The Predestination Combat Beta is now live!

fleetcombatbeta

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 combatbeta@brainandnerd.com 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

Combat system update and prototype video

Made good progress on the combat system this week. It now has:

  • Movement mechanics: Left click moves ship to the selected square, right click turns toward the selected square, end turn button cycles to next ship in initiative order
  • A glowing line indicates the path ship will take to the square you have the mouse over
  • A ghost ship shows where your ship will end up and what diredction it will be facing
  • Ships smoothly animate along the selected movement path
  • Ships now have weapons
  • Weapon firing arcs are working and show on the grid when you activate the weapon

To see the system in action, check out the prototype video below. Please post any comments you have on it and I’ll use them to help refine the next iteration. Read More

Tactical space combat: A prototype design

My original plans for tactical space combat in Predestination involved making a good attempt at turn-based 3D combat, which is something no game has done well yet. I had intended to make line-of-sight mechanics and area effects a big part of the gameplay, but every combat would have quickly become a chaotic mess. Our main goal with Predestination is to bring proper turn-based strategy back to 4X games, so after discussing the idea with the rest of the team we decided to use a classic 2D combat plane on which tactical decisions are much more obvious.

I started prototyping the combat system last week with a chess board and some coloured squares, but I quickly ended up with pages of complicated rules and movement/attack tables. The Art Director suggested a hexagonal grid and we quickly hashed out a very simple, intuitive system using that grid that we’re all very happy with. We prototyped the system using a big hexagonal gaming mat and paper cutouts and ironed out all of the flaws we could see. The end result is a tactical combat system I’m really excited about: Read More