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Eons of War development is going swimmingly: game loops are tightening, graphics are improving, and soundswellare sounding better. With this update, we'd like to start covering some of the core game mechanics and systems. The first topic is the in-game economy since it's used in many game loops.
After a long hiatus, I was pleased to announce a little over a month ago that Eons of War is back and it's being actively developed. We have an actual budget now to help us hit future milestones and contract out music, some graphics, creative writing, and marketing. While parsing the feedback from the private beta players and doing more internal playtesting, we realized that the 4X game mechanics weren't compelling enough, so we started brainstorming how to fix it. After several months of churning through various ideas, we made the decision to change direction. Eons of War is now a real-time survival strategy with rogue-lite progression elements. Whoa, that's a big change, right? It certainly is and we believe it's for the better. The updated game is in very early alpha and is already loads more fun to play. There are many more game loops left to implement but for the first time in over a year I'm very optimistic about the whole thing. Let's take a look at some of the more exciting new mechanics and graphics!
Hello everyone! First of all, I'd like to apologize to the whole community about keeping you in the dark for over a year. Life and other projects got in the way of development but I'm pleased to announce that Eons of War is back on track. We've been making good progress addressing problematic game mechanics, writing code, and making things look pretty. After weeks of brainstorming and deliberation I decided to make significant changes to the game across multiple dimensions. First of all, Eons is not a turn-based 4X strategy game anymore. I know, I know...you've signed up for some 4X goodness in space and this might feel like a letdown but please hear me out first. The game is now a real-time indirect control survival strategy with 4X elements. All and all, it's a very good thing since the old vision wasn't working the way I wanted it to and, honestly, it just wasn't fun to play after a few hours. Even though the new mechanics are in the alpha stage, it's already way more exciting to play. The premise of the game has changed as well. Now, you are at the helm of a space corporation in a planetary system constantly ravaged by abnormal solar activity. To make matters worse, an unknown alien civilization has been carrying out attacks on peaceful planets through temporary interstellar rifts that open and close seemingly at random. As a player, you have to deal with the multiple crises that come in waves. You now get to hire different types of spaceships, manage solar flare shields, mine minerals, collect energy, research new technologies, and strategically defend and attack planets, rifts, asteroid fields, and space stations. All that in a constantly evolving planetary system with spaceships acting independently following their own agendas that don't always align with yours. Where do we currently stand in terms of development? Since so much of the game had to be changed, it's going to be a few months until we run a private beta for select players again. The goal is to have a playable beta by June and to launch the game in late 2021. In the next monthly update I will talk more about the new game mechanics and share some new screenshots. Again, thank you so much for being a part of the community and supporting the game! Happy holidays and let's make 2021 a great year!
Apologies for the lack of updates! Thereve been lots different things happening in the past couple of months and I couldnt dedicate much time to Eons of War. I tested the most recent version with a small group of folks and it seems like the core game loop is still not where it should be. The problem is that after several battles it all starts to feel too similar and mundane. One way to fix it is to make every game session more dynamic and unpredictable by applying a few mechanics that Ive been experimenting with. The tough thing is that it will take several months to implement, test, and tune them properly. Since I wont have as much bandwidth for the next few months, I had to make a decision to postpone launch until 2020 and cancel (for now) the private beta. Id still very much like for this project to happen but I want to do it right and not launch something I am not proud of. On the flip side, while working on Eons I learned a ton, got a lot of feedback from all kinds of folks, and made a few friends. Once development is back on track Ill post another update. Originally published on Vasinov Games.
Exciting news: I can finally see the light at the end of the tunnel, so private beta 2.0 will be starting on May 6!
I am pretty excited about it since the game is in incredible shape compared to the first early beta that we ran in December of last year. There are tons of new game mechanics, better graphics, and, overall, much more enjoyable battles. There are still quite a few things to improve and kinks to work out over the next couple of weeksnamely better AI, balancing, bug fixing, and polishbut Im confident it will all be completed by the deadline.
If you havent contacted me yet about participating in the beta please do so by joining our Discord server or shooting me an email at vasily@vasinovgames.com.
