February 1st… it’s been two years

Remnants has been officially a project for two years now. What’s done, and what’s left?

Game Mechanics – all of original game mechanic are in the game and working except random events and a few diplomatic options. The game AI handles everything except managing their reserve, which is not an urgent priority. There are things that the AI handles, but not well, that still need a lot of work.

User Interface – all of the user interfaces are done except that for ship combat, which currently auto-resolves. However, behind the scenes that combat is mechanistically handled as if it interface were there. In addition, all of the user interfaces are going through a significantly improved visual revamp now that a graphic designer has joined the team.

Content – 7 of the 10 races are done, with only Humans, Mrrshan and Klackons remaining. The planet Orion and the guardian ship are not in the game. Random events are not in the game. MOO2 content like leaders, Antarans, additional races, etc are still planned.

Artwork – as some of you know, the breadth of the artwork in this game has increased dramatically since my original small-term plans. However, this is because our artist is amazing which has motivated me to spend the extra time and money to make this game as good of a remake as possible. After his GNN artwork is done, there will be ships for ship combat, the remaining 3 races, technology holograms, end-game animations and probably more that I can’t think of at the moment. In other words, a LOT.

Writing – we have a professional writer on the team and he is doing a great job at what is generally an underappreciated and under-served part of gaming. In addition, there are translation efforts actively underway to make the game more accessible to non-English speaking gamers.

Schedule – the schedule is blown because of the increase in art, but I hope that’s not too disappointing. It’s more important for me to do the game right rather than rush it out. Fortunately there are a ton of space 4X titles available for those who need their fix.

Release schedule – Because of the constant schedule slipping, I’ve decided to do away with the notion of formalized alpha and beta releases. Instead, I will simply make the latest version of the developer build avaialable, without an expiration time, as functional parts of the game are completed. There’s no need to hype this game like it’s a commercial product.

Sorry for taking so long, but that’s how it goes.


8 thoughts on “February 1st… it’s been two years”

  1. Keep up the great work! I’m not phased by the schedule slip because you guys have been churning out some good work. Better a nigh perfect product later than an average one now.


  2. Also,
    “Instead, I will simply make the latest version of the developer build avaialable”
    Link? Any changes since early December?


  3. It’s been alot longer than 2 years – I still have a copy somewhere of Java MOO on an old hard drive! Amazing how far it’s come, thank you!


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