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.6.3.0 Out Shortly!! Tons of new Features

Hey everyone!

Just wanted to drop the most recent changelog between .6.2 and .6.3. It’s a doozy, so if you haven’t updated in a while or wanted to see what we’ve been up to, here it is!

Changelog for 6.3.0
• Added target Character’s relationship to all Character Cards on Action Character Selection Panel. In other words, you’ll be able to see what the character thinks of all the characters on the panel prior to selection
• MAJOR: Revamped Trade System. You will now have to build up your trade network – it is much more scattered than before, as well as different levels of trade activity. Starbases and Hubs and Ports all now cost upkeep (Infrastructure) to maintain as well.
o There are now 4 Levels of trade ‘readiness’: No Trade (no starbase, no port, no hub – no commerce at all can take place
o Import Only (starbase but no port) – the planet can import goods from the Empire or other planets but otherwise cannot trade
o Has Trade Port (starbase and port, no hub) – the planet can make trades with other planets, and can send goods to system hubs only
o Has Trade Hub (starbase and port and hub) – the planet can makes trades with other planets, and can send goods to a higher hub (system  province  empire)
o UI changes to represent: new hub graphics, updated UI for Economic System Governance Mode blocks, and updated Trade Info window on Planet Governance Mode
o Supply Trades can now include all materials, not just Basic, Food, and Energy
o The computer is more lenient when deciding whether to do a trade
o Hubs no longer have to be on a capital world (but generally it’s a good idea since capital worlds have more infrastructure and ways to pay for the base)
o Rescaled the reach of Hubs to take into account both the Merchant Power present there and the size of the Starbase. It is possible now to have a Province Hub stretch across an entire constellation if it’s built to Level 4 and you have a strong Merchant presence
o Added Projects for Build Trade Port, Build/Upgrade Starbase, Build System Hub, and Build Province Hub.
• MAJOR: Economic changes throughout. Rescaled all output and use to make for much smaller numbers – rescaled Projects and Action costs. Also rescaled output. This has the effect of making the game more manageable, making changes more meaningful in output, and making trades more helpful and thus more likely to occur.
o You can now go negative on a planet’s GPP if there is more upkeep and costs than income. If a planet is negative GPP, it will not send any money to the Empire, nor the leaders who make up the COC chain.
o If you have enough money in your Domestic budget to make up any shortfalls on planets, there will not be unrest (though they won’t be thrilled either). If you don’t… the largest planets will be funded first, and so on. Small, poor planets will be the first to start with high Unrest. Riots are not modeled yet, but they’re just around the corner. Start practicing now!
o There is now a difference between Holdings tributes depending on who is holding the planet. If it is Held by the ruling House, the distribution is as before (75% for the Empire, the rest divided). If it is Held by another House, the Empire receives a variable amount as a tribute depending on the existing relationship, but usually no more than 30%. Thus, Holdings that other Houses own are not generally going to bring in much money.
o New Colonies and Outposts have a malus to GPP for 20 turns to represent essentially ‘repaying’ development loans and costs to make the planet ready for colonization/mining.
o Updated UI with tooltips explaining how base numbers are generated
• MAJOR: Production system changed. In conjunction with the Economic changes, you can now set the production output of your factories for a planet or a system through an Action. You can overwork (Overdrive) your Engineer Pops, to the detriment of their Happiness and Love. Useful when you need to build things quickly, or when you are facing a shortage of materials and need to cut back. Of course, as always, your leaders have to agree to do it…
o Reworked to use the Viceroy Skills as a large factor for output of food, mining, etc. Previously the House Tradition of the Viceroy would determine this. The HT is still used, but as part of the Skill calculation. Also uses several traits to provide bonuses to the calculation
• MAJOR: New music and sound effects throughout, with a new theme and several new tracks that shift based on your Love/Fear level
• MAJOR: Migration system reworked. Now Pops will have a max range that they will look to migrate to depending on their Class. Farmers and Miners will generally stay in-system or a close star, Fluxmen and Engineers will look throughout a Province, and Academics, Merchants, and Administrators will have a multi-province range.
o Also changed the way Planet Value is determined for migration purposes. Now, available jobs are more weighted, so even if there’s a much nicer planet nearby, a Pop will think twice if there are no or very few jobs available.
o Updated the Migration UI to reflect the rebalance of Planet Value
• MAJOR: Started installation of Character/House Strategic AI. In conjunction with the Intel Tab on the Character Screen, all Characters will have a Ultimate goal (power, wealth, survival, etc.) and depending on their resources/abilities/relationships, will look to different Action chains to determine what they will do and what their reactions will be. You will be able to see their Ultimate goal in this first pass in .6.3 in the new Intel tab
• Fixed bug where the trade system would not be ‘loaded’ until a turn had passed.
• Fixed and updated the stars – now there is more variety and they look very nice, with only a minimal performance hit
• Reworked the way Pops are generated. Now there is more of a emphasis on Farmers and Miners, with smaller amounts of more specialized Pops, as fits the lore and backstory. The House/Culture that a Pop is generated from also now affects the generation
• Reworked the way Trade Infrastructure is generated. There is now generally much less Hubs throughout the Empire, and some Provinces may not even have a Hub! You will have to decide how much to rebuild or build a specific trade network, and who reaps the benefits the most
• MAJOR: Added Economic Screen. First build shows planet GPP, and total expected Empire budget for the current year given no changes. Updates will add the budget sliders that can be set every year, as well as a surplus that can be set aside from a budget
• Removed excess information from the Production Screen – that info has changed to Viceroy Skills and is out of date
• Added Viceroy Skills. These are skills in Mining, Engineering, Economics, etc. that directly affect how a Viceroy can govern their planet. They are derived in part from a Character’s Intelligence, Drive, Admin skill, House traditions, and some randomness. They can greatly affect a planet’s operation.
o Added tooltip extension on Character tooltip to show these skills. You will need to have at least a Medium Intel level in order to see these values
• Added ‘Get to Know Character’ Action. Basically if accepted you will talk with and get to know the Character in question, which will increase your Intel level with them and possibly increase your Relationship with them
• Updated UI for Project Bar – with the increase in Projects it was necessary to widen the bar. Now the Project Bar can show up to 18 Project choices at a time
• Updated UI for Overview Planetary Gov Mode – now Infrastructure, Total/Max Population, and Total/Max development is shown as filling bars to more easily show the ‘limit’ of the planet.
• Added additional conversation lines and a few more tags
• Fixed a lot of small UI bugs that were, ah, bugging me. Heh.
• Fixed some typos
• Added the long-lost ‘Rival’ relationship icon tooltip