This time around the beta will go for only two weeks. The reason for this is twofold:
Build 0.17.0 of Eons of War is out on Steam with minor game mechanic changes and some polish work. Lets dive right in!
Build 0.16.0 of Eons of War is out on Steam!
This update introduces a long-overdue change to how action energy costs are calculated. Before this change costs didnt take the underlying units into account. For example, the cost of a mineral transfer would be the same for one mineral as well as 20 minerals. This didnt make much sense, especially considering that costs for weapons were dynamic, so we decided to change it.
Now, action costs for transfers and attacks depend on how many population units and minerals are involved. The final cost of an action depends on the number of units multiplied by the sum of all modifiers. Modifiers come from distance to target, star mass, research, race, structures, events, and factions just like they used to except now they are multipliers instead of cost components that get added and subtracted.
We also ended up replacing the All Action Costs modifier with more granular Transfer Costs, Weapon Costs, Attack Cost, and Hyperlane Cost. This allows for more strategic decisions regarding research and faction choices.
Another change that this update introduces has to do with locations that dont belong to players. Before this update all non-player locations were unpopulated and whenever a player built a hyperlane to such a location it would automatically become theirs. Now, some locations have neutral civilizations that dont expand or build structures. All resources around such locations increase every turn at a low rate and whoever builds a hyperlane to a neutral location will also have to attack it in order for it to become theirs.
Finally, we decided to add the ringworld structure to space stations, so they can grow population just like regular stars. The only thing that space stations cant generate is minerals.
This update might seem small but it changes battles for the better. The fact that locations can exchange low amounts of resources on the cheap is very important. It also makes it hard to steamroll the battlefield in the endgame when supernovae go off and some locations on the outskirts have tons of population left that can be used to take over the battlefield. Now, the cost of doing that is prohibitive.
Originally published on Vasinov Games.
Yesterday marked one year since I started working on Eons of Warat least thats what my version control history says! It felt like an important milestone to me, so I decided to go over some development highlights in this post.
I was at a low point in March 2018. My cat just passed, I didnt have any desire to work on serious software projects, and I was considering switching careers into something more creative outside of computers.
My wife suggested that I make a list of things that I always wanted to work on and dedicate two months to every entry on that list. I put make a computer game at the top of the list and thats how it all started.
After two months of tinkering with prototypes in Unity I didnt feel like stopping, so, naturally, I continued building.
The first working prototype was a scifi RPG where the main character flew around star systems and engaged in arcade battles. After winning a battle the player could mine minerals and upgrade their ship combat components and the fuel tank. The character could also gain experience from battles and level up their battle skills. It was a simple game that ultimately didnt have any interesting mechanics, so I decided to keep brainstorming.
During summer vacation I came up with an idea that made me re-think what kind of game I wanted to build. The idea could be described by asking one single question: what would a strategy game in space feel like if instead of the usual hundreds or thousands of years the gameplay was focused around tens of millions of years?
That seemed like a thrilling idea with tons of possibilities: empire development mechanics focused on a general strategic direction instead of tactical micromanagement, stars constantly changing their properties and eventually going supernova, and outrageous mega-structure projects, like Dyson spheres and ringworlds, being commonplace.
Of course I immediately jumped to prototyping it!
The first prototype was an RTS game with active pause. All stars had a certain amount of health that really was just the amount of energy they had left before collapsing into a black hole. The player could build three buildings around captured stars: energy spheres for capturing energy, ringworlds for growing population, and space fleets for higher combat strength. To reach other locations the player had to create hyperlanes. The game only featured two resourcesenergy and populationthat were used for all actions.
I quickly realized that playing the game (even with such simple mechanics) was very tedious if the player had more than three locations to manage. Simple brute-force AI would beat me almost every time, which was a good sign that something was off.
I decided to make the game turn-based and have actions take several turns depending on the distance between locations.
After a couple of months of work I had a prototype that was more fun: it introduced a new resource: minerals. The player could also transfer resources between their locations. I also made all actions take only one turn, which dramatically reduced the amount of tedious bookkeeping that the player had to do.
It was October 1 and thats when I announced to the world what Ive been working on. I received some pretty subdued reactions, since the game was pretty simple and the graphics werent particularly impressive.
