Hey everyone!

First of all, it’s very exciting to see so many new people on the blog! Thanks to RPS for their very positive article!

We wanted to announce that we are releasing .4 this week (codename: Constantine) and we are moving right into .5 (codename: Theodosius). This means that most of the UI is now complete, the Projects and Action systems are in, the new game creation system is in, and the 3D graphics have been updated with most of the planets being replaced and all of the stars. We are very excited about working on .5, which will include the following:

  • Council System
  • Budget System
  • Emperor Screen/Diary
  • Unrest/Tension system
  • Constellations
  • Start of AI System Implemented
  • More Projects/Actions
  • Sound/Music

We are working hard on getting the AI implemented and the gameplay balanced as our testers will be working on this. Look for more screenshots and an updated video shortly on our YouTube channel!

Also, with the release of .4, we will be increasing the tempo of blog and forum updates, as well as working on our web site design. We will move to http://www.allianceofthesacredsuns.com shortly once our new web site is live. This blog will be moved there as part of that redesign.

Most exciting, we are planning to release our Phase One of our early access build before the end of the year! We will add more information about pricing and dates shortly.

Stay tuned for more info!

-Steve

 

 

So you probably have noticed that I’ve been gone for a while from the blog. There is a very good reason for that: After much thought, I have decided to take on the large-scale challenge that Imperia has thrown in front of me. I’ll explain.

I have been working on Imperia for almost a year now (10 months) and it started out as a single project that I was using to learn how to program. I reached a point in my development where I realized that I actually had (or could learn) the skills needed to create the 5X game I’ve always wanted to play, which became Imperia. As I continued to work on it, I wanted feedback, so I posted the game to a few forums. Interest grew, and as the game went through version .2, then .3, and .4, more and more people jumped on, to the point where there are thousands of hits a week when I post new info.

With the addition of Pavlos and the creation of the awesome community, I had to at least consider what, if anything, I wanted to do with Imperia. Does it stay a hobby, or do I try to make it fly, follow my dream, and create the game I’ve always wanted – but with more resources?

After much thought, prayer, conversation, and trepidation, I’ve decided to jump into the icy pool: I will rebuild Imperia from the ground up and sell it.

What does this mean to you? First, I will release .414 shortly. It has a lot of bug fixes and is very playable at this point, if obviously incomplete. Future VB version releases of Imperia will always be free. I will continue to ‘noodle’ on the VB version of Imperia for ideas and to quickly test out certain parameters as I work though getting up to speed with my new development system.

Which is what, Steve? Well… glad you asked. I’m going all the way with Unity 5 and C# scripting. This change will allow many benefits:

  • Universal compatibility – there will be builds for Windows, Mac, and Linux
  • Resolution issues will be markedly reduced
  • The engine is more stable and much more supported at this point
  • Install dependencies are now much more integrated – one click install, with the flexibility of a full install program
  • Better memory management
  • Fonts won’t suck 😀
  • Vastly more potential to upgrade the UI – we are designing a ‘holistic’ UI where you never leave the galaxy map – you will ‘zoom’ into provinces (formerly sectors), systems, and planets – all on the same screen, but with different information. I’ve already mocked a prototype and it’s way more beautiful and flexible!

Those are the high points, and I am very excited about having the chance to correct and improve some things about the original Imperia, especially with the interface and some of the complexity of the planet economic system.

So for now, there is no MSRP, no Kickstarter, and no immediate early access plan. As I have said before, I have a lucrative full-time job and do not need to do this for the money. If we do move to some sort of crowdfunding, it will be small and used to pay for assets (music, Pavlos’ art, animation, etc). There is also the possibility of publishing though another company, though there is very little I can say about that at this time. Let’s just say for now there will be no call for your wallet. :)

If you are interested in being an actual alpha tester for KatHawk games (the DBA of my company), please let me know. A playable build is frankly 2-3 months off while I wrangle with the Unity system. I wish I had started with it from the beginning, but c’est la vie. There are some of you who have been with us since the beginning and I will personally reach out to you.

If you have any other questions, thoughts, etc. I would love your input, either here on the blog or at our forum. One thing we will be doing soon will be to update and unify the blog, the wiki, and the forum, and create a one-stop page with the usual things: news feed, media corner, development updates, etc.

I am very nervous about this decision, and I did not come to it lightly. I have no idea if Imperia will be as good as I want it to be at the end of the development cycle but I will say this. I’ve worked on this thing for almost a year, and I’ll work on it until it’s the best space strategy game I can possibly make, and if you want to join the ride, there’s plenty of room on the wagon – the journey’s just starting (again): hop aboard!

-Steve