The first iteration of the Galaxy beta has now been in backers’ hands for just over a month, and we’ve been working hard on fixing bugs and addressing the gameplay issues it raised. Your bug reports have helped us track down and fix several major crashes and game-breaking bugs, and your feedback is helping to direct Predestination’s development. Feedback from the Galaxy beta indicates that the planetary gameplay needs more work, performance needs to be improved on low-end systems, and areas like the research system could use a little more work, so that’s exactly what we’re doing.
As we’re now well into June, there have been a few requests for an updated release schedule. We’re quickly learning that game development isn’t an exact science, that not everything goes to plan and that most games go through delays and feature cutbacks as they approach completion. Our number one commitment has always been to make Predestination the best 4X game we possibly can with the limited resources available to us, and to iterate on the core gameplay until it feels right. That means we’re never able to fully guarantee a release date or a schedule for future stages of testing, but the tradeoff is that we definitely won’t push the game out the door in an unfinished or unplayable state.
What we can promise is that we’ll continue releasing our monthly development updates to keep you up to date on how the game is progressing, and that we’ll listen to your feedback and ideas at every step of the way. In this month’s development update, I’ll run down all of the major changes being made in response to your feedback on the Galaxy Beta. These changes will be released later this month as part of Galaxy Beta V2.0, and we’re keen to hear your thoughts on the changes now. We’ve started a poll and discussion thread over on the Predestination forums and would love to hear your thoughts on the information below: Read More
We’d like to apologise for the delay in getting this month’s development update together, there’s been a lot of development progress made this month and we’ve also been buried under a mountain of paperwork! We’ve now implemented the research system, temporal rifts, nebula effects on the galaxy map, shipyards, ship crews, colony blueprints, the renewable energy scanner, and over 40 functional technologies! We’ve also got concept art blockouts completed for the ships that will be in the game, which are broken down into blocks for the 3D Ship Designer, and our 3D modelers are still working away on getting new buildings complete.
Some of this month’s work has taken a lot longer than anticipated to complete, unfortunately, and we’ve had quite a bit of bureaucracy to deal with this month on the business side of Brain and Nerd that has detracted from development time. As a result, our original release schedule aiming for release at the end of March or start of April has had to be revised. We want to put this game in your hands as much as you want to play it, but we need to do this right and can’t release the game until it’s ready. 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
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.
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.
In last week’s development update, I showed recent work on the planetary colonisation that made the exploration grid visible from orbit. This week I updated it so that you can even direct your exploration efforts from orbit and developed a new resource distribution algorithm, but I ran into a small problem: If you add in enough resources to keep exploration interesting, you’d end up with a ton of colonies to build on each world. To solve this problem, I decided to try out a new system inspired partly by Civilization. Read More
As part of the Kickstarter campaign, many of you picked the option to design your own commander, missile or building for Predestination. This post will explain all of the options you have to choose from for each. When you’ve made your selection, email the details to email@example.com along with your Kickstarter username. If you have any ideas that aren’t in this post, please post a comment here or include them in your email.
Last week Predestination officially succeeded on Kickstarter! Thanks to a huge push in the last few days of the campaign, we managed to hit over double our initial goal and smashed the three biggest stretch goals. We’ll now have a full singleplayer story campaign, play-by-email and full online multiplayer for release.
We’ve decided to wrap up the campaign in the same spirit of transparency that we intend to keep up during Predestination’s development, so I’m releasing a ton of stats that are normally kept for the project creator’s eyes only and discussing some of the lessons we learned throughout the campaign. This kind of info from previous projects was invaluable when I was researching and putting together this campaign. I posted this originally as a Kickstarter update, but am posting it as a blog post so it can reach more future Kickstarter project creators. It’s a bit of a wall of text, but hopefully future Kickstarter creators will find it useful!
(More updates on the way)