I had to keep grinding to make my vision a reality!
After two more months the game changed pretty dramatically. I added space stations for tech research, asteroid fields, fog of war, sounds and music, better graphics, and, finally, implemented the supernova mechanic. The game started to really shape up and I was ready to let players try out an early beta.
To my great surprise, most reactions were very positive and several people spent hours playing the game. They shared tons of great feedback and ideas for new features. Honestly, after looking at what the game offered back then Im shocked that people even gave it a chance.
Beta success gave me more confidence in what I was doing. I decided to double down on quality and more mechanics to make patterns of emergence in the game more diverse. I also started to really think through how the game arc felt to players during each play session.
Fast forward a few more months to todaythe game is in great shape! I added lots of new features, improved graphics, and polished several game systems. Therere currently 10 different structures that the player can build around their locations. In addition to hyperlanes, black holes can be used for attacks and transportation. Each location has a race that provides different bonuses. The player can setup an energy shield to protect themselves against supernovae and attacks. Therere also remote weapons that affect resource production and can even destroy stars! Finally, I added factions, which are movable units that gain experience and can be upgraded to provide disproportionately high bonuses to individual locations.
All new features fit nicely with the original idea of one million years passing by on every turn. Also, its still a pretty fast-paced game where each session takes 30-60 minutes on a medium map.
Of course, theres still plenty of work to finish: improve AI, add multiplayer modes, balance factions, races, and research, polish the graphics, and add more content. Im super pumped to see what the game looks like in late April when beta 2.0 begins.
Im grateful to everyone whos been supporting development from the beginning. I hope you are enjoying following the progress and learning how long-term projects are developed by (mostly) solo creators.
Originally published on Vasinov Games.
After two weeks of focused work build 0.15.0 is finally out on Steam! It includes a new game mechanic called factions and several other improvements. This release concludes our work on core game mechanics. Its time to focus on AI, balance, content, and polish.
Super excited to get build 0.14.0 out on Steam! And its a big one too with the new weapons mechanic and several important UI optimizations that should increase FPS on slower machines.
Build 0.13.0 is out on Steam! I managed to add several important quality-of-life fixes as well as a couple of major gameplay changes to it. Lets dive right in!
Build 0.12.0 is out on Steam! This update has lots of little changes that dramatically improve gaming experience. It also just dawned on me that Ive been sharing public Eons of War updates for 20 weeks now. I think its the longest streak of writing Ive ever done. Kind of neat :)
Build 0.11.0 is out on Steam! This update introduces races and several other more minor improvements. Lets dive right in!
Protostar about to turn into a yellow dwarf.
Build 0.10.0 is out on Steam! This update contains two major changes: the stellar evolution mechanic and the wormhole mechanic. Both add new ways to strategize during all phases of the game but the endgame is particularly affected by those mechanics in a good way :)
Build 0.9.0 is out on Steam for beta players to test. It doesnt contain as many changes as I have planned last week though. The whole stellar lifecycle mechanic is taking longer than expected because I had to completely re-write the part of the game logic thats responsible for processing stars every turn.
This build mainly includes research updates and some minor bug fixes:
Updated UI: Tooltips and Construction Panels
Build 0.8.0 is out on Steam for beta players to test. It includes lots of overdue improvements that Ive been wanting to work on since December. It also includes several gameplay changes proposed by beta players. This is a pretty important release that consolidates and streamlines several mechanics. I also refactored some game components, which should save development time in the future.
The biggest visible change in this update is an improved UI. Lots of folks werent happy with how UI elements scale on smaller screens, so its fixed now and nothing should look small anymore.
Another UI change introduces structure panels instead of just buttons. This provides players with a much better view of the construction progress. Panels include mineral and time costs as well as the structure name. Panel tooltips show rate and limit changes. Since panels take up more space than buttons I moved them to the right of the screen. This forced me to move action buttons and panels to the bottom center of the screen. I think its a good change that will result in less mouse movements during the game.
