Following the recent implementation of the singleplayer mission system and robotic race overhaul, we successfully deployed V0.9.8.0 earlier this month. We’ve released a number of fixes for reported bugs and the game is now running smoothly as V0.9.8.4.
This update adds all but one of the dropdown menu interfaces that help players organise their growing empires a lot more effectively, keeping track of planets you’ve discovered and alerting you to problems in your colonies. We also took the opportunity to implement custom player-designed starbases, improve starbase technologies, and improve the 3D ship designer user interface to make it easier to find the ship parts you want and modify existing designs.
Read on for a full breakdown and progress report on everything in V0.9.8.0 and details of what’s to come in V0.9.9.0.
For the past few months we’ve been working on some big features and AI upgrades for Predestination, which have now been deployed as Update V0.9.6.0. This update includes the Spying gameplay and its associated technologies, advanced new weapons designed by some of our Kickstarter backers, planetary resource distribution improvements, and a brand new War AI system that intelligently selects targets and wages war against enemy nations. Also included in this update is a revised version of the morale, security and health systems, robotic race improvements, Galaxy AI improvements, and a huge number of bug-fixes and other changes.
This update paves the way for us to start work on the final major features for the game before we are feature-complete: The first episodic storyline mission, mission-modding capabilities, and the unfinished Fleets and Planets dropdown menus. We’re working hard on getting these features complete as quickly as possible and will be deploying them as V0.9.7.0, and after that all we should have left before we’re at the main version 1.0 release is content such as additional races of ship models, more random events and disasters, some new technologies, Kickstarter backer content, and UI improvements. At the same time, we can focus on polishing and iterating based on your feedback and get ready for the main launch and to get started on free post-release updates.
In this dev update, I’ll go into detail on everything in version 0.9.6.0 and talk a little about what’s coming in 0.9.7.0.
In the previous dev update, we delved into the details of a massive technology tree revamp that was in the works for Predestination, including dozens of new ship modules and weapons and the Improvements/Synergies tech tree. We fully tested and deployed the tech tree update last month, and we released five follow-up patches thoughout the month of May to correct new bugs and crashes caused by the update. I’d like to give a huge thanks to everyone sending in bug reports on the Steam Early Access forum and those of you submitting crash reports, it really helped us get on top of this.
This month we’ve been working hard on some really exciting features! We’ve developed the key storyline event that causes the Revenant Homeworld to decloak at a certain point during the game, tempting players to plunder it for technology at the risk of waking up the Revenants. If the Revenants awake, they periodically launch fleets out to annihilate populated worlds. We’ve completed the Galactic Domination, Scientific Victory and Destroy Revenants victory conditions, and have made several big improvements to be released in V0.9.3.0.
Those who like to play a diplomatic game will be excited to hear that we’re going to add a UN-style Galactic Council that meets to vote on important issues and that this will tie into a deep Diplomatic victory condition. And everyone will be happy to know that V0.9.3.0 will add some major optimisations on the game. We’ve managed to reduce RAM usage by over 35%, cut map generation and planet generation times by up to 50%, eliminate over 60% of the startup initialisation time, and reduced End Turn delays by up to 90%!
Read on for a full detailed breakdown of everything that we’re currently working on and everything that’s coming in V0.9.3.0 (estimated release in about 1 week).
In our previous dev update, we added the Revenant faction and talked about Temporal Rifts that can open throughout the game and spit out Revenant ships to attack. This month we activated that feature and expanded on it with a whole series of new Temporal Rift events and and an entirely new Rift Investigation mechanic that spawns the rift inside fleet combat. As part of this system, we’ve re-activated the salvage gameplay on the Fleet Combat Victory Screen and added ship crew XP to this screen. We’ve also made a number of improvements and optimisations to the Galaxy generation code and galaxy graphics, and fixed a ton of bugs and crashes.
