Friday 24 January 2014

Crucible IX 24/01/2014

As you may have noticed, I have changed the name of the game from 'Ascension' to 'Crucible'. I felt that Crucible reflected the dark mood of the game much better than Ascension, and wanted to prevent the game from being too closely associated to the somewhat legendary game 'Ascendancy'. To celebrate this I am happy to show off a particular piece of work done my artist/friend:


I have commissioned him to design me some promotional material, and also this impressive looking font. Meanwhile...

State of the game (Build 0.54)

  • Mostly moved and optimised existing code so not a great deal of new content.
  • Map randomiser working much better than before! This caused me a great headache and still isn't working completely, but produces far more interesting maps than last week.
Notice that connections no longer overlap others with the new randomiser.
  • UI improvements. When you hover over a system, the GUI will display key information about it. Still functional graphics, but much closer to how the final version will look. Also created some icons for Science,Industry and Money. Also created a small bar on the bottom of the screen to count resources, turn number etc. I felt that having the bar at the bottom of the screen helped make the rest of the game seem less cluttered (as opposed to having a bar at the top, and UI elements around every edge).
New empire info bar (shortened for the blog), also displays date rather than turn. 

System label. Also shows off fancy symbols. Not sure about symbol for money (Credits).
  • Change to heroes. Now only 2 specialisations, rather than previous 3, on second level. Merchant becomes Smuggler- can ferry resources and debuffs around. President and Peacemaker combined into Ambassador. Strike Teams now gone. Spy and Recon Drone now condensed into Hacker. Assassin has been renamed as Drone. Heroes now gain levels simply by surviving for a certain number of turns, rather than a GP cost. This prevents excessively powerful heroes being purchased early in the game.
  • New racial traits. Lots of theory work on ships, invasion mechanics, heroes and technology ideas. Will detail when implemented.
I will also be dedicating time to creating a business plan, as I hope to get onto Kickstarter in the not too distant future. Hope you enjoyed reading/looking, feel free to comment!

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