Friday 17 January 2014

Crucible VIII 17/01/2014

State of the game (Build 0.5 {conveniently 0.1 more than the last!}):

  • Ownership mechanic implemented. Ownership increases over time. All planets have Ownership quoted as a percentage. The current percentage of your ownership directly affects the SIM output of the planet. Rate of Ownership gain can be altered. Having 0% Ownership will cause you to lose the planet. Ownership does not degrade over time.
  • New human-specific mechanic: "Ambition". Ambition increases when the player colonises new systems or planets. Having high ambition will lead to increased Ownership of all planets. Low ambition reduces Ownership of all planets. Ambition will only increase via methods of expansion, but there are also a number of human-specific system improvements that can reduce, stop, and/or change the effects caused by Ambition. Ambition decreases slowly if no expansion occurs.
  • Re-do of existing system improvements. There are now fewer improvements, but they scale better with cost and are easily more interesting (24 down to 12 generic improvements, with 9 race-specific improvements each).
  • Map randomiser. This is not completely working, as I do not like the current set-up in which it chooses planets. It does, however, generate a random map based on predetermined star system locations (as described in the video). I currently only have 60 systems available in a pool, but I will be making 180, so it will be possible to have maps of varying sizes.
Screenshots demonstrating randomiser in action. Not all that random with fixed stars!
  • Diplomacy implemented. Players can exist in one of 3 states with each other player: Peace, Cold War, and War. Although the bonuses are continuous, rather than discrete, War provides a bonus to Offensive and Defensive stats, and prevents trade routes from being set up, it is also harder to detect Infiltrator heroes. Cold War boosts both Offensive and Defensive stats as well as SIM output of systems. Trade routes can still be set up, Infiltrators are much easier to detect, and invasions can still take place. Peace boosts SIM output of systems, trade routes can be created, Infiltrators are hard to detect once more, and invasions cannot occur.
  • More hero abilities. Merchants are now linked with systems rather than other Merchants. Infiltrators now have stealth ability. Soldiers can invade and take over systems. Ships coming soon...
  • UI change. Even though these graphics are not permanent, they better represent the dark mood I am trying to set with the game. They are also far, far more interesting for me to stare at!
Screenshot showing off the new UI and atmosphere of the game. Very dark...
  • General changes. Rewrote majority of AI to improve expansion.
Hope this interests you. If you watched my video I apologise for the low sound. I do discuss a fair amount of interesting stuff such as the future of Crucible, and I try to better explain a lot of the mechanics in the game. It would mean a great deal to me if you found the time to have a watch, but if not- no worries! I plan on doing some more play-along's in the future if people like them (and I will use a different mic :) ).

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