Category Archives: Blog

Alpha 10 – Competition

Hi Folks, Alpha 10 is out now! It comes with many new features such as the new competition game mode that adds competing ai colonists. They are still behaving a bit experimental. There are different fossil resource deposits now which will run out over time. We started adding steam achievements – claim your victories by starting the game. A redesign of the info panel now keeps the ground conditions visible even with a building on top. The warehouse is available as from Lorian and can store your overproduced energy, food and goods. In addition we have updated the demo version.

If you appreciate our work and like the game please consider writing a short review to push it on steam!

Competition Mode

The competition mode is available for all campaign planets and also for every planet you generate in the sandbox.

In this mode you have to reach a certain population goal and can choose up to 4 AI players. The screenshot above shows a game against 3 opponents. How fast they grow depends on the amount of resources available and the difficulty you choose. You can also steal their land and buildings with watchtowers. In this first version of the AI they wont defend themselves.

The navigation (space key) helps to maintain an overview and the stats menu allows you to compare in detail.

Fossil Resources & Info Panel

The info panel received a new look and some additional functionality:

  • The information of building and field are now separated, so it’s always possible to see all details.
  • When focusing a building in the development menu or in the build ring you can now see the production range of the building.
    E.g. a fishery will produce between 8 and 20 food depending on where you place it. Putting it onto fishing ground is essential. In addition you should make sure to leave some free fields between fisheries.
  • For fossil fields the gray bar shows the amount of resource left in the field. The energy produced by fossil power plants will go down over time. This will make buildings like coal power plants much more powerful, but you will have to be careful to use them the right way. Fossil resources are limited…

2015-03-19_FossilResources

Warehouse

The warehouse is a new building in the goods category. It can store up to 3000 goods and its upgrades add the ability to store energy and food. Storing resources is a solution to deal with overproduction and to build a buffer for bad times or fast expansion. The stored resources can also be sold to the space merchant (a new unit that will be introduced in Alpha 11).

2015-04-03_Warehouse

Steam Achievements

For now we only added 5 achievements. We are currently collecting things that are worth receiving an achievement for.

Tuto Joma Lorian Rounos Bora

What didn’t make it?

  1. Mission Bora
    Again. Because we can’t stop discussing and adding gameplay elements instead of focusing on the mission 😉
  2. Volcanoes
    In fact we already built them, but they will have their first appearance on Bora. So they are not included in the release.
  3. Steam Workshops for sharing Sandbox planets
    We currently aren’t sure whether this is a great feature or not.

What is planned guessed for Alpha 11?

  • The final mission on Bora. Really!
  • Volcanoes
  • Space Merchant
  • Laser canon against meteorites
  • Steam Trading Cards
  • Planet Tehra
  • Geothermal Power Plant
  • Waterworks
  • Complete Research

We wish you a lot of fun with the new version and happy Easter days.

Friday Report #5

It’s already three weeks since we released Alpha 9 and we still have a lot of todos on our list. Here are the main features we have been working on last week.

Space Merchant

The concept we wrote about in Friday Report #3 has now found it’s way into the game. The space merchant (see imagine above) is a new building that will have it’s introduction in the Bora mission. He arrives from time to time and stays until his ship is full with resources you have sold him. This said it’s a good idea to build warehouses so you are prepared when he arrives.

Victory Conditions and Competitors in Free Play mode

If you prefer to have a goal when playing, we have great news for you. We have built a first prototype of victory conditions for the free play mode. Instead of playing a free (and endless) game you can set the victory condition to “population” and add some AI competitors. The amount of population you will need to win depends on the planet size and the number of competitors.

2015-03-27_VictoryType

Bora

Jens doesn’t want to spoil details on this yet, so we will have to go with a screenshot.

2015-03-27_Bora

What’s up next week?

Alpha 10 will be released on Friday, April 3rd. Until then we hope to

  • give the AI for the free play mode some polishing,
  • fix a logic problem in the Tuto mission,
  • add a few Steam achievements,
  • integrate the warehouse into the existing Lorian and Rounos missions,
  • work on the Bora mission.

With the Alpha 10 release the demo will be updated, too. We want to add some free play to it, so it gives a better feeling for the full version.

Anything else?

If you haven’t heard it yet: Imagine Earth is nominated for the “Deutscher Computerspielpreis”. Please vote for us:  http://dcp-voting.gamezone.de.

 

Friday Report #4

imagine_earth_deutscher_computerspielpreis_nomation_2015First of all we proudly announce that Imagine Earth is nominated for the German Games Award (“Deutscher Computerspielpreis”) in the category Gamedesign. Quite an honor to stand right next to titles like “The Last Tinker – City of Colors” and “Lords of the Fallen”.

Please vote Imagine Earth for the “Publikumspreis” http://dcp-voting.gamezone.de.