 

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News Of The Week

Hello everyone! We’ve been hard at work on the game, and we’re going to start putting the weekly updates on the web site so that if you don’t subscribe to the forum or Twitter, you’ll still have access to the latest stuff! Anyway, on to the good stuff!!

.6.3.0 is coming out in a few days (probably Wed) and it will have a ton of updates from .6.2.0!! Among them:

  • Fixed and prettier stars
  • Music!
  • Sound effects!
  • Updated economy UI
  • Updated trade system
  • Updated migration system
  • Vastly updated production system/UI
  • New Actions
  • New Projects
  • Many many bugs fixed
  • Faster new game load times
  • Economy screen
  • Intel tab for characters is starting to be updated
  • Initial AI for characters/Houses in place – you will be able to see their main goals and what ‘path’ they are taking to get there
  • Updated economy system
  • Moar tooltips explaining the ‘hows’ in production
  • And more!

Full changelog will be posted soon. But that’s a quick hit of the changes. I will make a new video Friday with the .6.3 gameplay. If you haven’t played in a while, you’ll be very surprised at all the changes!

Also, we expect to be moving on to version .7 in the next 5 weeks or so. If you’re on the fence and like what you see, you only have a few weeks left to get it at the initial alpha price of $7.99. It will be going up to $12.99 once version .7 drops!!

Thank you for your interest!

