Hey everyone!

Sorry the blog hasn’t gotten much love lately. I’ve had a lot going on with my ‘real job’ but rest assured we’ve been working on a lot of design and structure with Imperia, and we’ve even done some programming as well! Here’s the latest video blog. If you haven’t been to the Imperia channel, this will have all our videos, LPs, diaries, etc. Check it out!

More coming soon!

-Steve

Hey all!!

When you get a chance, check our our new forum/website design. It’s much more modern, and it has direct links to both the blog and the latest build. We’d like to build an awesome community to help develop and push Imperia forward – to that end, we have completely redesigned our forum!

Special thanks goes out to the team of Allegrif, Devair, and Josh… they will be helping run the forum so that Pavlos and I can concentrate on, well, actually making the game. I am thrilled to have their assistance and they are excited about the possibilities of Imperia, so we have forged a beneficial relationship.

When you have a chance, please check us out! http://www.imperia5x.com

-Steve

Hey everyone!

Very excited about the great interest in the new build of Imperia! With so many more people playing means that I think it’s time to have some tutorials! I have started to record some video tutorials that are no more than 10-15 minutes per concept. The first video is now up, and it covers the UI and the tooltips in more specificity then the first video, which was more of a grand overview.

The video is here: http://youtu.be/GC0vPlGjzEU

Look for future videos on Edicts, planetary management, the trade system, and character management!

-Steve

Hey everyone!!

The first (true) LP is now live on YouTube. It shows off several of the new gameplay mechanics and Edicts, as well as the military, intel, and character interaction options. Plus, you get to see the most updated UI! Fun, fun, fun!

Here’s the link:Β  http://youtu.be/UJccFfmcSQw

Enjoy!! Expect .410b to be released in a day or two. It’s essentially ready.

-Steve

Hello all!!

Sorry it took a few days longer, but I had some issues with audio mixing and my first attempt was a video that ended up being over an hour long! Going forward, I will post smaller videos that cover different parts of the game; this one is an overview tutorial and shows the current UI. The next video(s) will show a tutorial LP that explains more about how to play, and will be updated as newer versions of the game are completed!

Here is the link:

Enjoy! Oh, and .410 should be available by the end of the week!

-Steve

Hey all! In preparation for the new LP that will post very soon, I wanted to show some new stuff off!!

First, the updated astrography (main screen) UI:

Here is the latest version of the Astrographic UI.
Here is the latest version of the Astrographic UI.

 

The continued evolution of Pavlos’ vision is at work here, with a clean, clear, yet ‘retro’ imperia look. Next, we look at the updated military tab, showing a selected army and unit within that army:

Picture of the new military tab. Yet to be added are the action buttons such as disband, move to reserve, and make flag unit.
Picture of the new military tab. Yet to be added are the action buttons such as disband, move to reserve, and make flag unit.

 

As you can see, you will have a listing of all units on the left side, where you can see both the unit detail and unit listing. When you select an army only, the army’s stats will show on the right side detail window. The fleet review screen will look slightly different, but be essentially the same idea. You can access your general here with a tooltip showing basic stats, or through the character mode of the Intel screen.

Now, let’s move to an exciting first feature of the eventual relationship system between characters: pressure and persuasion! In this instance, Cyra has a problem: even though there are enough jobs to go around, the pay is so low and the job prestige is so low that people would rather sit around and collect their unemployment then get out and work. Now, we could just cut unemployment, but this is Tyrannical and I don’t want to go that route. So perhaps making the sector more appealing is in order. I plan to ask June Grayson (the viceroy) to raise agriculture wages in order to make the sector more attractive to job-seekers. First I look at her basic stats:

June Grayson Ex. 1

 

I already know quite a bit about her, but she doesn’t have any pro-agriculture tendencies, and since the sector is already losing money, she will probably be reluctant to spend more money in the sector. So I look to other means. I could pressure her, which would be a lot more effective but is very Tyrannical (and causes a lot of friction between both you and the character and the character doing the pressuring and the character), so I choose to simply Persuade. After looking at the chain of command, I choose to let my sector governor persuade June. First, I ask her:

June Grayson Ex. 2

 

Turns out she is willing to persuade. Great! I then check June’s character window to see how persuasive Kelly was…

June Grayson Ex. 3

 

Whoa! Kelly’s good at this! Now, before you think that you’ll just merrily pressure and persuade people hither and yon, there is a fatigue stat that increases as a character persuades and pressures others. After a certain point, they will simply refuse to do any more. This fatigue represents not physical fatigue per se, but finding out information, asking confidents of the target to help, calling in favors of the target, etc. and it takes time to recharge those sources. So next turn, I will apply most of those points (they decay over time, which is why it is important to plan ahead) to my request and hopefully, it will be granted!

Stay tuned!!

-Steve

Hey everyone!

We’re making tremendous progress with the latest build of Imperia so we wanted to show off the new UI, character systems, and military in action! Look for the link tomorrow on the blog!

