As Imperia is developed and grows, like all games, it started out as an idea. Maybe just a germ of an idea, or perhaps an incomplete vision, but nonetheless all great works of all media types start with an idea. A seed.
And then comes the water of hard work, the soil of daily progress, and the occasional bugs of failure. But what happens when you finally have a sturdy little plant that can more or less stand on its own, without the help of the soil or a frame?
You want more. More plant, bigger plant, more everything.
And that is where Imperia stands. As of .311a, it’s a complete computer game in the sense of a game. It has a start, a win condition, a lose condition, an AI presence, a way to save and load, and it is pretty much stable.
What it does not have is the totality of my original vision.
What I envisioned with Imperia is the awesome responsibility of running an star empire. The majesty and awe that such a persona must engender! And how could I, with my very limited art skills, every bring across that feeling?
Well, someone with vastly more talent in this department than I has asked to help with the art direction and has already started to contribute. You can already see their work in the revised title screen and UI; over the next several months you will see much more.
A throne room, where your new month will start – what will you do? How will you rule?
Soon, there will be mighty ships of war for you to command and defeat your enemies… or cow your own people:
And there will be new faces – your characters, your viceroys will come to life!
There will be more varieties of planets:
There’s a lot coming down the pike, and I’m excited to bring you a small preview. Stay tuned!!!