Dev Update: Race Stats, Ship Crew, Commanders, Tax Update & Bugfixes

devupdatenovbThis 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.

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Dev Update: Diplomacy released, new release schedule, and General Feature Patch #1

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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!

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Dev Update: The full plan for Diplomacy in Predestination

diplotitleimageSince 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.

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Website Overhaul: Comments are Back and the Homepage is Pretty!

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We’re super-excited about the new and very-much-improved Predestination website and we really hope you are too! It may take regular visitors a while to get used to our new look, but I think we can all agree that it’s a positive change. We’d received several comments about how dated and clunky the old layout was, so we opted for a much cleaner look that signposts the key information much more clearly for our fans. Read More

Dev Update: Trade Routes and the new System UI

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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

Ground Combat update, Fleet Combat iteration, and plans for the next update

updateThe 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

Development Update: Dev tracker thread

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The Predestination Early Access alpha has been released on Steam for about a week now, and we’ve finally caught up with all the requests for keys and fixed a lot of high-incidence bugs. There was a small problem with the key request form during a period of heavy load, so some of you who requested a key may have been missed.

If this has happened to you, I sincerely apologise for the inconvenience. Anyone who pre-ordered the game or pledged on Kickstarter and wants a steam key should email earlyaccessrequest@brainandnerd.com with the email address you used on Kickstarter or Paypal and we’ll aim to send you a key within 24 hours. Read More

Critical Update: Early Access is ready to be rolled out this week!

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As I mentioned recently in a quick progress update on the blog, the Early Access Alpha version of Predestination is now complete. We were stumped for some time by some unexpected bugs, such as the Galaxy AI not colonising planets, some AI races not leaving their home planets or building defenses, and a bug that let you ignore ships and starbases in orbit of a planet and bomb it anyway.

We’ve even had the planet suddenly taking off and chasing ships around the map in fleet combat and user interface elements flying off the screen! Suffice to say, squashing bugs has been priority number one in the studio: we know you are patiently waiting to get your hands on the game.

We’re happy to report that Predestination’s alpha build is now all fixed and ready to go! Read More

Quick update about the Early Access

progressupdateHey guys, I hope everyone had a great holiday and a happy new year! We’ve had a short break over the holiday period and are now back and hard at work getting the Early Access ready for the general public.

I just wanted to drop you all a quick message to apologise for the delay in getting the Early Access ready and to answer a few questions that people have asked us. This delay is my fault as I initially planned to push the Early Access out to beta backers before Christmas and work through the holiday period to get it ready for Steam, but in the end I wasn’t able to fix all the critical bugs before Christmas and ended up taking some days off for the holidays. As I’m the only programmer working on Predestination, the development schedule is very sensitive to any time I take off or any stubborn bugs that take longer than usual to fix.

Before we can release, we have to investigate a fix a few game-breaking bugs that will stop the game from being played properly. The Galaxy AI has mysteriously stopped colonising new planets, for example, and it’s not building combat ships to defend planets. There’s also a bug that lets you bomb an enemy planet while there are ships and starbases in orbit that should be able to defend, and some of the new UIs aren’t exactly working as intended. I’m now working my way through all of these problems and expect to have them resolved within the next few days. Then we have a little extra work to actually get the game into the Steam back-end and ready to test, and we’ll be ready to rock! Read More

Predestination Early Access / Alpha is almost here

alphatitleHey 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