-Steve

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Update – ‘Archimedes’ is still on schedule for early October initial alpha release!

Hey all!

Well, despite a hurricane, a super busy time at work (when you sell cars and you’ve just had a massive flood, you tend to be very busy), and a very tricky stack overflow bug that took days to hunt down, AotSS Archimedes release .6 is still on track for an early October release. It will still be $7.99, and purchase of Archimedes will allow you updates throughout the lifecycle of the game. I’m not a huge DLC fan, so rest assured there will be plenty of updates (more Projects, more Actions, more dialog, more planet types, more Houses, etc) that can come for free! Details on how to purchase will come next month; we’re still working on revamping our website.

Also, we are restarting the alpha tester program. We’re far enough along now that there is a lot going on with the program and it is now impossible for me to track every little permutation. While there should now no longer be any show stopper/crash bugs, logic bugs, UI errors, data inconsistencies, etc. are something that need to be looked at. Balance is another huge aspect at this point. Other than adding a few data views, Archimedes is essentially feature-locked at this point, so testing can begin. If you’re interested, please email me at steve@imperia5x.com with your contact info, a brief background of your game interests, and any relevant experience. If you were a prior tester, I will be reaching out to you to see if you’re still interested, so no need to write. (If you were a tester for the previous (non-Unity) verion of Imperia, you will need to contact me as I no longer have that contact list.).

I will be releasing a new LP tomorrow as well. This will be a true LP, walking through some of the strategic choices and what you can do so far in this version of AotSS. As always, remember that this is a pre-alpha – there is a lot left to add!

Thanks for reading!

-Steve

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Video Development Diary #2 is out!

Hey all!

Thanks for everyone’s patience on the video thing. I’m terrible about always wanting to add one more thing or fix one more bug, and I have to remind myself that it’s just a pre-alpha and people will understand. (ha!) Seriously, though, it’s a good overview of the new stuff that we’ve been working on. There was so much that I didn’t cover, I’m going to do another video on Sunday. Anyway, sorry for the echo sound, but there’s some good stuff in there. Check it out!

Here’s the link: https://youtu.be/xhIZidSxZOw. Enjoy!!

-Steve

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DD #3: Economy, Production, and The Circle of Life: Part 1

Hey everyone!

Today, I wanted to talk a little bit about how the production side of the economy works, and specifically what the materials do, and how they are used.

So first, an overview of the system. There are 3 main materials that represent various minerals, materials, goods, and resources, collectively called ‘basic’, ‘heavy’, and ‘rare’ materials. Basic materials are used for virtually everything in the game – from building and maintaining infrastructure to building everything from mines to spaceships. Fortunately, basic materials are fairly easy to produce and mine. Heavy materials are used mostly for space installations and ships, so any Projects that have space-based applications will use a lot of heavy materials, as well as upkeep. Rare materials are mostly used for science and for energy stations, as well as labs. While they are rare, they are not generally used much, especially for agriculture-based planets.

So how do you get these materials? Easy – they need to be mined. All planets have a basic, heavy, and rare material rating, that represents how easy it is to get materials from the planet. This is done by miners, using mines. The more mines on a planet, that are staffed by miners, with high skill ratings (and backed by a Viceroy with a high Mining aptitude) the more materials that can be mined. These are raw materials that are then stockpiled for use. A certain percentage of the goods are set aside for maintaining existing infrastructure, and another percentage of goods are set aside for trade, while another small percentage is set aside for retail (explained earlier, if you are allowing basic goods to be traded). Now we get to the second part of the process, which is creating Build Points (BPs) that actually go towards construction of infrastructure, ships, etc.

