November was a very busy month for us, so we’d like to apologise for the lateness of this month’s development roundup. We’ve been working hard on putting your feedback from the first iteration of the Fleet Combat and Planetary Colonisation betas into the game, and now have most of the suggestions implemented. The combat and planet betas have now been successfully merged together into a combined client that will become the first iteration of the galaxy beta. Work has now begun on the Galaxy screen and main UI menus, and we’re working hard on getting that ready to show to all beta backers as soon as possible.
The big news this month is that we’ve been working on a new 3D ship designer for Predestination that’s been made possible thanks to a grant from the Arts Council of Northern Ireland. We’ve got some great ideas for expanding the ship designer with extra features, and will launching a Kickstarter campaign exclusively for the 3D ship designer hopefully within the next week. We’re very excited to have locked in a basic version of the 3D ship designer as a feature, and will use the Kickstarter to see how far people would like to expand the feature. Check out the sections below for more detailed breakdowns of everything we got up to in November: Read More
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! Read More
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! Read More
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. Read More
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! Read More
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. Read More
The Sauros are Predestination’s first reptilian race! The race is composed of three distinct sub-species:
- 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.
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!
Read on for a breakdown of the Tactical Combat system, details of some fun new weapons we worked on with our work experience student Niall, and to submit your own ideas for awesome ship weapons and special abilities!
There are some big announcements coming in the next week or so for Predestination, but until then we have some new screenshots of the game in action. These screenshots show the three main parts of the game: Galaxy Management, Planetary Exploration, and Tactical Fleet Combat. All three areas are still work in progress, but they’re really starting to come together. Read More
Most game developers work behind closed doors and don’t let players see early work in progress designs. With Predestination we aim to give fans a front row seat to the game’s development and let you help develop the game with your feedback and suggestions. We have a community website launching soon where you can suggest ideas and discuss the game, and we should be finally launching our Kickstarter campaign within the next few weeks, but today we want to give you an inside look at how we’ve been designing our first race:
We wanted the robots to look like they were originally designed as humanoid robots to serve another race but have had to adapt to survive when left to fend for themselves on their starting planet. When their power sources began to run out, they had to adapt to using fossil fuels and became all steampunky. They began building new robots and reprogramming them to do new tasks like mining for coal and designing new technology. Now they’re pretty much a fully-fledged race with workers, scientists, and military robots. Our new character artist Connor Murphy turned those ideas into the five concept sketches below: Read More