Since our last dev update, we’ve released the Trade Routes and System UI overhaul we discussed in our last update and have fixed a truckload of crashes and bugs in other areas of the game. Anyone who’s been getting an OutOfMemoryException crash on saving the game will be happy to know that we’ve managed to solve this problem and tested it with a fully explored galaxy. The next patch will also add the highly requested sound and music volume sliders in the options panel, and we’ve added new graphical effects and race music to the New Game screen to add some much needed immersion.
The main focus of the next patch is on Diplomacy, so I wanted to take some time out to talk about our plans. Diplomacy is a huge part of any 4X game, and one that is often overlooked in favour of combat and economic mechanics, but we want it to be an important part of Predestination. Ideally, a clever player should be able to play a fully diplomatic game without ever being forced into war and combat if they don’t want to. We recently reached out to you for your feedback and ideas on Diplomacy, and in this article I’ll delve into our final design, which has been broken down into four smaller patches. Note that we may take a break between patch 2 and 3 or between patch 3 and 4 to work on other major gameplay systems.
The Early Access alpha release of Predestination has been in the wild for a while now, and it’s safe to say it’s been a hit with those who have tried it! Now that the dust has settled and we’re back into a steady development pace, we’d like to get back to writing regular updates for the Kickstarter and blog and catch you all up on what we’ve been working on. In this massive catch-up update, I’ll take a look at how the Early Access launch went, dig into our major Fleet Combat and Ground Combat update that’s set to launch in a few days, and look at our plans for the future. Read More
Hey everyone! I’m happy to report that the bulk of work on the Predestination Alpha release is now finished and it’s nearly ready for release! All that’s left to do is to finish up a few pieces of the user interface, add some new research items and tutorial popups, do some internal testing to catch obvious bugs and crashes, and then roll it out to our beta backers for a while to catch any bugs that slip through the net. Since Steam is busy with its Christmas sales all December, we’re going to aim to get all that completed and get the alpha polished and ready for public release for the end of the month.
I want you all to know that we aren’t wasting any time here. We’ve already started moving forward with Steam to deploy the game as an Early Access release, and we’re now applying to Desura’s Alpha Funding programme for a hopefully simultaneous release. We’re also putting together some PR and advertising for the alpha’s release and we have a writer working on race histories and short stories in the Predestination universe to update our website with. In addition, we’re putting together a full development roadmap with version numbers and feature milestones to help manage expectations and keep everyone in the loop for the rest of development. Read More
June was a jam-packed month for us; We showed off Predestination at Comic Con Belfast and Q Con XXI, performed an iteration on the Fleet Combat gameplay, worked on a lot of new building and ship models, and completely redesigned the city system. We’ve also switched to a new newsletter system to make sure that everyone is definitely receiving important development updates, and are now working hard on the next beta release: Galaxy Beta V2.0. This update is due for release within the next two weeks and will contain all of the planet and city changes discussed in the May and June dev updates, in addition to a newly overhauled version of the Fleet Combat gameplay.
Update (2nd August): The next beta stage will be out within the next few days along with a full breakdown of the new gameplay. Read More
Our next monthly dev update is due soon, but before that I’d like to take a more detailed look at the Predestination Beta’s upcoming city revamp, which forms the second part of what we hope will be the final major iteration on Predestination’s planetary gameplay. A short summary of the changes will be part of the next dev update or you can skip ahead to Step 4 to read them, but for those interested in the game design process, this post will go through the steps we took to arrive at the new version of the City and Blueprint systems.
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’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
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
This week I’ve been working on a prototype of the planetary exploration feature discussed on the Colonisation page. The plan was to split each planet up into a grid, and then have the player survey squares to find out what’s there. Exploration only needs to be done once for every planet, and it’s the only way to find resources or increase a planet’s maximum population. The idea is that every time you colonise a new world you’ll explore it and decide how to capitalise on what you’ve found. You might find the planet has a lot of ore deposits, for example, and build extra factories to take advantage of it. Or you might find ancient ruins to build research outposts on, or a uranium deposit that would let you put up a nuclear power plant.
As you progress in the game, you’ll get technologies that make scanning a planet faster and easier, like scanning tech that can spend reserve energy to scan a square, several squares, or a full screen instantly. Ultimately, you’d get the tech to automatically scan all planets from orbit so that when you’re in the late game war stages you don’t have to deal with the micromanagement of exploring new planets. Below is a video of the current gameplay prototype of this exploration system (using massive placeholder models for ore deposits etc). Watch in 1080p fullscreen if possible: Read More