As expected, we lost some dev time recently due to boring but necessary parts of running a business such as putting together our corporation tax return and documentation for the British Film Institute to get the game accredited as a British video game. We also took a weekend out to attend the 2016 global game jam, which was a ton of fun! Now that we’re through all that, we’re ramping things up and moving on to develop victory conditions, the Revenant Planet event, the Synergies tech tree, and start on tech era 4. This will take us considerably closer to the big version 1.0 release, so we hope you like it and continue to follow our development this month.
Read on for a full breakdown of what we’ve added since the last dev update, and a preview of the victory conditions and other features we’re currently working on:
This is going to be a colossal dev update, as we’ve been pushing out patches at a much faster pace since the release of the 3D ship designer. In this dev update, I’ll round up all the work that’s been deployed in the last month and a bit, from the deployment of Race Archetypes and Race Stats to the release of Ship Captains and Planet Leaders, and the most recent Tax system update. Then I’ll look briefly at the next steps for Predestination and what you can expect from future patches.
In the previous dev update, I showed the tax system, ground combat, and the fleet combat overhaul that we’ve added to the Predestination Alpha since its release on Steam Early Access. This month we’ve built the Trade Route feature that will really make your space empire come together on a galactic scale, improved the UI, fixed an enormous number of bugs and crashes, and we have been texturing our building models for inclusion in a later update. Check out the video below to see the Trade Route feature in operation, and read on for the full details of recent development progress on Predestination: 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
Over the past few months, we’ve been designing Predestination’s main races and working on core gameplay mechanics like ship design, tactical combat, galaxy generation, and planetary colonisation. A lot of really cool features are now in the game, but it’s difficult to show how they work without a user interface, so this month we’ve been working on building a solid UI framework into the game engine and rolling it out on the galaxy map screen.
Our goal for the Galaxy Map is to make it look and feel like an advanced astrometrics lab, with all of the information your race has about the galaxy at your fingertips. We want you to be able to do most of your turn-to-turn empire management without leaving this screen, and to be able to immediately tell what’s going on in the galaxy by keeping an eye on the map. When designing the Galaxy Map interface, we had a few rules in mind:
- Every window or information pane should have a specific place in the UI, so that your screen doesn’t become a mess of open windows.
- The player shouldn’t be overwhelmed with information. Information should only appear when necessary and text should be kept to a minimum.
- The UI must be scaleable and easy for players to mod.
- Every UI element has to have a smooth animation or transition and a corresponding audio cue. The audio is not currently in the game, but placeholder cues have been inserted into the code for every action.
The past month has been jam-packed for the Predestination crew. We made a lot of progress with the fleet combat part of the game, designed our first reptilian race (The Sauros), and hosted work experience weeks for two students aiming for careers in the games industry. We also moved to a new house with more office space to work in and applied for some government funding to help your pledges stretch further.
Update notes for fleet combat:
- Added projectile weapons such as mass drivers, with their own graphical effects.
- Added dumb missiles that travel to the target hex and explode, or explode early if they enter a hex with another ship or object in it.
- Implemented smart missile AI that locks onto a ship and follows it, avoiding obstacles.
- Added interceptors. They use the smart missile AI and attack the target ship every turn until destroyed.
- Implemented area-effect weapons (smartbombs, area missiles).
- Implemented proximity mines and cloaked proximity mines.
- Created some basic explosion effects with screen shake, and a timing system to synch explosion graphics and screen shake with sound effect volume.
- Implemented a module system that lets us create interesting non-weapon ship technologies. Modules added so far include: Holographic Projector Matrix (creates decoy holographic ships), Afterburner (double movement for one round, then takes a round to recharge), Shield booster (consumes movement points to boost shield hitpoints), Cloaking device (ship is invisible until its next turn, but then takes a round to recharge).
- Fleets can now engage each other in the galaxy view, which switches to the fleet battle screen.
- Ships can now retreat from combat. They will wait for one full round without moving or attacking and then warp out.
- Combat now detects the winner when one side’s ships are all destroyed or warp out.
- Ships destroyed in combat are now removed from the galaxy view.
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