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
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.
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
November was a very busy month for us, so we’d like to apologise for the lateness of this month’s development roundup. We’ve been working hard on putting your feedback from the first iteration of the Fleet Combat and Planetary Colonisation betas into the game, and now have most of the suggestions implemented. The combat and planet betas have now been successfully merged together into a combined client that will become the first iteration of the galaxy beta. Work has now begun on the Galaxy screen and main UI menus, and we’re working hard on getting that ready to show to all beta backers as soon as possible.
The big news this month is that we’ve been working on a new 3D ship designer for Predestination that’s been made possible thanks to a grant from the Arts Council of Northern Ireland. We’ve got some great ideas for expanding the ship designer with extra features, and will launching a Kickstarter campaign exclusively for the 3D ship designer hopefully within the next week. We’re very excited to have locked in a basic version of the 3D ship designer as a feature, and will use the Kickstarter to see how far people would like to expand the feature. Check out the sections below for more detailed breakdowns of everything we got up to in November: Read More
We’ve just launched the second round of the Predestination beta, introducing the planetary exploration and colonisation gameplay. If you’re one of our beta backers or are otherwise signed up to test the game, check your Kickstarter mail or email for a message from us with a download link. If you were supposed to be in the beta but didn’t get an email, please send us an email to email@example.com and we’ll sort it out for you.
As with the previous beta stage, there’s no NDA and you can talk about it or make videos if you like, but we would appreciate it if wouldn’t share the beta or download link publicly. It’s not quite ready for public consumption yet and is still using mostly placeholder 3D models and sounds that may change before release. If you’re not in the beta but still want to see the progress we’ve made this month, check out the video below of us playing through it and let us know what you think! Read More