2015-03-18 DcpVoting

The awards ceremony will take place April 21st in Berlin. Let us know if you are there. But here’s what happened last week:

Fossil Resources

While working on this Jens did a redesign of the Info Panel as you can see in the bottom left. The gray bar shows the amount of fossil resource left in the field. The energy produced by fossil power plants will go down over time. This will make buildings like coal power plants much more power full, but you will have to be careful to use them the right way. Fossil resources are limited…

2015-03-19_FossilResources

Competitor Stats

The stats now shows population, life quality, advance, etc. of competitors. This will visible in missions like Rounos and Bora and in the planned competition mode.

2015-03-19_EnemyStats

Warehouse

Each warehouse you build stores up to 3000 goods. The ecologic and efficiency upgrades will add storage for 3000 food and 3000 energy. Storing resources will help you to decrease the amount of resources wasted due to overproduction. And you can use the stored resources to sell them, donate them or keep them for times of resource shortage.

Volcanoes

Volcanoes now spit burning rocks onto the surrounding fields and set your buildings on fire. This is still work in progress.

Imagine_Earth_Volcano_Erupts

What’s up next week?

As always we are working on gameplay elements for the Bora mission. The most important part will be to build the space merchant and to integrate volcanoes into the mission script.

In addition we will have a try adding a custom population goal as a win condition to the Free Play mode so you can compete against AI players.

Anything else?

Yes, we had a talk about our roadmap and here are the features we plan to add with the next two alpha releases… Continue reading

Friday Report #3

What did we do the last 7 days?

Fossil Resources
2015-03-13_FossilFields
So far fossil resources in Imagine Earth are infinite. We wanted to change this for a long time now and finally did. Fields with fossil resources will now be depleted by coal, gas and nuclear power plants, oil platforms and mines. The efficiency of these buildings goes down over time and will reach a minimum of 50% when the resource is “empty”. This means your fossil power plants will become very inefficient, but still work.

In addition there are three new fields that give additional bonus to individual fossil buildings.

Volcanoes
This is still work in progress. Volcanoes can erupt and through small burning rocks on surrounding buildings. This still looks quite ugly so there is no screenshot to show.

AI Trade
The AI players on Bora will sell you up to 20% of their produced resources. Which one depends on the used buildings. If you aren’t interested in a resource for some time the AI will even change it’s offer to another resource. The more you buy the more it will cost – demand determines price.

Space Merchant Concept
This one is still in a concept phase, but will definitely make it into the next alpha release, because it’s an important part of the Bora mission.

2015-03-13_MerchantConcept

The space merchant sells important things like new City Centers and Development Coins. To make sure you have enough money you can sell bundles of your resources to him, e.g. 2000 goods for a certain price.

What’s planned for next week?

We will build the space merchant into the game and finish work on the volcano. Simultaneously the work on Bora will continue.

We will update our roadmap and tell you what’s planned for the next time and when Imagine Earth will probably be released.

Anything else?

The steam key of our contest goes to [57th] AgentJLM how populated Joma 5.295.000 people while maintaining a positive climate balance. Congratulations!

Alpha 9 – Sandbox Editor

Alpha 9 is out now! Another important step taken 🙂 Here is what it adds to the early access version of Imagine Earth:

Sandbox Galaxy

As introduced in the last Friday Report, you are now able to generate as many planets as you like to and save them to the Sandbox Galaxy. You can use each of them for the Free Play and Time Trial mode (described below).

Editor

Since generating planets clearly isn’t enough we added the editor. The editor works for all of your sandbox planets. You can start it in the planet menu – the same place you would start a Free Play. Within the editor you can terraform (Keyboard M and N), define the type of every field and place and remove every building you like. Finally save the result and go back to the Sandbox Galaxy to play your planet. Watch the video to see everything in detail.

Time Trial mode

After raising the limit with new Landing Permissions and Research Tokens for up to 20 million people on each planet, we decided to include a first draft of the Time Trial mode.

This mode is made up of up to 5 race goals like “500,000 people until week 500”. If you reach one goal the race for the next starts. If you fail one goal, you loose. The time you have for each goal depends on the amount of population needed and the difficulty you choose.

The Time Trial mode is clearly not perfect yet. We look forward to hear your feedback.

Trade with Natives

2015-03-05_NativesTrade

The natives on Rounos will now sell their precious and tasty food to you. Make sure to negotiate first, because otherwise they wont trade with you. The food price depends on their mood and the maximum amount on the number of forests surrounding them.

Natives added to a sandbox map will also trade with you.

Details

Two details among other things we changed:

  • Your operation systems setting for left handed mouse control is detected and used. Did you know that there are 10-15 % of left handeds folks amoung us?! 😉
  • Your population now grows based on the space available. This means you will have to deal with the problem of supplying enough resources. The population growth is based on the level of difficulty so you can still keep it easy if you want.

What didn’t make it?

  1. Mission Bora, because we put our focus on the Sandbox Galaxy and Editor for this release.
  2. The Warehouse, because we are still not sure whether it should be able to store all three resources or just one of them at a time.

What is planned guessed for Alpha 10?

