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.

Features Include:
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

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Good Morning,
It's been awhile since I've posted anything but work has still been progressing, my two main focuses have been GUI for ship designer and the research system. This post I'll just do a quick summary of the ship designer changes and there will be a post later for the research GUI and it's system as there is a lot to that one :)

Here is what ship designer looked like before I started this work

Here is a mockup of possible what I'm aiming for, this is with a module selected to show the details of that module (not in-game yet):

This might be a little overdone with the lines and extras but would like to try it in game as they all actually show some useful info at a glance but they might be removed if it appears too much.

Some of the main changes are adding backgrounds for the stats which I think really help and grouping the stats by type (Movement, Hull, Power, etc). I also moved the preview stats to the left which seems to work better as on some of the larger stat names it could overlap which was no good.

The hull selection list has also been updated, mainly focusing on the stats and how to display them. Now the research system adds a lot more variation to the hull options I needed to show more stats and in a useful way. I was mainly thinking if players care when the ship has 10hp or 100hp then realizing it only matters how much it compares to other hulls, i.e. "It's twice as strong as the cheaper one". So along those lines hull GUI has been changed to be bars (tooltips can still show the actual figure), these get the values by finding the highest value for each stat that any hull has that is available to the player and basically displaying it as 0-100% of the best available one.

Hopefully at a glace this will make it easier to choose what you are looking for. One thing I'll be paying attention too when testing is how it feel as tech advances and the bars actually change for hulls that haven't changed stats. For example if you get new hull for Battlecruiser that has twice the HP as your previous best design that previous design will now be half a bar (it used to show a full bar). It'll always show up to date information as a dynamic comparison. I will need to see how it will feel as a player, as I can't think of information been displayed like this in other games but think it should work.

Here is a current screenshot of what I've been able to implement so far, very much a WIP and nothing final but starting to feel more developed:

I've also done a lot of work on research systems and the GUI. Halfway through it was redesigned as I began to see limitation to the initial approach, so I'll talk over that with some before and after screenshots next blog.

Happy to answer any questions or feedback in the comments.

Til next time!

New Test Release and Video Blog

New Test Release and Video Blog

7 months ago News 0 comments

I've uploaded demo version v0.091 with fixes and some more useful AI for anyone interested. Also attached is a video blog showing current status of the...

New Preview Release 0.089 Avaliable

New Preview Release 0.089 Avaliable

8 months ago News 1 comment

I've uploaded another preview release for anyone who is willing to try it out. Added piles of stuff since my first demo including: Ship Design, Sounds...

November update

November update

1 year ago News 1 comment

It's time for another update this one I will detail some background data structure changes I've been working on and why it needed to change. Also I've...

Research work and general playability

Research work and general playability

1 year ago News 0 comments

Hey Guys, Just an quick update, I've still been progressing well on this and am getting a little excited at times with how it is looking if I do say so...

Worlds Collide v0.091

Worlds Collide v0.091

7 months ago Demo 0 comments

here is a demo with more fixes and updates, should be able to invade planets now, fixed some AI behaviour to respond better, still have a long way to...

Worlds Collide v0.089

Worlds Collide v0.089

9 months ago Demo 1 comment

Hi Everyone, Got another preview release for anyone who is willing to try it out. Added piles of stuff since my first demo including: Ship Design, Sounds...

EXE Patch 0.081

EXE Patch 0.081

1 year ago Patch 0 comments

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

Dev version 0.080

Dev version 0.080

1 year ago Demo 0 comments

An in development version for testing and having a look at what i'm up to so far. This hasn't been tested, balanced or polished at all so look at your...

Post comment Comments
dirtbag007 Jul 24 2014 says:

"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."

That's what I've been looking for a loooong time ago.

+2 votes     reply to comment
fishy418 Creator
fishy418 Jul 26 2014 replied:

Yeah that was exactly my thought, maybe it is hard to do but I'm certainly giving it a go and so far I think it will work ;)

+2 votes   reply to comment
Wookienator Jul 21 2014 says:

Looks interesting

+2 votes     reply to comment
Rrtaya_Tsamsiyu Dec 15 2013 says:

hmm, Axis and Allies meets Sins of a Solar Empire, cool. tracking

+2 votes     reply to comment
fishy418 Creator
fishy418 Dec 16 2013 replied:

Thanks for the interest, I haven't actually played axis and allies though definitely have heard of it might be my next research game ;) I like Sins and have played that one quite a bit!

+2 votes   reply to comment
fishy418 Creator
fishy418 Dec 4 2013 says:

I'm currently working toward another early test build to get more feedback . This will include basic ship designing, Hull Damage\penetration, module damage, weapon accuracy and I'll try to put in another ship class or 2 (not just frigates)

I'm thinking before the end of December maybe sooner but just depends on how much free time I get to spend on it. Happy to answer any questions in the meantime if anyone wants more information?


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