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!
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.
The Galactic Council update (Version 0.9.4.0) has now gone live on Steam Early Access, and it’s a big one. The core feature of the patch was the addition of the Galactic Council discussed in the previous dev update and an overhaul of the Sociology and diplomacy technologies. Using feedback from people testing the game recently at Q-Con, we decided to dedicate some time to completely overhaul the 3D ship designer’s mechanics and user interface in preparation for adding the ship parts and designs for the remaining races. This patch also laid a little bit of the ground work for Spying, made improvements to Trade Routes and Commanders, and fixed various reported bugs and crashes.
The Galactic Council and Spying are two features that we had originally intended to hold back for a possible free update or expansion after the main V1.0 release, but after careful consideration we decided to spend the extra development time to make them part of the main game. Competition in the 4X genre has become more intense with the release of several new games with triple-A funding, so it’s even more important for small indie games like ours to focus on making the gameplay as good and complete as it possibly can be.
In this dev update, I’ll discuss the 3D Ship Designer overhaul, the implementation of the Galactic Council, and changes to the Sociology technologies in the recently released V0.9.4.0 patch. I’ll then delve into the details of our plans for the upcoming Art Patch (V0.9.5.0) and tentative plans for the spying gameplay.
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.
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:
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!
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