Head-tracking in Predestination, for a 3D perspective without expensive equipment

This week I’m working hard on putting together a Kickstarter campaign so I haven’t had much time to work on gameplay. But I wanted to show off an exciting development this week: Head-tracking.

Remember the video below from a few years back? In it, Johnny Lee showed off his awesome head tracking demo for games using a Wiimote connected to his PC. It turns a monitor or TV into a portal into a virtual room that visually reacts to movement exactly as viewing a real 3D box through a window would. Objects can even be seen to float out in front of the screen, providing a real 3D experience without the need for an expensive 3D monitor. In fact, all you need to pull this off is a Wiimote and a cheap pair of safety glasses with infra red LEDs in them. Read More

The blueprint system – Fixing the micromanagement problem

Every single 4X game has the same basic flaw — as the game progresses, the micromanagement that was fun gameplay at the start becomes a bother later in the game when colony numbers scale up. Building up one colony is fun, but building up dozens that are all at different stages of development is irritating. When you’re busy sending ships all over the galaxy and playing the political endgame, there’s usually no time for colonisation or to direct conquered worlds. The only game to solve this issue was perhaps Master of Orion III, and it only did so by putting an AI in control and making the game essentially play itself. That’s not a solution, it’s a disaster.

I propose a simple, elegant solution to the colony micromanagement problem that should let people continue colonisation well into the endgame, but without taking direct control away from the user. Read More

Space 4X game design – Colonisation

Exploration and colonisation are two of the four fundamental pillars of game design in a 4X game, and I’ve been thinking a lot recently about how I want to handle them in my game. I’ve put up a new page on the site with all my thoughts and prototype designs for colonisation, but I’m going to cover each idea in its own blog post.

Exploration at a planetary level:

At the start of the game, you have a single colony on an unexplored planet. You’ll send out scout ships to nearby areas of the map on search missions to find resources and other things. A mock-up of a part of the map is below: Read More