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).
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
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
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
A video of the 3D galaxy map for Predestination. Please watch it in 720p fullscreen, otherwise a lot of important small details like the lines between stars and the galactic plane are lost. 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