1. Microcivilization
  2. News
  3. Dynamic Research sneak peek

Dynamic Research sneak peek

Hello,

after another 4 weeks, it's time for a little update. This time I'll talk about some dates for v0.7 release, and then give a brief peek into what's brewing for the distant update of v0.8 and v0.9.

Version 0.7


Beta has been running for 3 weeks now with some useful feedback and surprisingly less negative feedback than expected. So I believe it's now time to think about releasing the 0.7 it to the wild nature.

[h3]When is 0.7 coming?[/h3]

While you can play 0.7 in beta already (as described here), the full release is expected to happen roughly in a week. In it you can expect all the features mentioned in previous posts.

[h3]Is current 0.7 final?[/h3]
No. There is still one patch in queue to be released early this week with some minor changes. Probably today or tomorrow (Feb 19th or 20th). There will be some feature fixes/redesigns/rebalancing from the beta feedback, though obviously not all of those can be processed as a 'patch'. Some of the feedback will require a more careful processing due to dependence on other features in plan. But generally speaking 0.7 is final in terms of the content (e.g. no more heroes or new features are planned at the moment)

[h3]Are the promised Cloud saves coming in 0.7?'[/h3]
While the Cloud saves are the next priority for update, I have not yet decided if they come as an independent patch for 0.7 or along with some additional 'technical' features or even with full game features.

I am currently more inclined to build something like a 'minor technical update' where I would pack together multiple 'non-business features' at once. For instance those candidates are:

  • resolution support,
  • save compression,
  • optimisations for lower spec CPUs
  • cloud saves support
  • first iteration of text externalisation (for translations)


This is a pretty long list so it still needs some careful planning and time-boxing (optimisation itself is an enjoyable process that can take months if not constrained).


What am I working on right now?


These past weeks are filled with diverse tasks around the 0.7 patching but nevertheless there are two areas where I focus on the upcoming new features as well.

[h2]#1 - Music[/h2]
After about 4 months break I have resumed working on the Soundtrack and have began digging deeper into composition theory. The difference between music and pixelart/programming is that I am very new to this world (read: can't read/write notes or play any instrument) and completely unable to estimate the work needed. Nevertheless music is probably the most fun of all game-making processes, which is why I decided not to outsource this to a professional.

So far Microcivilization's soundtrack has something like 10 minutes overall - about 5% length of what I would like the soundtrack to be for the full game. So for this reason I restarted this activity as soon as I could after Early Access release. I can't tell what the soundtrack will be like for 1.0 and if it even will be full at that time. But this is a very long journey...

My plan is to add music tracks one or two at a time, as part of future major updates - probably starting with version 0.9. There is a plenty of styles to learn for different historical eras, so a lot of experimenting and lot of theory as well. And so for the time being we'll be stuck with just the humble 3 in game tracks.

[h2]#2 - Dynamic Research system[/h2]
Research update is aimed at providing the variability framework for future gameplay (e.g. more ascension tiers). It is best to come before any other planned big features, since everything else depends on tech tree and it's mechanisms. With great demand for run variability I decided to prioritise this build even before promised AFK and autonomy upgrade.

Also the Tech tree is one of the oldest code components and is contaminated with a significant tech-debt (ironically). So it makes a lot of sense to replace some dirty fixes with proper design to prevent future slow-down.

[h3]Changing Tree[/h3]
The first most important change is making the technology tree change with each run. Planned features include Rare technologies only discoverable under certain conditions. The tree's branching would become semi-randomised as well. This will also enable endless research technologies at the end of available era, although the specific of these is yet only vaguely designed. But it's good to have a possibility for it.

[h3]Major/Minor techs[/h3]
To make planning your research more sensible Technologies would be separated into Minor and Major. Minor techs will provide a single small bonus while Major techs will provide a number of bonuses as well as unlock multiple new units or buildings. In combination with randomised branching this will let players focus on certain branches first based on their current culture build.

[h3]Redesigned Bonus system[/h3]
The current bonus system (the objectives indicated with the Star icon) will be completely reworked and integrated with the new tech tree features. Bonuses will also become randomised.

[h3]Locks/Gates[/h3]
Some technologies will not be achievable without prior investment elsewhere. There are going to be locks/gates (I have not settled on the name yet) which will require a certain condition, activity or resource to unlock the given technology (i.e. there will be different gates, also randomly generated each run).

[h3]More Crises and problems[/h3]
At the same time, some technologies will cause specific unique problems. As an example I plan to introduce Plague and Industrial Pollution. This is not necessarily going to be a new Crisis, instead there's a new small mechanism I am experimenting with at the moment.
That should introduce some new Fun (trademark by dwarf fortress)

Early mockup for the new randomized tech tree structure with static 'spine' techs, minor techs, major techs, rare tech and late-game upgraded tech.


In summary the Research Update is aimed at thes objectives:
  1. Offer players a long term reward for well planned exploitation of the tech tree each round - there will be good and bad decisions what to research when and sometimes mutually exclusive choices.
  2. Turn research tree from a static 'progress bar' into essentially an exploitable place with opporunity for perma-upgrades
  3. Offer more challenges along the research and thus more risk management decisions.
  4. Steer the player occasionally to benefit from different playstyle in order to unlock a special new feature.
  5. Enable future expansions to the tech tree - e.g. growing the tree in all directions by unlocking ascensions, changing/upgrading individual technologies or regressing technologies (through dogmas etc.)

[h3]When is new Research coming[/h3]
As I mentioned above there a few more things to tackle first. Number one is patching 0.7 for the releasable version. Then comes the actual 0.7 release to the public branch. After this comes the promised Cloud Save support (optionally with other features along that). Only after all the above are done will the focus fully switch to the new Research update. So optimistically I am looking at first part of Q2 (e.g. April) for the new Research tree to come to Beta and public branch.

Thats all for today.

See you soon,

Ondrej