BPs are split into their three types – basic, heavy, rare. Each structure that you build in AotSS takes a certain amount of BPs. For example, to build a new farm takes 30 basic BPs, 5 heavy BPs, and 0 rare BPs. By contrast, to build a new power generator (High-Tech), it takes 70 Basic BPs, 40 Heavy BPs, and 15 Rare BPs. These BPs are generated each turn and accumulate based on the build plan of the viceroy. The actual math to determine how a BP is generated is rather lengthy, but the basic calculation is to take how many factories are online (meaning they are staffed, one Pop to one factory), take the amount of raw materials that are allocated (based on the build plan; this can be overdriven as well if you have an aggressive viceroy) and take into account the engineer’s ratings and the viceroy’s Engineering aptitude (if any) plus their House’s engineering skill, take a industrial multiplier (kind of like the overdrive in MOO3) that the viceroy can use to overwork their engineer pops to get more build points at the cost of unhappiness and possible revolt) and voila! BPs fresh out of the oven. Next, the BPs are allocated to the planetary build plan.

The build plan is basically how the viceroy chooses to allocate the BPs that are generated monthly. So, for example, if the viceroy focused on farms, they might allocate 50% BPs to farms, 25% BPs to infrastructure (houses, apartments, and the like), and 25% to high-tech. So each month, farms would get half of the BPs, infrastructure would get 25%, and so on. Focuses can swing these build plans, and are one way you as the emperor can change the build ratios of a planet.

You also need to be able to pay for the upkeep of each level of development on your planet, which takes materials. If you are running out of materials, your most high-tech structures will start to decay and shut down, putting your Pops out of work (and they won’t be happy about it). Eventually, your farms will shut down, your food supply will dry up, and you’ll be living on stockpiles and/or trades until you get your development rebuilt. In game terms, there is a percentage chance that increases slowly each turn a level of development can’t be maintained. Once it’s shut down, it effectively needs to be rebuilt and restaffed.

So that’s the process in a nutshell. As the emperor, you want to make sure that your planets have enough raw materials to ensure that their factories can run at maximum efficiency. You also want to attract engineers and miners with high skill ratings, and you want to install a Viceroy who comes from a strong engineering and mining House (probably Ilioaia or Hawken) (Now you start to see why you might want to keep certain Houses in your good graces – it’s hard to build a manufacturing powerhouse world if you can’t get a Viceroy who’d be suited to run it!) You will be able to bring ‘prefab’ factories to planets in emergencies, but this is a Project and will cost much more in materials and coin than building factories would in the first place, but if you let your factories go this may create a ‘death spiral’ where you don’t have any factories left to rebuild! Don’t let this happen.

Well, that’s about it for now! Have a great day and we’ll talk soon in DD#4 about how food and energy work and how they factor into your Pops!

-Steve

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Screenshot day! Updated screenshots from .5.0.0

Hey everyone!

Well, I’ve been sick so I haven’t been able to record a video (my voice is kind of shot) but I did want to show some of what we’ve been working on the last few weeks! Below is a mosaic of some new stuff in AotSS… enjoy!!

 

-Steve

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Update, apology, explanations, and the rebirth of AotSS!

Hello everyone! Well, it’s been quite a while since I’ve posted anything, and I’m sorry. Let me get that out of the way up front. I’ll be apologizing a lot so buckle up, folks.

Anyway, I could give you a lot of reasons why there hasn’t been a lot of activity on AotSS for the last 4 months or so, but in the end it comes down to burnout. As you may now, I have a new now 9 month old who is very healthy, energetic, and BUSY! I also have a full-time job that takes 50-55 hours a week depending on what’s happening, and I’ve been battling through some personal issues. So with all that going on, I’ve been working on Imperia/AotSS for almost 4 years in some form or another. Most of it is very low-level work on a hobby, but obviously the last year has been more focus on providing a product from our studio, KatHawk Studios.

So, as a human, when you have a lot going on around you and you have something that you’ve been hammering on for years, sometimes you just need to step back and take a break. And that’s what I did. Where I failed is to not keep those of you interested in the game in the loop. That was selfish of me and I deeply apologize for that.

So with that being said, I’ll start with the bad news first: Oliver has left the project. Completely understandably, since there hasn’t been anything moving on it for quite a while and you reach a point where you need to see some progress. I apologize to him for the lack of progress and I wish him nothing but the best and I certainly hope circumstances change in the future and he comes back at some point. Because..

