Predestination V1.10 has now gone live on Steam! This is the first major gameplay iteration since we officially entered beta and it revamps a large number of gameplay systems, so this is going to be a massive dev update article. The 3D ship designer has been improved with the promised Simple Editor Mode, and shield, armour, and engine modules have been rebalanced across all ship classes. We’ve also implemented ship refitting, ship crew bonuses, and the ability to rush ship production by spending BC.
The Star Claims system has been completely revamped into a much more useful version and a new galaxy map option will let you see claimed star systems. Asteroid Belts can now be found in star systems across the game, and the economy gameplay has been completely rebalanced to give players plenty of options for generating wealth to spend on ships. All races have now been rebalanced, each one has been given two unique technologies that tie into its play style, each now has a useful special trait, and new AI Behaviours will modify how each AI plays.
The user interface has been pretty high priority for this update, with the Fleet Combat user interface being completely redesigned and the City Stat and Planet Stat tabs on the Planet Screen being graphically overhauled. New right click Radial menus on the Galaxy and Fleet Combat parts of the game now let you quickly toggle various visual options, and new scrollbar and smooth highlight systems have improved the UI all across the game. The few remaining building models are now in-game, new building base graphics add some visual polish to cities, and several buildings have been rebalanced.
Read on for a full breakdown of everything in this enormous update, screenshots of new or changed gameplay, and details of other changes and major bugs fixed as part of the update.
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!
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.
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 our previous dev update, we added the Revenant faction and talked about Temporal Rifts that can open throughout the game and spit out Revenant ships to attack. This month we activated that feature and expanded on it with a whole series of new Temporal Rift events and and an entirely new Rift Investigation mechanic that spawns the rift inside fleet combat. As part of this system, we’ve re-activated the salvage gameplay on the Fleet Combat Victory Screen and added ship crew XP to this screen. We’ve also made a number of improvements and optimisations to the Galaxy generation code and galaxy graphics, and fixed a ton of bugs and crashes.
As expected, we lost some dev time recently due to boring but necessary parts of running a business such as putting together our corporation tax return and documentation for the British Film Institute to get the game accredited as a British video game. We also took a weekend out to attend the 2016 global game jam, which was a ton of fun! Now that we’re through all that, we’re ramping things up and moving on to develop victory conditions, the Revenant Planet event, the Synergies tech tree, and start on tech era 4. This will take us considerably closer to the big version 1.0 release, so we hope you like it and continue to follow our development this month.
Read on for a full breakdown of what we’ve added since the last dev update, and a preview of the victory conditions and other features we’re currently working on:
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
Hey 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
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 transport 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
Hello everyone! It’s certainly been a productive month here at Brain and Nerd, not to mention a very, very busy one! Between Game Development, two more Work Experience students, preparation for ‘Q-CON’ and preparing to launch our Steam Greenlight page we’ve certainly not been short of things to do this month!
We’re very pleased to announce that the Predestination Steam Greenlight page is now LIVE! We urge all our Backers, Supporters, Friends, Friends of Friends, Acquaintances, Steam Friends, Social Buddies, Random Strangers, Wandering Monsters, Robots and Pets to go and up-vote PREDESTINATION! Help us to deliver Predestination worldwide on the PC’s most popular and widely used platform! We’re also on Desura and IndieDB, and we have a wishlist page on Good Old Games so be sure to follow us on those as well! Read More