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Now that .7 is out… what’s next? A sneak peak of .7’s evolution!!

Hey everyone!

Well, it took a little longer than I intended, but finally .7 is out the door and ready to be played! Now, please remember that this is still an alpha version, so there are still plenty of things to do and fix! I wanted to give you a revised update of what’s to come and what the broad timeline is. I do want to say that I will be changing the update schedule to have one or two updates every few weeks, and more if people want it. The updates tend to be very large downloads (working on that) so once I get the assets cut down in Unity, that should help the file size significantly!

Anyway, the very first priority with .7 is to finish adding the economic system and riot system. They weren’t quite ready to go so with the first update you’ll see riots and the affiliated Actions/Projects that you can use to fix them. That should be about a week-2 weeks. Also, you’ll have working sliders and a new category of Actions: Economic. This is where you’ll be able to set tariffs, embargos, etc. These are not ‘choicable actions’ meaning that a character won’t have a choice about whether they happen, but you’ll still see their reactions (and any relationship change) in them. Also, obviously, any major bugs will be fixed during this time.

Next comes the save/load system. That’s a huge priority for me and in truth, there’s already save capability – the trick is loading. Really, the only issue is structuring the scene flow so that the program can redraw a new galaxy with saved data. The vast amount of data is deterministic – in other words, it generates based on some core saved data, so that should cut down on save game sizes. I hope to have that working within 2-3 weeks after the economic/Riot systems have been added and tested.

After that, I’m going to start adding the intel system, Challenges, and secrets, along with the required AI and Command Mode. This is a huge system that will also be integrated with the Character AI. Basically, you’ll be able to deploy and train Inquisitor squads that can be sent to planets to either gather information (spying, essentially) about a given planet/system/province, or they are there to actively investigate a potential Plot that you might have intel about on either you or another character. They are also used to execute black ops on specific characters, which include assassination, smear campaign, bribery, extortion, blackmail, and theft. Inquisitors basically gather op intel on a specific character for a period of time – until they have enough intel, they can’t act at all! Once they have a baseline amount of intel, they’ll be able to execute certain black op Actions; the more intel they can gather, the better their odds of success. If they are interrupted, they can try again, but the intel they have gathered will decay, and they may have to ‘re-intel’ what they’ve already learned.

Challenges are in the game, but nothing happens with them as of yet. With the Challenge addition, you will be able to challenge another character in the game, and then there is a 6 month period where you ‘recruit’ Characters to support your Challenge. Your challenged character is doing the same, and at the end of the period, whoever has the most support wins the Challenge. Winner gets a proportional increase of Power and Love from their respective Pops, while the loser loses Power, Love, and may have to give up their post to the winner depending on the Challenge.

Secrets are scraps of Intel that you might get from either gossip or from your Inquisitors. They are parts of a puzzle that the more you attain, the more info you have to potentially stop a Plot. I will be writing a full blog about this concept soon, but it’s really cool!

So after that is added, .7 will round out with the Science/Reform system. In AotSS, you don’t research like you do in a typical 4X. Your academics don’t research hard science as much as they do doctrines that allow you to take or unlock more Actions and more powerful Projects, especially with military and planet development. The thing is that your Cultures may approve or disapprove of the Reforms that you are undertaking, and they may react poorly if they have an Idea that is at odds with that specific Reform, so you do have to keep in mind who will react if you start researching world-killing lasers.

Finally, .7 will end with expanded House to House diplomacy and more intelligent House AI. Currently, Houses have relationships but they don’t really change and there is no specific alliance or war code for Houses who are opposed or allied with each other. This will be added in .7 leading up to .8.

And as always, the UI will be improved, more tooltips will be added, more Event pictures and descriptions will be added and the Grand Vizier will have more influence, including giving suggestions as to what to do next, how a character might react with a specific Action, and giving you a monthly report on what has happened and some advice based on that.

That’s what’s coming during the .7 development roadmap – No ETA, just ‘coming as soon as I can code it!’ Hope that sounds exciting – thank you for your interest in AotSS – please let me know what you think!

-Steve

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Imperia: Development Roadmap

Greetings!