The good news is that I’m restarting development of AotSS semi-full time. I have obtained additional funding sufficient to complete the entire game to 1.0 without ‘needing’ sales to fund development. Even though Oliver has left, we have an essentially complete GDD so I will be able to finish what is essentially our vision. There is a tremendous amount that was part of the game design, and while we will include about 70% of it in the initial release, some will have to wait for a future time. When you have a huge project, you must get to ‘what makes this game ‘this game’? and ‘if I cut this, will it change the core ‘feel’ of the game? With that in mind, I will be breaking down the new release schedule shortly, including pricing and the thinking behind it.

With the restart, some other things will be happening. We will be updating our web site by next month. We will be adding our forum, the blog, a news feed, and our eCommerce system for digital download of early release versions of AotSS. We will also increase activity on our forums, our Twitter, and our FB pages. Our KHG channel will have updates weekly, some a ‘developer’ update, some ‘game play’ and some LP, but you will get some sort of content weekly. To keep myself honest, I will be posting an update schedule shortly here on what channels will have what updates. But I vow not to leave anybody else in the dark on this project going forward. I am also always accessible on my email at steve@imperia5x.com or the twitter channel of @KatHawkGames.

So what about that early release schedule? We’re going to release our first version publicly around September 7-10th. It will be priced at $7.99. Why so cheap, Steve? Glad you asked! I’m not a fan (at all) of doing the ‘make early adopters pay through the nose to get in early’ model. Since this is a new property, and bluntly, I haven’t been consistent with my timetables, I want to give people the chance to come in on the ground floor at a very low price so that the risk is as low as I can make it. You will have a full game, but a lot of features will not be there. I feel that this is a good compromise between ‘release it for the people who want it early’ and ‘stay true to my promise of quality and not screw over your fans’. I got excited all over again when I get comments asking how the game is coming along, and we were mentioned on a lot of ‘strategy/4X games looking forward to for 2017’ lists – including 2nd on eXplorminate’s poll of ‘which indie game are you most excited about in 2017’?  That’s pretty cool.

So I’m excited again, and you should be too. Let’s do this together.

So without further ado, the release roadmap!

(.5) Currently in Testing – No Public Release (beta testing active)

(.6) ‘Archimedes’ Release – $7.99 – Release in early September through our web site
Will have all main screens, trade/economy/Pops/migration/unrest/popular support/planetary development systems, character Power system, alert bar, AP system, Focuses on planets (agriculture, mines, military, government, etc), about 30% of all Projects, core Houses/Cultures, economic screen, about 50% 3D planets, some sounds, about 15% of all Character Actions, ability to remove/fire Viceroys and Governors, love/fear systems for characters, basic win and lose conditions (win when Popular Support > 80% throughout your Empire; lose when Popular Support < 20% and depose/assassinate check fails), full turn engine cycle.
IMPORTANT!
No Character Decision/Goal AI (economic and role AI will be present, such as intelligently managing planets/systems)
No Music (or maybe 1-2 temporary tracks)
No Save System
Balance will be an issue

(.7) ‘Newton’ Release – $14.99 – Release in early December through our web site
Will have all of Archimedes, and:
– Music (a few tracks)
– More sounds
– Basic character decision AI (2 ‘ultimate’ goals: Survival and Status) out of 9
– 60% of Projects (approx. 50 in final release)
– 40% of Character Actions (approx. 100 in final release)
– Some mid-tier cultures, all inner cultures and Houses
– Science system implementation begin (about 50%)
– Continued polish on UI and UI for science system implemented
No Save System. It will be present in this version but not activated until .8.