UPDATE 1.21 – I’m not quite happy with the stability with all the UI additions, the diplomacy system, generals, and the military system, so I want to get one more day with the code before committing to a LP. I really want to show off all the fun new stuff to its best effect, so I want to have patience. I will be posting some new in-game pictures shortly, though!

-Steve

Hello everyone!!

It’s been a while since I’ve posted here, but I promise there’s been a lot going on behind the scenes. Here’s where I get everyone up to speed.

First of all, our team continues to grow! Besides Pavlos, our talented artist whose work you will be about to see, we have added a scienc guy!! Thiosk hails from California and is a research assistant at Stanford, and has offered some amazing thoughts on population ideas and is working on the science system, which I will talk about both in a later post.

The upcoming .410 update will be massive both in terms of content and what’s changed. From a UI standpoint, one word will describe it: everything. Here are some example shots – actual in-game screens, not mocks:

Astrography UI V4.0
New quadrant screen
Uncolonized System View
System view with uncolonized planet box showing. Now you click on a planet to show a info box on that planet.
New Starbases
Updated planet view with contextual starbases.
Updated Intel Screen
Updated Intel screens with clickable/sortable columns.
New System View
New Terra, with their shiny new fleet in orbit
New Character View
The updated character screen (buttons have not all been converted to the new font yet) showing conversation type and possible Nationalist/Tyrannical effect

There are a lot of changes; I will add the post with the changelog tomorrow. But the two biggest by far are the UI and the military system starting to be added. That system is actually very complex and the roots are already in the game.

When a new game is created, your empire is ‘rolled up’ a value n numerous science fields, including missiles, railguns, kinetics, lasers, defense systems, engine tech, warp tech, armor tech, etc. and from those values components are created dynamically. Once your empire has a starting component list, fleet designs are generated based on your military rating and the size of your empire.

For example, home fleet might have 3 capital ships, 5 cruiser ships, and 8-9 picket ships (destroyers, escorts). At the same time, designs for each ship size in the Empire are created based on a type of role (raider, scout, combatant, missile boat, EW ship, etc). Not all roles are created – this is somewhat random, but important roles such as ships of the wall, escort ships, picket ships, etc. are always generated.

Hull designs are created based on role, and from that a ship template is created. The difference between a hull design and a ship template is that hull designs only specify hard points, base defense/HP/crew ratings, and size, while the ship template actually plugs components into those hard points, creating a template that multiple ships can be generated (and built) from.

Finally, ships are generated off the template based on the number and roles needed for the fleets, and they are personalized with names, designations, crew ratings, and commanders, and stationed at your capital planets.

Ground troops will also be in the .410 build. They will be able to be used as garrison troops and peacekeepers, all the way to shock troops and stormtroopers to keep the public in line. They will have a loyalty rating both to you (known) and to your viceroy (known with intel). Be careful that you do not lose the loyalty of your troops! You can send troops that are loyal to you to your planets, but your viceroy can be given the authority to raise troops if they deem it necessary – but beware, troops raised locally are loyal to their viceroy first, then you!

In the next update, I will talk more about the military system and how it ties into both the character system and the science system.

-Steve

Hey all!!

A great thanks to Brian Rubin and forum member moonrogue for getting me on the SGJ podcast last night! We had a lot of fun and I think if you don’t understand the game or want to learn more without committing to the download, this is a great way to learn!!

Check out the full podcast here: http://www.twitch.tv/spacegamejunkie/b/548267251. Enjoy!!!

By the way, the build used was the .310 test build. It performed (nearly) flawlessly so I think the last few bugs will be out by tomorrow, meaning a release on SourceForge!! If you are a forum member, you can get access to the early builds before I put them out publicly. (Yes, that is a shameless plug to visit and contribute to the Imperia forums at imperia.boards.net πŸ˜‰

Talk to everyone soon!

-Steve

Hey all,

I have had the Imperia forums up for about a month now, and since I want to use as much time as possible towards actually working on the game, I have decided this is how I will update each media area:

BLOG(where you are): Development diaries, major announcements

FORUM: All day-to-day updates, feedback, crash log postings, change logs, and all announcements, as well as copies of diaries that I post here

As a result, I will start to pull back on some of the forums that I have been on to concentrate on updating the game forum at imperia5x.com. Remember, you do not have to be a member or create an account to post – I allow guest accounts – though we’d love to have you!! EDIT: The old forum is no longer being moderated or supported, and will be deleted on 2.28.15. Please use the imperia5x forum going forward – this will be our official game page with all links and news in one place! (I will link to this blog; it will continue to be maintained)

In effect, this will make the forum the primary media/news area. I want to do this mainly for the feedback (bugs, suggestions, etc) that is harder to manage on a blog. If you’re not into forums, that’s OK too; that’s why this blog will still be maintained and updated! This way, everyone wins!!

Again, thanks for supporting Imperia – however you choose! πŸ™‚

-Steve