. Anyone who’s been getting an OutOfMemoryException crash on saving the game will be happy to know that we’ve managed to solve this problem and tested it with a fully explored galaxy. The next patch will also add the highly requested sound and music volume sliders in the options panel, and we’ve added new graphical effects and race music to the New Game screen to add some much needed immersion.
The main focus of the next patch is on Diplomacy, so I wanted to take some time out to talk about our plans. Diplomacy is a huge part of any 4X game, and one that is often overlooked in favour of combat and economic mechanics, but we want it to be an important part of Predestination. Ideally, a clever player should be able to play a fully diplomatic game without ever being forced into war and combat if they don’t want to. We recently reached out to you for your feedback and ideas on Diplomacy, and in this article I’ll delve into our final design, which has been broken down into four smaller patches. Note that we may take a break between patch 2 and 3 or between patch 3 and 4 to work on other major gameplay systems.
We’re super-excited about the new and very-much-improved Predestination website and we really hope you are too! It may take regular visitors a while to get used to our new look, but I think we can all agree that it’s a positive change. We’d received several comments about how dated and clunky the old layout was, so we opted for a much cleaner look that signposts the key information much more clearly for our fans. Read More
In the previous dev update, I showed the tax system, ground combat, and the fleet combat overhaul that we’ve added to the Predestination Alpha since its release on Steam Early Access. This month we’ve built the Trade Route feature that will really make your space empire come together on a galactic scale, improved the UI, fixed an enormous number of bugs and crashes, and we have been texturing our building models for inclusion in a later update. Check out the video below to see the Trade Route feature in operation, and read on for the full details of recent development progress on Predestination: Read More
The Early Access alpha release of Predestination has been in the wild for a while now, and it’s safe to say it’s been a hit with those who have tried it! Now that the dust has settled and we’re back into a steady development pace, we’d like to get back to writing regular updates for the Kickstarter and blog and catch you all up on what we’ve been working on. In this massive catch-up update, I’ll take a look at how the Early Access launch went, dig into our major Fleet Combat and Ground Combat update that’s set to launch in a few days, and look at our plans for the future. Read More