(.8) ‘Hubble’ Release – $19.99 – Release in March 2018 through our web site
Will have all of Newton, and:
– Save System implemented
– All cultures implemented
– Emperor screen (diary) partially implemented
– Science system completed
– Intel system start implementation (Inquisitors, secrets, plots)
– Expanded character decision AI (added 2 more ‘ultimate’ goals: Generic (‘normal’) and Wealth)
– All 3D planets and nebulas implemented
– Most sounds
– More music (4-5 tracks)
– Very basic Xyl plot starters
– 80% of Projects
– 50-60% of Character Actions
– Continued balancing
– Bug fixes

(.9) ‘Sagan’ Release – $24.99 – Release in June 2018 (Steam Early Release Candidate)
Will have all of Hubble, and:
– Combat system partially implemented
– Religious system partially implemented
– Emperor screen fully implemented
– Intel system fully implemented
– All cultures and Houses implemented
– Expanded character decision AI (added 2 more ‘ultimate’ goals: Human Needs and Power)
– All sounds added
– All UI elements added
– More music (7-9 tracks)
– Intro/win/loss videos
– Xyl ‘ending play setup’ partially implemented
– 80% of Character Actions completed
– All Projects added
– Continued balance and bug fixes

(1.0) ‘Copernicus’ Release – $29.99 – Release in August-September 2018 (Steam Release)
Will have all of Sagan, all Xyl plot, and all remaining systems/music/sounds/’puff’ – the ‘basic full game’ as described in our GDD.

So that’s the plan. I’ll write a follow-up blog in a few days with more detail and possibly some new UI screens. Until then… stay safe out there, it’s a big universe!

-Steve

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Updated development video now out! Check it out here!

Hey everyone!

As promised, the new video is out, and while it’s a bit longer than usual (almost 50 minutes!) it’s chock full of content and showing some of the new graphics, UI, and systems we’ve been working on. We are targeting more frequent updates – every two weeks or so, just to keep ourselves honest if nothing else. There should also be 2 blog posts a week ideally, but at least one no matter what. We’re working on cleaning up the forums – we had an attack of spammers a month or so ago, and we’re just about done cleaning up all that nonsense. We hope to have a tentative early access release date pretty soon, where you’ll be able to buy in on the ground floor and be eligible for all future updates. We’re getting closer, as you can hopefully see from this video. I’m personally excited to be working on the game actively again and I think you’ll be impressed with the strides we’ll be taking over the next several weeks!

Anyway, the link is here:https://youtu.be/0u1D2FvLHig

Don’t forget that we have our own channel that you can subscribe to for updates in real-time. Hundreds have signed up, why don’t YOU?? 🙂

Until soon,

Steve

 
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When designers turn human: An introspective look into crafting a dream

Hello everyone; long time no see! It’s been a little while since I’ve written a blog, and this blog is going to be a little different. It’s not going to have any new features about AotSS, nor will it have a timetable or cool screenshots. We’ll have those shortly. No, I wanted to take a bit of soapbox time to talk about where I’ve been and why.

So, the first thing people need to remember about programming: it’s hard. Even for people who have degrees in this sort of thing, it’s hard. And I don’t have any kind of programming certificate, degree, or even a course. Everything I’ve learned has come from teaching myself, except for one computer science class in high school. I was very, very good at programming – was nationally ranked, in fact (yes, they have contests for programming in high school!) – but I didn’t think I could pursue it as a career since I didn’t much care for the math part of things. So I went to college, and put aside my programming.

Throughout the years, I kept coming back to programming for fun. I taught myself C++ with an Ivor Horton book that must have weighed 10 pounds. But I loved to learn, and slowly I put myself through pointers, address memory, OOP, classes, structures, and advanced topics like recursion and data structures. I had some knowledge at this point, but no game. So I started to imagine a world where humanity was hanging on by a thread, having been invaded by aliens that came through a stargate that humans built themselves – the ultimate Trojan horse. You were the supreme human commander, responsible for fighting the aliens (even then, called the Xyl) on Earth and holding them off long enough to accomplish your other objective: to assist the surgical team that went through the stargate using coordinates discovered during recovery of the plans to build the gate, only to discover that they were part of a galactic competition to determine the next master race of the universe for the next 100,000 years. That game design was called Perihelion, and I designed it almost 20 years ago. It seems quaint now, but back then I was roaring with excitement to program it and show it to the world.

