Not all the races in Predestination will be organic; The race below assembled itself from a crashed transport full of worker droids, service bots and military hardware. To survive, they had to adapt themselves to their new home and fossil fuel energy sources. We haven’t named the race yet, but the population and ships will have a steampunk visual style. Different tasks like industry or research will be completed by specialised robots, so the military robots may look very different to the researchers or workers. Below is concept art for the race’s industrial worker droids, produced by our new character artist Connor Murphy: Read More
Predestination 4X game Galaxy Map: System window demonstration
Please watch fullscreen (1080p available). The video’s a bit darker and a lot blurrier than the actual game because YouTube is bloody awful at encoding videos, but you get a clear enough idea of the effect in fullscreen. Read More
Space 4X games are typically played on a 2D map, not because of any technical limitation but for gameplay reasons. 3D maps are difficult to visualise and strategise on, for example they make it more difficult to see the area of space owned by a particular enemy. Those games that do have a 3D map tend to mechanically simplify it with a “star lane” mechanic where ships can only travel along set paths between certain stars. For all intents and purposes, that isn’t a 3D map any more; it has eliminated any mechanics that actually use the third dimension. The alternative is to use a 2D map (like this one below), which is requires a bit more suspension of disbelief.
While I don’t want to diverge too heavily from the fundamental mechanics of the genre’s previously successful games, I do want to have a crack at bringing a third dimension to the map in a way that avoids these problems. If you’re interested in space 4X games, please leave a comment on this post about whether you’d want a 2D map or 3D, or answer the post with anything else you’d like to add. I’d really appreciate it! Read More
An example of the playable galaxy map screen when it’s generated in 2D. It would also be possible to generate the map in 3D and then flatten it to 2D, this shouldn’t cause overlapping stars but might make the distances between stars unintuitive. Read More
One of the challenges in developing a space 4X game is that the game has to be played on the colony, solar system and galaxy levels. Master of Orion II had separate galaxy map and colony management screens, and the solar system view was a small window that opened inside the galaxy screen. This was handy because sometimes you’d exit out from a planet and want to fast-forward a few turns before returning to that planet. I like this functionality, and want to preserve it in Predestination.
This means I need separate galaxy and colony views, which I can already do with my GalaxyScreen and PlanetScreen. These are distinct screens that can be switched between instantly, but I need to build a visually smooth transition between them. On selecting a planet, I’d like the game to zoom in on the planet before switching to the PlanetScreen so that the two screens look identical and you don’t notice the transition. I also need a solar system window that can be brought up in GalaxyScreen. Read More
Today I mark the start of a new year by kicking a new project into high gear. It’s always been a dream of mine to develop a space 4X game, and more specifically to develop a spiritual successor to Master of Orion II. MOO2’s own sequel was a colossal let-down, removing most of the elements that made its predecessor great and ignoring decades of 4X games from which to draw inspiration. Since then we’ve seen some great titles like Galactic Civilisations and Sins of a Solar Empire, but I don’t feel like any have really recaptured the magic of MOO2.
This year I’m now in the perfect position to make that dream a reality. I have a stable job as EVE Online columnist and contributing editor for MMO blog Massively, which pays the bills but leaves most of each week free to work on the project. I also live with two close friends, one a talented artist and the other an all-around clever clogs with a flare for planning, management, writing and social networking. Although I write for a living, I am a programmer with a Masters degree in computer science from one of the UK’s top universities. Read More