Snippet #26: Moving to the Interface Phase after holidays
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The screeny shows a small empire that just started expansion. For a change we find an empire that is on a planet that actually supports open farming and has some rainfall! That’s good because it makes growing crops a lot easier. No need to build domes or do ice mining for supplying your plants with water.
The small empire shown above is starting to deal with some Marauders at its borders but has not yet ran into any real opposition. Only issue it seems to have right now is a Crime Syndicate which is causing some loss of private Credits and increasing the Danger level a little bit.
The Crime Syndicate is an example of a Story Module that is the first of a template approach for later on. It will be relatively easy to add more Modules like that to further flesh out the game universe. I am using a modular approach with further story content and the aim is threefold: allow the player to switch on/off a Module before starting a game, allow VR Designs to add DLC-like content after release and allow modders a way to create extra content for the game.
But for now it has been enough work on content. There is now a quite rich tapestry of immersive details in place. Lots of events to occur and decisions to make, including diplomatic ones, almost 200 Stratagems, detailed Leader stats, dozens of Hex Perks and Unit Feats, politics, elections, internal factions, archeology, rebellions and what not more. There is enough there right now to make the world feel sort of like a real place. It needs some more work for mid and late game in the final content design phase, but I consider the basic content design phase finished.
It’s time to move to the Interface & Graphics Phase start of August and after that do some AI work. Then it will be on to the Final Content Phase. And then we’ll be getting awfully close to full beta.
Thanks for following my progress. It is always a motivating for me to have feedback.
Best wishes,
Vic