Only one problem: I had no idea how to start a project of this magnitude! I was 22, and the Build engine was still being used. Programming games was still something of a black box process – there was no Unity, no DarkBASIC, no YouTube tutorials to walk you through creating levels, and certainly no iPads to download manuals and upload code – no, you had paper books and phones to call friends for help. So after a few false starts, I gave up on that for the time being.

Years passed – I grew my management career, got married, settled down, and looked at what life would be past 35, then 40, and wondered if I had truly given things a fair shot with game design. So I went back to the drawing board about 6 years ago, taught myself Visual Basic, and designed a strategic space combat program based on the Honorverse. You could command ships of different sizes and in the prototype, you had to detect and engage the enemy using gravity signatures generated from impeller wedges. It was surprisingly fun, and I did end up posting it in a few places, but obviously I couldn’t do anything real with it because a) Honorverse and licensed properties and stuff and b) it was still very rough, and I wasn’t comfortable with showing it off. However, for the purposes of this blog, for the first time in almost half a decade, I’m showing off screenshots of my first ‘real’ game project:

As you can see, even though it was Visual Basic and the graphics were basically one step above spreadsheets, it was a really fun game. The ships had very intelligent AI – they had numerous tactics that they could use, and their captains had a fear/bravery rating as well as an intelligence rating that would determine which tactics they would use, what range they would fire at, etc. Not bad for a first project, but I wasn’t happy with it, so I stopped working on it, and another few years went by.

About 5 years ago, I designed a solo board game called Star Requiem: Humanity’s Last Stand (https://www.boardgamegeek.com/boardgame/122248/star-requiem-humanitys-last-stand) that was based on a continuation of the history that I had started with the Perihelion design. I actually finished that game, and was working on a computer version when I had the idea to design a new game around what happened after humanity fought the Xyl to a standstill. What would their culture look like? How would the remnants of the human race spread? How far would society slide backwards? What would happen to technology? What would losing 70% of your entire species in another war do to a species? That’s what I set out to answer, and I knew from the very beginning that the game would be based on the last emperor – a child, with very little power, destined to bring humanity back from the brink of the final Xyl assault to destroy humans once and for all. And I knew at the core of the game would be the Action Point system: as Emperor, you would only be able to do certain things depending on where you were, and only so many actions per month – you were not omniscient and not a being with unlimited time and energy. I was so excited about the premise that I couldn’t wait to start! I taught myself yet another engine (Windows XNA) and set to work on what was to become Imperia.

So about 6 months into that project, I started posting pictures and almost immediately, people were interested in the concept. Very interested. I got offers to help and eventually took one from an artist named Pavlos who helped me refine the ‘hard’ science and the look and feel of the game. We reached a point where I had enough of a game and there was enough interest that there was one question: did I want to create a studio and actually sell this thing?

Well, the old self-doubt crept in, and I hemmed and hawed for months, until finally I decided to take the plunge. I made the agonizing decision to basically scrap what was complete with Imperia (basically it was about 60% done) and convert to a totally new engine and language. After some research, I settled on C# and Unity. After learning yet ANOTHER new language and engine, I was ready to work (Note to prospective indie programmers: Pick a popular language and stick with it. I wish I had!).

So it’s been a little over a year since that decision was made. I took out a loan, hired another artist (Ogi Schneider), and partnered with an amazingly intelligent and creative man named Oliver Milne who really helped flesh out the backstory and universe of Imperia, eventually to become Alliance of the Sacred Suns. And even working part-time, even having a baby and all that brings, even with challenges from my primary job, we kept chugging along. We were slow to milestones, but we were learning, and understanding what we could do and how much we could do in a given month.

And then January 2017 hit, and that old feeling came back that I’ve fought for almost 20 years:

Fear.