Another big change in this update has to do with consolidating all resource properties under one umbrella and removing percentage changes from research and events. Each resource property now consists of four components: base, structures, research, and events. If you move the cursor over any resource the tooltip will show a much more clear breakdown of what contributes to a specific property. By removing percentage modifiers in favor of number increments (and decrements) I was able to solve the ambiguity that many players werent happy with. Its especially useful when making decisions about research and events.
This past week was pretty busy running the beta but I still managed to finish an important gameplay feature: energy shield.
Energy shields are protective mechanisms that consume energy every turn once they are activated. When the enemy attacks a location with an energy shield up, some, or all, damage gets absorbed by that shield, which consumes energy. Depending on how efficient the shield is, it could quickly drain your location energy. For example, if the shield efficiency is at 70% and the location has 10 energy then the shield can absorb up to 7 damage units (equivalent to 7 population units). If the defending location has any population, then the attacker will receive the same amount of damage that they would if there was no shield.
I also added a new structure called shield generator that unlocks the energy shield action. Shield generators can be upgraded to lower energy the shield cost and to increase its efficiency.
Energy shield is a new type of game mechanic that only uses energy in order to achieve player goals. Sure, attacks and transfers consume energy but its just an enabling secondary resource since population still reigns supreme during direct attacks. Thats a pretty important development because it enables another high-level strategy for playersenergy harvestingthat complements two other general strategies: population growth and combat focus.
There are a few more energy-based mechanics that will be coming out in the next weeks. Exciting!
Happy New Year! I took a few days off from development enjoying winter in the mountains and still managed to work on a few long overdue improvements.
I just pushed build 0.6.0 to Steam that includes the following updates:
Welp, apparently Im not good at counting calendar days and update #12 from last Tuesday was not the final update of 2018 after all. This one most definitely is! :)
It took me longer than I thought to get the new events system to the point where it generated meaningful random events. For now it only has eight high-level event types with outcomes that affect population, mineral, and energy limits and collection rates as well as combat strength modifiers. In the future updates Ill be adding more outcomes and event types.
An event is something that randomly happens at a specific star or globally across all of your stars. It could be a positive event, like a scientific breakthrough, or negative, like a pandemic. Any event has three levels of severity (minor, normal, and major) that determine the outcomes. The outcomes are 2-3 different options affecting your economy and military might that you must choose from.
Events generate a constant stream of trade-offs that significantly change the gameplay for the better. Heres a screenshot with a pandemic event that provides the player with three outcomes to choose from:
This screenshot also gives you a glimpse into the new tooltip system that lists all rate and limit modifiers from the star, events, and research. This is helpful when you make decisions about attacks, transportation, and event outcomes.
Build 0.5.0 on Steam that I pushed moments ago has both of these changes as well as the following minor changes:
Its hard for me to believe that its almost 2019. Last year was great on so many levels and I know that next year will be even better! Happy holidays and enjoy the last few days of this year! Im going to keep cranking for another week and then take a few days off to recharge and brainstorm new ideas.
I started working on Eons of War in early August and officially announced it on October 1. Since then the game has been improved dramatically and I collected lots of really good feedback (thank you, players!). The private beta started less than a month ago, on December 3, and more than 50 people played the game already. Im truly humbled and also excited about all the interest from the community!
Last week was a bit slow in terms of progress but Im happy to push version 0.4.0 on Steam today. It mostly addresses several bugs and has a few minor improvements. What Ive been really focusing on is the new events system (to be released in 0.5.0). The events system generates random global and location-specific events that can be both good and bad (for example, a scientific breakthrough or a virus epidemic). For each event youll have to make a choice between rewards (for good events) and setbacks (for bad events). I truly believe that it will spice up the game and contribute something special to the genre. Stay tuned for the updates!
Heres a list of bug fixes and new features in version 0.4.0:
Another great week went by and Im ready to push version 0.3.0 of Eons of War to Steam! This update is filled with pretty significant changes based on the feedback from private beta players. Lets dive right in!
