Hey guys, I hope everyone had a great holiday and a happy new year! We’ve had a short break over the holiday period and are now back and hard at work getting the Early Access ready for the general public.
I just wanted to drop you all a quick message to apologise for the delay in getting the Early Access ready and to answer a few questions that people have asked us. This delay is my fault as I initially planned to push the Early Access out to beta backers before Christmas and work through the holiday period to get it ready for Steam, but in the end I wasn’t able to fix all the critical bugs before Christmas and ended up taking some days off for the holidays. As I’m the only programmer working on Predestination, the development schedule is very sensitive to any time I take off or any stubborn bugs that take longer than usual to fix.
Before we can release, we have to investigate a fix a few game-breaking bugs that will stop the game from being played properly. The Galaxy AI has mysteriously stopped colonising new planets, for example, and it’s not building combat ships to defend planets. There’s also a bug that lets you bomb an enemy planet while there are ships and starbases in orbit that should be able to defend, and some of the new UIs aren’t exactly working as intended. I’m now working my way through all of these problems and expect to have them resolved within the next few days. Then we have a little extra work to actually get the game into the Steam back-end and ready to test, and we’ll be ready to rock! Read More
Hey everyone! I’m happy to report that the bulk of work on the Predestination Alpha release is now finished and it’s nearly ready for release! All that’s left to do is to finish up a few pieces of the user interface, add some new research items and tutorial popups, do some internal testing to catch obvious bugs and crashes, and then roll it out to our beta backers for a while to catch any bugs that slip through the net. Since Steam is busy with its Christmas sales all December, we’re going to aim to get all that completed and get the alpha polished and ready for public release for the end of the month.
I want you all to know that we aren’t wasting any time here. We’ve already started moving forward with Steam to deploy the game as an Early Access release, and we’re now applying to Desura’s Alpha Funding programme for a hopefully simultaneous release. We’re also putting together some PR and advertising for the alpha’s release and we have a writer working on race histories and short stories in the Predestination universe to update our website with. In addition, we’re putting together a full development roadmap with version numbers and feature milestones to help manage expectations and keep everyone in the loop for the rest of development. Read More
Last month I estimated there to be around 180 hours of programming tasks remaining for the Early Access release. Although that estimation proved to be a bit optimistic and other unforseen tasks popped up throughout October, we’ve made a lot of progress toward the Early Access version and are confident that it will be ready for deployment by the end of November.
In October, we completed and began testing on the Planet and Galaxy AIs, implemented a system for bombing planets, added a new survey ship mechanic for pre-scanning planets before colonisation, a Command Points system, and transport freighters. We’ve also added right-click radial menus to cities, infrastructure and buildings, revamped the shipyard screen, added the graphics for each race to the Race Select screen, filled out some of the dropdown menus that were missing in previous test versions, and overhauled the boring old research pane with shiny new graphics that we think you’ll love! Read More
Hey guys! Firstly, I’d like to apologise for the lack of a development update last month. We’ve been working hard on getting our upcoming Early Access version ready, but I realise it’s important to keep our backers in the loop with regular updates. The Early Access release will be a fully playable version of the game’s sandbox mode with most of the major features implemented. You’ll be able to colonise the galaxy, research new technologies, make diplomatic deals with alien empires, manage your planets with blueprints, engage in tactical combat with AI-controlled fleets, and bomb enemy planets into oblivion. We aim to release this version on Steam to expand the beta tester pool and get more feedback on the game.
We’ve compiled a list of the remaining features that need to be completed for this release, broken it down into a series of tasks and estimated how long each task will take. We’re fairly confident that the Early Access version will be ready by the end of October. In this update, I’ll look at what we’ve accomplished recently and the tasks still to complete before we can hit Early Access. Read More
Galaxy Beta V 2.0 has now been through internal testing and all beta backers will be mailed shortly with installation instructions and a download link. This beta is a major milestone for Predestination and a big step forward toward release, containing both the latest version of the Fleet Combat gameplay and the final major gameplay iteration on Predestination’s planetary gameplay. We’ll try to put together a video soon showing how the game now plays for those who aren’t in the beta, and of course the testers are free to make their own videos or streams of it since there’s no NDA on our betas.
