Hi Friends and welcome back!
It’s been a couple of weeks since the last patch but we’ll have another one ready for you in a week or two! Right now the devs have a few things on the go – some of which will be included in the next patch, but other things you’ll have to wait until the next galaxy to see…
Attack and return mode is done as are some UI changes we think you’re gonna love – both will be amongst the inclusions in the next patch. Remember, you can keep track of where we are with the roadmap here.
On the other hand, a big roadmap task we started this week was the restructure of the tech tree – but this is something you’ll have to wait for the next galaxy to launch before you’ll be able to get to work on it 🙂
Speaking of the tech tree…
Real life fiction
When we think about the future we imagine a completely different world. Whether or not technology changes the world or we choose to change the world with technology is a matter of debate. Fictional technologies show us a possible future – what we could achieve and what paths we could take.
But what was fictional thirty, twenty, or even just ten years ago can sometimes become reality – space travel is a great example. Science fiction can inspire researchers, generate new ideas, and set new directions. But it doesn’t always work out…We’re still waiting for hoverboards and pizza hydrators from Back to the Future. (Yes. We may have something called a ‘hoverboard’ now – but it’s not the same!).
Branches or tiers?
Anyway – getting back to the game…
Gameplay in Beyond Dark is based on different technologies. If you want a new shiny ship – learn how to build it first. Want to mine Beron like a mole – research it. Every major step in the game requires you to dive deeper into the science & technology tree. This tree is a visual representation of the possible upgrades a player can make to their empire.
Our team frequently considers the form and contents of the tech tree in the game and we’ve ended up with two main options:
- Make the tree as wide as possible, with deep branches that each focus on a specific discipline
- Or to use ‘tiers’ of mixed technologies where a player can’t progress to the next tier until they’ve completed research of all tech in the current tier
Both paths have their pros and cons. The first option, a ‘wide’ branch of specializations gives a player the freedom to focus on one area (at the expense of others) if they choose to do so. While a ‘tiered’ tree encourages players to develop more even capabilities – at the expense of progressing deeper in a particular field.
Our current preference is the first option, a ‘wide’ specialized tree, because we want players to have the freedom to make their own decisions, good and bad.
Future tech and the new tree
We have around 60-70 different technologies in the game right now. Not bad, but not great either. So far, for the next galaxy we’ve already prepared more than 170 technologies to research. Some of them are upgrades of existing ones while others are completely new.
For example, upgrading a medium power turret to the next level will require performing the corresponding research. Also, we’ve added additional branches specific to certain civilizations e.g. Syntis climate indifference will become a technology to research.
In our previous diary we talked about balance. Ensuring all branches of the new tree are at least roughly equal is another important balancing task.
The ability to build advanced weapons or ships earlier is obviously great. But pursuing another branch would give the opportunity to mine tons more farsu, with the knock-on effect of being able to build more fleets…. Could upgrading energy weapons to the max level as soon as possible be the best way to win?! It’s almost impossible to count, predict and even imagine all of the possible scenarios in the game.
There is still a lot of work to do, but looking forward to all future possibilities is incredibly inspiring! We hope you’ll enjoy the new research options and ways to conquer the galaxy.
That’s all for today. Thanks and see you next time!