It’s been an exciting month for Predestination, with Gamescom behind us and a lot of progress made on the game. Diplomacy Patches #1 (Patch Notes) and #2 (Patch Notes) have now been released, adding the core diplomacy features and a new Strategic Resource system to the game. We’re now going to take a break from Diplomacy to work on some more essential features like wormholes, planet specials, random events, race stats, and the 2D map option. These will all come asd part of this week’s General Feature Patch #1, which we hope to deploy on Friday September 4th. In this update, I’ll summarise the diplomacy updates we’ve added to the game this month, detail everything in General Feature Patch #1, and talk about our new weekly development and release schedule!
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.
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
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
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’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