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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Unknown Sensor detection Basic combat animation Galaxy View no FOW
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1 comment by fishy418 on Jul 21st, 2014

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?

Thanks,
Paul

Downloads RSS Feed Latest Downloads
EXE Patch 0.081

EXE Patch 0.081

Apr 3, 2014 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

Mar 23, 2014 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...

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dirtbag007
dirtbag007 Jul 24 2014, 12:31pm 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.

+1 vote     reply to comment
fishy418
fishy418 Jul 26 2014, 9:10am 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 ;)

+1 vote     reply to comment
Wookienator
Wookienator Jul 21 2014, 3:08pm says:

Looks interesting
Tracking

+1 vote     reply to comment
Rrtaya_Tsamsiyu
Rrtaya_Tsamsiyu Dec 15 2013, 9:47am says:

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

+1 vote     reply to comment
fishy418
fishy418 Dec 16 2013, 3:30pm 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!

+1 vote     reply to comment
fishy418
fishy418 Dec 4 2013, 5:43pm 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?

-Paul

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Worlds Collide
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fishy418
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