Recently we released the massive V0.9 update to Predestination, our second last major update before we hit V1.0 and officially enter our final beta phase, at which point we can start delivering all of the remaining content (singleplayer missions, kickstarter backer content etc) and heavily polishing the game up for full release. We’ve been busy working on V1.0 and on a few unannounced things since V0.9 went live, and in this Dev Update we’d like to share details of all of that with you along with an updated estimate on the impending release of V1.0.
The biggest change is that we’ve upgraded the Predestination engine from using parts of the old XNA 3.1 framework to using the newer MonoGame framework. This took considerable work but is now complete and will lead to performance improvements, 64-bit compatibility, memory problems solved, more scope for modders, and possibly even cross-platform support. We’ve also recorded voice lines to spice up the Diplomacy system, added a Score screen after each game to let you know how well you did, and we’re part way through developing the first Challenge Map. Also on the agenda for V1.0 are major improvements to fleet combat (both gameplay and graphics improvements), graphical improvements to weapons, new sound effects, notification improvements, building models, and AI improvements.
We’ve just released the enormous V0.9.9.0 update, the last update before we hit the big V1.0 release and enter the iteration and refinement phase. This update includes a massive overhaul of the Diplomacy gameplay with an all-new favour system, new diplomatic advisors, several new technologies, the Threats and Coercions system, a new Star Claim feature, and significant improvements to the AI diplomacy algorithms. The Spying gameplay has been improved with a simpler deployment system (including Send Spy shortcut buttons), changes to the spy missions themselves, new technologies, and Spying being finally tied into the Diplomacy AI.
This update also completely revamps the main menu screen with new visuals and highly requested features such as a load game panel, finishes off the New Game screen with the ability to pick your race colour and crashed ship types, and completes the dropdown menu interface with the final Fleets menu to let you see all of your ships at a glance. We’ve also improved the galaxy generation algorithm, tweaked the Aquatic race balance, added our second-last set of building and infrastructure models, filled the remaining gaps in the diplomacy text, and more.
Read on for a full progress report on everything in the V0.9.9.0 update. This update is so big that we’ll be releasing information on what’s coming next in the big V1.0 release and beyond in a further update article soon!
Following the recent implementation of the singleplayer mission system and robotic race overhaul, we successfully deployed V0.9.8.0 earlier this month. We’ve released a number of fixes for reported bugs and the game is now running smoothly as V0.9.8.4.
This update adds all but one of the dropdown menu interfaces that help players organise their growing empires a lot more effectively, keeping track of planets you’ve discovered and alerting you to problems in your colonies. We also took the opportunity to implement custom player-designed starbases, improve starbase technologies, and improve the 3D ship designer user interface to make it easier to find the ship parts you want and modify existing designs.
Read on for a full breakdown and progress report on everything in V0.9.8.0 and details of what’s to come in V0.9.9.0.
We’ve just released V0.9.7.0 and activated the first Singleplayer Mission in the Predestination storyline. You can play this mission after updating your game to 0.9.7.0 by pressing the Singleplayer Mission button on the main menu. In this dev update, we’ll be talking about the Singleplayer Mission system and getting an in-depth look at the mission editing and modding toolset that we’ve built as part of our mission framework. We’ll also discuss the significant improvements to the Robotic race gameplay in this patch, small UI improvements, the Morale/Health/Security V2.0 overhaul, and a slew of other gameplay improvements. Finally, we discuss plans for the next update, which will finish off the remaining dropdown menus, completely overhaul the main menu, add more content throughout the game, and make some much-needed UI improvements.
Read on for a full breakdown and progress report on everything in 0.9.7.0 and details of what’s to come in 0.9.8.0.
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 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).
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.
This is going to be a colossal dev update, as we’ve been pushing out patches at a much faster pace since the release of the 3D ship designer. In this dev update, I’ll round up all the work that’s been deployed in the last month and a bit, from the deployment of Race Archetypes and Race Stats to the release of Ship Captains and Planet Leaders, and the most recent Tax system update. Then I’ll look briefly at the next steps for Predestination and what you can expect from future patches.
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!