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 our previous dev update, we showed off the complete overhaul of our 3D ship designer, the Galactic Council that meets to vote on matters of galactic importance, and improvements to the sociology tech tree. We also discussed plans for our ambitious Art Patch (V0.9.5.0), which was to introduce HD planet textures, ship models for several races, a start sequence animation, and victory sequences for the various victory conditions in the game.
The Art Patch took a few weeks longer than expected as we decided to add narration voiceover to all of the victory and start sequences, and adding new races of ship models to the 3D ship designer turned out to be a bigger technical challenge than we thought, but this update is now live on Steam! Since then we’ve implemented all of the core mechanics for spying and have begun writing the storyline for the singleplayer campaign. The next milestone for the Predestination Alpha (patch V0.9.6.0) will include the UI for Spying, add all of the spy technologies proposed in the previous dev update, and a War AI system that will analyse enemy empires for weakness, declare war, and send ships to attack.
Read on for a full breakdown and progress report on of all of this and more.
In last month’s dev update, I discussed the new ship crew XP and salvage system, Temporal Rift investigations, diplomacy AI improvements, and details of a complete overhaul of the galaxy generation code and planet distributions. A lot has happened since that patch went live, and overall it’s definitely been a productive month. We had some disappointment when Predestination was unfortunately rejected by GOG.com, but we made great progress on the tech trees, iterated on several features based on feedback, and laid the ground work for victory conditions. We also had some internal discussions about the increased competition in the 4X genre and spent some time writing a report on Predestination for NI Screen (a company who gave us a small business loan last year). And there was some really happy news too as our Project Manager Tina Lauro and our Art Director Steven Pollock got married (to each other!).
Read on for a preview of the tech trees as they will be in the next major update and details of new weapons technologies in addition to changes to terraforming, shield facing, weapon mods, and more. We’ll also take a brief look at work on the start sequence and victory screen that will let us tell the story of Predestination.
I’m pleased to announce that we’ve just hit another major milestone with the first release of our awesome 3D ship designer tool. The tool has now been integrated into the game through the shipyard screen and allows players to design their own ships from the ground up using a simple drag-and-drop interface. Unlike most other ship designers that force the player to attach parts on specific join points or hardpoints, our designer lets you place ship parts literally anywhere on your ship for complete creative freedom. You can rotate parts around the X, Y and Z axis, change their sizes, make them invisible, and flip or mirror them on any axis. You can even copy and paste entire groups of parts if you want to duplicate something multiple times on a ship.
We’re extremely proud of the 3D ship designer and so excited to be able to finally start delivering it to backers. This release contains ship parts for the Renegades faction, which all races currently share. Our art director Steven Pollock is hard at work on the ship parts for the other races and we’ll be deploying those in future updates along with a slew of new researchable ship weapons and modules and other promised features such as player-designed space stations and custom ship decals.
We’ve started a thread on the forum to collect your feedback and suggestions explicitly for the 3D ship designer, and will be watching the crash reports and bug reports carefully this week in case the designer has unexpected bugs with certain graphics cards or systems. Check out the rest of this update for more information on the 3D ship designer and a video of it in action!
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
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
Galaxy Beta V 2.0 has now been through internal testing and all beta backers will be mailed shortly with installation instructions and a download link. This beta is a major milestone for Predestination and a big step forward toward release, containing both the latest version of the Fleet Combat gameplay and the final major gameplay iteration on Predestination’s planetary gameplay. We’ll try to put together a video soon showing how the game now plays for those who aren’t in the beta, and of course the testers are free to make their own videos or streams of it since there’s no NDA on our betas.
In this post, I’ll look at what’s changed in this beta, and the next steps for Predestination. This beta stage consists of three main scenarios: Fleet Combat V 2.0, Planetary Colonisation V 2.0, and the latest version of the Galaxy map (which unlocks after you win the planet scenario). We’d appreciate any feedback you have on the beta scenarios, and we’re particularly interested in hearing how you like the revamped planetary gameplay. If you’re a tester and get a moment to check out the latest beta, please head over to the forum and let us know what you think because it really does help us a ton with 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.