So while this is a hobby project for me, I have a clear sense of what needs to be added and when. While I don’t have a specific time frame of when things will be added and completed, since some things are much more difficult to add than others,  here is the map I have followed so far and what I expect to be added in order in the future:

  • V0.01Basic game loop, engine programming, object definitions, buildable project – COMPLETE
  • V0.05 – UI functions, planet/system/quadrant UI – COMPLETE, EVOLVING
  • V0.06 – Designation XML Data, basic framework – COMPLETE
  • V0.07 – UI functions, UI – Mode selection bar, UI – Intel screen – COMPLETE, EVOLVING
  • V0.075 – UI – Main status bar – COMPLETE
  • V0.08 – Economic system in place – COMPLETE, EVOLVING
  • V0.085 – Populations system – unrest – COMPLETE, EVOLVING
  • V0.09 – Populations system – migration, jobs, birth, death, needs  – COMPLETE
  • V0.10 – Economic, population, intel and UI systems in place
  • V0.11 – Planetary scanning and system scanning functionality – COMPLETE
  • V0.12 – Character system – UI required – COMPLETE
  • V0.13 – Popular Support system (PoSUP) – UI required – calculations – COMPLETE, EVOLVING
  • V0.14 – Character system – actions UI – COMPLETE, EVOLVING
  • V0.15 – Character system – personality system – PROGRAMMING COMPLETE, ADDITIONS  IN PROGRESS
  • V0.155 – Viceroy AI – planetary development AI – COMPLETE, EVOLVING
  • V0.16 – Trade system – basic programming – COMPLETE
  • V0.17 – Intel system – UI required – COMPLETE, EVOLVING
  • V0.18 – UI – Quadrant screen- information sidebar – COMPLETE
  • V0.19 – Character system, Intel system, UI required – COMPLETE
  • V0.20 – Character, intel, and UI additions in place
  • V0.205 – Edict system – UI required – additions – COMPLETE
  • V0.206 – UI – Alert system – FUNCTIONAL, IN PROGRESS (move eventually to own screen)
  • V0.208 – Edict system – UI required – deletions – COMPLETE
  • V0.208 – UI – Adding map modes (TRADE, MIGRATION, SCOUT) – COMPLETE
  • V0.208 – AV – Adding music – COMPLETE
  • V0.209 – Edict system – adding edict definitions and results – 40% COMPLETE
  • V0.210 – UI – adding trade UI, starbase additions, and goods movement – COMPLETE, EVOLVING
  • V0.211 – Edicts – Terraforming, colonizing planets, creating outposts – COMPLETE

FUTURE ROADMAP:

  • V0.3 – Edict system complete (system and sector level edicts) UI tweaks added, add sound effects,  add demographic planet panel, fix any remaining quadrant generation issues, FIRST ALPHA RELEASE TO SOURCEFORGE
  • V0.4 – Add financial screen, expand intel UI to include unowned planets and character info, tweak economy, add Emperor info screen, complete all Designation effects to planet (terraforming, wages, etc)
  • V0.5 – Add science system, add science UI, add Lazarus Project victory condition, add Emperor global actions (move to planet, give empire-level speech, etc)
  • V0.6 – Add military system, add military UI, add military forces tab to planet UI, add starship development AI, add garrison/civil war programming, add admirals to character system (this is a lot and some may get moved to version .7)
  • V0.7 – Add event system programming and begin to add basic events, prepare save system functionality, review overall game design and adjust as needed, add game options UI when start new game
  • V0.8 – Complete event system and have majority of events scripted, saves, externalize all mod variables, add loading screens for starting new games and between turns (UI)
  • V0.9 – Add other empires and breakaway colonies, complete Empire level AI, add diplomacy UI
  • V1.0 – Imperia as designed is complete (although not finished!)

Now, I’m not putting a completion date on this – one reason why I am releasing this blog is to have an avenue for feedback to make this game as good as I can. It may be that someone has a terrific idea that I’d like to add – I’ve already heard a great idea about starting out as a planetary viceroy and working up as a possible start option, and I’m interested in exploring that. If you have any ideas or thoughts about where Imperia has been so far, please let me know!!

-Steve