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One Year in Development

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.


[ 2019-03-26 23:16:22 CET ] [ Original post ]

Eons of War
Vasinov Games Developer
Vasinov Games Publisher
2022 Release
Game News Posts: 33
🎹🖱️Keyboard + Mouse
No user reviews (0 reviews)

Epic Turn-Based Star Battles


In this turn-based grand strategy game you take control of an advanced civilization in an ever-changing galaxy. Build energy spheres, resource harvesters, and ring worlds to grow your economy by collecting star energy, mining asteroids, and expanding your population.

Learn how to thrive in an evolving battlefield with new stars being born and old ones going supernova, asteroid fields depleting, and hyperspace tunnels being built by you and your opponents.

Capture mysterious space stations and research new technologies to dominate the battlefield.

Follow a procedurally generated story in the single-player campaign or battle AI and your friends in custom multiplayer arenas.

FEATURES


  • Build your star empire: take control of an advanced civilization and build mega-structures like hyperspace tunnels, energy spheres, and ring worlds. Develop your economy by collecting star energy, mining asteroids, and growing your population.
  • Experience the cycle of stellar evolution: new stars are born and ancient ones turn into black holes, white dwarves, or dust over tens of millions of years—all within a single battle!
  • Explore star systems: create a system of hyperspace tunnels to nearby stars to conquer them.
  • Research new technologies: capture mysterious space stations to make strategic decisions about your civilization's research.
  • Unique stellar mechanics: learn how to thrive in an evolving battlefield with stars going supernova, asteroid fields depleting, and new hyperspace tunnels being built by you and your opponents. All stars are procedurally generated based on real physics. Luminosity, mass, and energy output change in accordance with star properties.
  • Single-player campaign: follow a procedurally generated story of an advanced civilization spanning millions of years and dozens of stars.
  • Hotseat multiplayer: play on the same computer with up to four friends.

MINIMAL SETUP
  • Processor: AMD Athlon II X4 640 @ 3.0 Ghz or Intel Core 2 Quad 9400 @ 2.66 GhzMemory: 1 GB RAM
  • Memory: 1 GB RAM
  • Graphics: AMD HD 5770 or Nvidia GTX 460 with 1024MB VRAM
  • Storage: 1 GB available space
RECOMMENDED SETUP
  • Processor: AMD Phenom II X4 850 @ 3.3 Ghz or Intel i3 2100 @ 3.1 Ghz
  • Graphics: AMD HD 6850 or Nvidia GTX 560TI with 1024MB VRAM
  • Storage: 1 GB available space
GAMEBILLET

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