In this post, I’ll look at what’s changed in this beta, and the next steps for Predestination. This beta stage consists of three main scenarios: Fleet Combat V 2.0, Planetary Colonisation V 2.0, and the latest version of the Galaxy map (which unlocks after you win the planet scenario). We’d appreciate any feedback you have on the beta scenarios, and we’re particularly interested in hearing how you like the revamped planetary gameplay. If you’re a tester and get a moment to check out the latest beta, please head over to the forum and let us know what you think because it really does help us a ton with development. Read More
June was a jam-packed month for us; We showed off Predestination at Comic Con Belfast and Q Con XXI, performed an iteration on the Fleet Combat gameplay, worked on a lot of new building and ship models, and completely redesigned the city system. We’ve also switched to a new newsletter system to make sure that everyone is definitely receiving important development updates, and are now working hard on the next beta release: Galaxy Beta V2.0. This update is due for release within the next two weeks and will contain all of the planet and city changes discussed in the May and June dev updates, in addition to a newly overhauled version of the Fleet Combat gameplay.
Update (2nd August): The next beta stage will be out within the next few days along with a full breakdown of the new gameplay. Read More
Our next monthly dev update is due soon, but before that I’d like to take a more detailed look at the Predestination Beta’s upcoming city revamp, which forms the second part of what we hope will be the final major iteration on Predestination’s planetary gameplay. A short summary of the changes will be part of the next dev update or you can skip ahead to Step 4 to read them, but for those interested in the game design process, this post will go through the steps we took to arrive at the new version of the City and Blueprint systems.
The first iteration of the Galaxy beta has now been in backers’ hands for just over a month, and we’ve been working hard on fixing bugs and addressing the gameplay issues it raised. Your bug reports have helped us track down and fix several major crashes and game-breaking bugs, and your feedback is helping to direct Predestination’s development. Feedback from the Galaxy beta indicates that the planetary gameplay needs more work, performance needs to be improved on low-end systems, and areas like the research system could use a little more work, so that’s exactly what we’re doing.
As we’re now well into June, there have been a few requests for an updated release schedule. We’re quickly learning that game development isn’t an exact science, that not everything goes to plan and that most games go through delays and feature cutbacks as they approach completion. Our number one commitment has always been to make Predestination the best 4X game we possibly can with the limited resources available to us, and to iterate on the core gameplay until it feels right. That means we’re never able to fully guarantee a release date or a schedule for future stages of testing, but the tradeoff is that we definitely won’t push the game out the door in an unfinished or unplayable state.
What we can promise is that we’ll continue releasing our monthly development updates to keep you up to date on how the game is progressing, and that we’ll listen to your feedback and ideas at every step of the way. In this month’s development update, I’ll run down all of the major changes being made in response to your feedback on the Galaxy Beta. These changes will be released later this month as part of Galaxy Beta V2.0, and we’re keen to hear your thoughts on the changes now. We’ve started a poll and discussion thread over on the Predestination forums and would love to hear your thoughts on the information below: Read More
The first iteration of the galaxy beta is now complete, it’s been through internal testing, and we’ll be sending out links to all of our beta backers over the next few days. For those of you who aren’t in the beta, this post will summarise the new features and overhauled gameplay that has made it into this version.
Pre-warp stage: The galaxy beta starts with a focused test of the pre-warp stage of the game. Players start the game immediately after crash-landing on a planet and setting up a city near the crash site. To get back into space, you must research four key technologies to rediscover warp travel:
- Stellar Cartography – After developing space telescopes or land-based observatories, this mapping technology unlocks the galaxy map necessary for plotting fleet movements.
- Ship Fuel Cell – With your original ship’s fuel source depleted, you need to develop a new fuel cell capable of powering a warp drive. It uses either nuclear materials or sustainable biofuels, depending on which tech you’ve chosen.
- Orbital Shipyard – A building necessary for the design and production of ships.
- Space Programme – Launch a Satellite into orbit as part of a formal space programme. The satellite can expend 1000 stored energy to scan the entire planet’s surface and is exclusive to your capitol city on the homeworld.
We’d like to apologise for the delay in getting this month’s development update together, there’s been a lot of development progress made this month and we’ve also been buried under a mountain of paperwork! We’ve now implemented the research system, temporal rifts, nebula effects on the galaxy map, shipyards, ship crews, colony blueprints, the renewable energy scanner, and over 40 functional technologies! We’ve also got concept art blockouts completed for the ships that will be in the game, which are broken down into blocks for the 3D Ship Designer, and our 3D modelers are still working away on getting new buildings complete.
Some of this month’s work has taken a lot longer than anticipated to complete, unfortunately, and we’ve had quite a bit of bureaucracy to deal with this month on the business side of Brain and Nerd that has detracted from development time. As a result, our original release schedule aiming for release at the end of March or start of April has had to be revised. We want to put this game in your hands as much as you want to play it, but we need to do this right and can’t release the game until it’s ready. Read More