A whole week flew by like it didnt happen! We launched the private beta on Monday for about 100 folks who originally signed up for the beta test. About ten of them played the game for over an hour and provided a lot of great in-depth feedback. I certainly learned a lot of lessons on how to run betas with limited time and resources; Ill write up a blog at some point in the future describing the juicy details. Based on the feedback three things stood out the most:
Great news: we officially launched the private beta today! Last week was mostly filled with tons of testing, planning, and various uninspiring errands that had to be run prior to the launch. But its all done now and we can focus on building the game again. You can join the fun if you are interested in trying out early versions of the game and providing feedback!
We still managed to squeeze in several important gameplay changes. The most significant one is the new type of location called asteroid field. Asteroid fields represent large asteroid deposits that contain significantly more resources than regular locations.
Asteroid fields dont generate any energy or population, so the only viable strategy for extracting resources from them is to build an energy reactor, an asteroid harvester, and a space fleet, so you can transport resources to neighboring locations. If you want to increase population in asteroid fields (say, for defence purposes), youll have to transport it from other locations.
Another change has to do with asteroids contributing to locations total mass. As you extract resources around stars, the total mass of the star system goes down making it cheaper for other stars to attack or transport resources and population to it.
We also modified the supernova logic. Now stars dont ever completely disappear but instead, depending on the type of star, either collapse into white dwarfs without the explosion or go supernova and collapse into black holes.
Other minor improvements include:
First of all, Id like to thank everyone who signed up for the private beta! You are all awesome and Im thankful for your interest in Eons of War.
Im officially launching the private beta of Eons of War on Windows, Mac, and Linux today. Its a very early version of the game thats currently only about 30% done. Heres a list of things to consider before installing it and providing feedback:
Last week was filled with lots of Eons of War improvements and turkey eating! We are about a week behind in our development, so we decided to move the private beta launch to December 3. Now, let's take a look at the changes over the past seven days.
We added tons of good stuff over the past seven days! We are also getting closer and closer to the private beta. The current plan is to have the beta out sometime during the week of November 26.
This week's update is mostly focused on incremental and quality changes to the game. The reason for that is because we had to produce a playable and relatively bug-less alpha build to meet the Indie MEGABOOTH deadline on November 9. I'm happy to report that we successfully submitted Eons of War for consideration on Friday and if the game gets accepted we'll get to present it at GDC or PAX in 2019!
Jeesh, what a crazy week! I'm publishing this weekly update a day later because there were a few loose ends that I wanted to wrap up yesterday. With this update we are introducing some monumental changes to the game! You can finally do more than just build megastructures, colonize other stars, and try to survive in an evolving stellar environment with supernovae and black holes. Now, you can research new technologies, capture space stations, and finally, thanks to a completely rebuilt action UI, make sense of why certain actions are not possible to execute.
Update #4, folks! On top of regular bug fixes, minor UI improvements, and general polish we managed to add two major features last week: supernovae and custom battle settings. Before launching the private beta in the middle of November we are going to submit Eons of War to the Indie MEGABOOTH! The idea is to show off the game either at the GDC or PAX in 2019 before launch. The Indie MEGABOOTH is a curated showcase of games from different game developers; getting accepted would be a huge honor!
Week #3 is here! We keep making good progress towards the private beta. Currently, the plan is to have a playable version of the game for folks to test by November 12.
Another busy week after the official Eons of War announcement! These past few days we focused on defining the list of features that we want to test during the private beta in November. There will be a follow-up post describing the private beta goals in more depth. Aside from that, we also made some progress on the game itself.
Following the Eons of War announcement from last Monday were going to start publishing weekly developer updates to keep the community engaged. These past seven days were pretty busy as we were receiving feedback from friends and fellow game developers. It definitely takes time to process it and even longer to implement. Its exciting to be getting any feedback at all though!
Im pretty pumped to finally announce something that Ive been working on for the past few months! Early 2018 was a confusing time when I wasnt sure what to focus on in terms of work. I got disillusioned in the blockchain and cryptocurrency space and nothing seemed interesting enough to pursue. It got so bad that I started to do things from one of those self-help how to re-discover your passion blogs. I wrote a list of things that always seemed interesting to me but I never had a chance to work on. Some of them were outside of tech, which was terrifying since it meant a career change. One of the things that I kept coming back to was game development. Continue reading...
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