Development Update: October 2014 – Research overhaul, bombing, survey ships and more

october

Last month I estimated there to be around 180 hours of programming tasks remaining for the Early Access release. Although that estimation proved to be a bit optimistic and other unforseen tasks popped up throughout October, we’ve made a lot of progress toward the Early Access version and are confident that it will be ready for deployment by the end of November.

In October, we completed and began testing on the Planet and Galaxy AIs, implemented a system for bombing planets, added a new survey ship mechanic for pre-scanning planets before colonisation, a Command Points system, and┬átransport freighters. We’ve also added right-click radial menus to cities, infrastructure and buildings, revamped the shipyard screen, added the graphics for each race to the Race Select screen, filled out some of the dropdown menus that were missing in previous test versions, and overhauled the boring old research pane with shiny new graphics that we think you’ll love! Read More

March Update: Fleet Combat, Backer Reward Update, and Work Experience

marchdev

The past month has been jam-packed for the Predestination crew. We made a lot of progress with the fleet combat part of the game, designed our first reptilian race (The Sauros), and hosted work experience weeks for two students aiming for careers in the games industry. We also moved to a new house with more office space to work in and applied for some government funding to help your pledges stretch further.

Update notes for fleet combat:

  • Added projectile weapons such as mass drivers, with their own graphical effects.
  • Added dumb missiles that travel to the target hex and explode, or explode early if they enter a hex with another ship or object in it.
  • Implemented smart missile AI that locks onto a ship and follows it, avoiding obstacles.
  • Added interceptors. They use the smart missile AI and attack the target ship every turn until destroyed.
  • Implemented area-effect weapons (smartbombs, area missiles).
  • Implemented proximity mines and cloaked proximity mines.
  • Created some basic explosion effects with screen shake, and a timing system to synch explosion graphics and screen shake with sound effect volume.
  • Implemented a module system that lets us create interesting non-weapon ship technologies. Modules added so far include: Holographic Projector Matrix (creates decoy holographic ships), Afterburner (double movement for one round, then takes a round to recharge), Shield booster (consumes movement points to boost shield hitpoints), Cloaking device (ship is invisible until its next turn, but then takes a round to recharge).
  • Fleets can now engage each other in the galaxy view, which switches to the fleet battle screen.
  • Ships can now retreat from combat. They will wait for one full round without moving or attacking and then warp out.
  • Combat now detects the winner when one side’s ships are all destroyed or warp out.
  • Ships destroyed in combat are now removed from the galaxy view.

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