As I mentioned recently in a quick progress update on the blog, the Early Access Alpha version of Predestination is now complete. We were stumped for some time by some unexpected bugs, such as the Galaxy AI not colonising planets, some AI races not leaving their home planets or building defenses, and a bug that let you ignore ships and starbases in orbit of a planet and bomb it anyway.
We’ve even had the planet suddenly taking off and chasing ships around the map in fleet combat and user interface elements flying off the screen! Suffice to say, squashing bugs has been priority number one in the studio: we know you are patiently waiting to get your hands on the game.
We’re happy to report that Predestination’s alpha build is now all fixed and ready to go! Read More
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
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
As we mentioned during the Predestination Kickstarter campaign, one of our biggest goals with the game is to help kick-start the game development industry here in Northern Ireland. There are currently no established development studios here able to offer jobs, and so each year dozens of highly qualified university graduates are forced to move abroad to get jobs in the industry. We may not be able to offer full-time employment just yet, but we’re doing what we can to help build up the local games industry by engaging with students who are aiming for a career in game development. Read More