Fear that my best wasn’t going to be good enough, that this project was an immense undertaking for one person to program, that the concept of AotSS was so ludicrous because it’s not quite a 4X, not quite a TBS, not quite a political game, but parts of all 3. It’s certainly unique, but would people actually like it? I started to doubt my abilities to finish this game, doubt the premise, doubt the 4+ years I have spent getting to this point, doubt all the time and energy invested in programming, testing, designing, fixing, bug-chasing, and still feeling like there was so far to go. It was like that dream you have where you’re trapped in a room, and the door keeps moving farther and farther away from you, no matter how fast you run towards it. and you can’t go backward. What do you do?

I stopped. I was paralyzed, feeling despondent that I couldn’t reach that door, like it was taunting me. It was depressing me, literally. I couldn’t face programming. I’d code for about 20 minutes, then it felt like the screen was laughing at me, daring me to attempt to add a new feature, whispering ‘What’s the point? Nobody’s going to play your stupid game anyway…’ and I would give in to the voices and break off. It felt like an overwhelming task – like eating the elephant, except my elephant regenerated every morning, even bigger than before, but all I had was the same damn spoon to work with.

And that fear started affecting other parts of my life – it affected my confidence, my focus, and it impacted almost every part of my life. I could almost hear the little voice inside me every day: ‘So you’re going to give up on this one too, just like you’ve always done. All. Your. Life.’

No.

The line in the sand will be drawn here. And now.

I’ve decided that I don’t give a damn what the voices say, or what other people think, or how crazy our game design is. I’m very proud of what we’re trying to do, the design we’ve worked on for years, and the story we have written (well, Oliver mainly) for AotSS is amazing, and it deserves to come out. And I can’t let my doubts and fears override that need. It’s hard sometimes, especially when it’s not your main source of income, but I have made a vow to myself and the team that I WILL finish this game. I WILL see it through to the end, and I’ve written this very long post because I need to share this vow with the public and put out there my feelings and emotions to how I got to this point.

It’s been hard to type this blog, and it’s pretty personal for a game diary, but that’s the most honest explanation for why there hasn’t been a lot of progress over the last several weeks. I promise there will be a new video up in the next day or two. I keep putting it off because honestly, I never feel like what we have so far is good enough to show – the old self-doubt creeps in and I think ‘just one more feature and I can show it’ or ‘let’s stomp one more bug and then people won’t laugh’.

Enough. Enough. It is what it is, a work in progress by a small indie studio, not EA’s latest AAA title. I know I’m not as talented as some other developers, but I was once the 17th best programmer in the United States in high school, and by God I can finish this game.

And that’s just what I intend to do. I love all of your support and those who read these blogs and follow along and have done so for the last 3 years. Your patience will pay off. I swear it.

Now back to work on 4.7.0a!

-Steve

 

 

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Just a quick update – Life is personal, and programming is hard!

Hey all!

This is Steve, lead developer of Alliance of the Sacred Suns. This is a quick blog to talk a little bit about the relative lack of updates from me! Basically, it’s hard having a baby, especially when you’re still working full-time as well as trying to complete an alpha for a game.

Although Ethan has been a great baby, he’s still a baby, with baby needs and baby volume, and with my 50 hour a week job, it’s been difficult for me to find time to develop. Oliver and Ogi have continued to work on the writing and the graphics, and I’m happy to say that I’ve found a new balance, my wife has been supportive with my efforts to rebalance everything, and have been able to successfully work on the game again.

We’re back on track and be ready to hear a lot about what we’re doing in the near future. I just wanted to muse a bit on how much your life changes when you have a kid for the first time and how much harder it is to get up in the morning! So this is a combination thanks to the team for carrying on and an apology that I haven’t posted more stuff in the last month or so. I promise to make up for lost time :-p

We’re going all-out on the .5 build for this month and it should be ready by the end of November. We’re starting to look at a target date for an alpha release that you can purchase. We’re not yet ready to set a date but we’re getting closer to that decision. We’re also in the process of redesigning our web site so we’ll have a one stop shop for all things AotSS in the near future. As always, you can catch up with the updates on the forum or this blog. Thanks for everyone’s patience – as some of you may know, it’s hard being indie!

-Ave imperator!

-Steve