A quick fix to allow corps to actually build the ships you request, also added WASD + arrow key camera control as well. Just copy over the old .exe file
Worlds Collide is a 4X turn based space strategy game. I've been casually developing it over the last 2 years as the game I've always wanted to play. It's designed to be a standard 4X galactic strategy game where you colonize planets, expand your empire, research, contact and trade\negotiate\fight other empires.
I have a few alternative features and mechanics that aren't usually seen in this type of game that will make it different to most similar games out there. This includes avoiding as many hard limits as I can (i.e. Planet population, fleet sizes, etc) instead working on game mechanics that encourage you to balance these things yourself.
Hex Grid Based Maps
Modular Ship Design
AI Corporations that are the base of your empires industry\research
Jump Based Movement
Detailed Empire Diplomacy
Dynamic Sensor FOW
Hi all, I had been holding off from a blog hoping to have a new demo release to go with it but time seems to be dragging on and I keep working on other things but not always fixing the base playability or stability just yet... oh well.
Overall I've added quite a bit since my last blog, including but not limited to: Missiles, post processing effects, turrets, sound effects, started research mechanics, module sizing, mixed planet population races, ship crew race, planet habitability (temp, gravity, atmosphere, etc)... so I've haven't been idle with it. I did quite a few fixes and performance increases too, though probably added a few things that need fixing in the mix there too :)
Here is a quick example of the post processing effect, this hasn't been tweaked at all for stars it looks way better but a bit strong on the ships a planets probably but cool to know what can happen at least
Here is what it looked like without:
Below is what some of the combat can look like now, certainly a lot better than what I start, might do a video later, as it looks better in motion:
Here is another example of missiles but also showing what I hope to do with research, though a lot prettier GUI of course! Basically you choose individual stats to research but each level has diminishing returns but is infinite though going too far wouldn't be worth it. Technically this way can't run out of things to research, also other stats for the same module still get a diminished return so you don't just automatically choose the first 5 level for each stat until it isn't worth the effort anymore you have to choose whats most useful and go for that first.
Each stat can have a different return so if damage would usually be the best thing to research you can decrease the value of research to make it more of a choice between other stats, Also you wouldn't have all stats available for research with each module but just the most useful ones for that module type, this is all just specified in the techs themselves (I don't want to have 10 choices and really you'd only even pick 3-4 of them)
This is still early stages, but to progress in the the tree itself for new module types, you can have prereqs and what level that prereq must be on, i.e. totally made up but say you want to the 'super mega blaster' you need to research 'mega blaster' MK X first (9 levels of any mega blaster stat) and also could have another prerequisite of "weapon theory" lvl 5 as well. After you have the Super mega blaster you can still continue to research 'mega blaster' if it is still in use and you want to improve it more.
This is all subject to change and testing\balancing of course but is what i'd like in it, would be great to add some tech randomization too but need to do it properly if at all so not planning that feature yet. I'd be happy to explain any more details I may have left out if anyone has questions?