  • The final mission on Bora!
  • Volcanoes
  • Steam Workshops for sharing Sandbox planets
  • Steam Achievements and Trading Cards
  • A new game mode with AI opponents

Early Access Contest – 3 Steam keys to be won

Win a Steam key for a friend by populating Joma Free Play with the most people. One important condition: You have to maintain a positive climate balance. Upload your Steam Screenshots to our community board on steam. The winners are announced in next weeks Friday Report #3 in the blog section!

Friday Report #2

We plan to update the early access version with Alpha 9 next Friday. The glorious final campaign mission and the AI we are working on will not be part of this release. But there will be a lot of other new features that will be fun and worth a try. So let’s keep this short and go with some more screenshots.

What did we do the last 7 days?

The AI now considers the influences that buildings have on each other. This way they make much betters choices on what building to take and where to place it.

We completed the basic trading system. You can read more about it in last weeks post and see a screenshot of it in the header.

Destroyed City Centers can now always be rebuilt. This is because we realized that it really s*cks to rebuild your whole city in a new location when your City Center has been destroyed by a twister or something else (and you didn’t unlock the rebuild tool from the research).

2015-02-26_RebuildCityCenter

Sandbox Galaxy

This one is my weeks favorite! You can create a new planet and it is saved to the sandbox galaxy so you can (re)play it anytime. This is the foundation to integrate Steam Workshops for planet sharing into the game (YEAH!).

2015-02-26_SandboxGalaxy

The free game mode now will give you coins and new city centers until you reach 20 mio people.

Currently the population stops to grow when you are out of resources. Thanks to the feedback of one dear follower (thanks Bora!) we realized that it’s much more interesting to let the population grow based on the space available. This means you will have to deal with the problem of supplying enough resources. The population growth is based on the level of difficulty so you can still keep it easy if you want.

The Warehouse is a new building type that will have some deeper influence on the gameplay. You can use it to store overproduced resources. If your population grows too fast or some buildings are destroyed the resources from your warehouse are used to meet the demands of your people. The screenshot shows a small bar over the goods balance representing the total amount of stored goods. In the top left you can see the absolute amount for the focused warehouse.

2015-02-26_Warehouse

Crash the server: Ok, this one was really stupid. I (Martin) decided to have a short try updating some libraries on our server and ended up crashing the whole thing at 2am. Not the best way to finish your day I can tell you. Luckily it’s working again thanks to the backup made by our hosting. Thanks a lot for this feature.

What’s planned for next week?

Main focus is still on the Bora mission and maybe we will add the volcanoes that didn’t make it last week. But since the next Alpha version is due Friday 6th of March, we will focus on things that can be used within the release. For instance the natives on Rounos will start to trade their special food with you and we hope to add a first version of the sandbox editor so you can terraform your generated planets.

Anything else?

Nope. We have to get back to work now. There are things to be done. You know.

Friday Report #1

We learned that some of you would like to follow our work in more detail. This post is a first try to give you some insight into our weekly development.

What did we do the last 7 days?

Jens created the concept and design for a planetary trade system that looks pretty promising so far.

Next thing he did was a first draft for some new characters (see post title): The space merchant will come around when you have some valuable gems and products to offer to trade them for research tokens and more… The Electronic Employer is the ultimate planet exhauster. Major Eko is good for sub-quests regarding environmental issues. The Illuminati are the natives of Bora. Living in their pyramids they got a very strange technology to turn the planets forces against you if you turn out not being a friendly visitor.

Additionally to these new characters he made a design concept video for how the communication with these guys might look much more sci-fi style in the future. It’s on our new youtube channel and you really should set the quality to high.

Martin has been working on an artificial intelligence for computer players that will be used in the Bora mission. Right now it simply starts to grow it’s population by building districts. Resource buildings are built whenever required. Some parts are still missing though. The AI still has to learn that building a lot of fisheries next to each other doesn’t make sense. In addition it only grows it’s city to level 2 for now.

Next he started to implement the trading system that we have been discussing lately. It will allow you to buy resources from natives and to trade with friendly AI players.

2015-02-20_Trading

In between I added the new characters and temple buildings for the Illuminati to the game.

The last thing (some minutes ago) was implementing the Warehouse that stores overproduced goods so they can be used for bad times (see the bar over the goods balance at the top center of the screenshot).

What comes next week?

Our main focus will be adding all gameplay elements necessary for the Bora mission. There might be some volcanos, additional AI routines and other stuff like that. If there is some free time available we will create a galaxy screen for your sandbox planets. This screen will allow you to “discover” new planets which means that you will be able to keep the generated planets and collect them on a screen similar to the one from the campaign. One day (or hopefully already in some weeks) we will also add the ability to terraform those planets and to add and remove all available buildings so you can create interesting scenarios like demolished cities.

Anything else?

The AI we are building for the computer players on Bora is only a first step. We want to make this available for the free play, too. But obviously it will take some more time to make sure the computer becomes a good player and opponent.

We hope this was somehow enlightening for you. If so please leave a short “great” in the comments.

 

Alpha 8.1 – Test-Mode

We just released a small update to early access alpha 8 on Steam.

It adds a “test-mode” button to the campaign screen. The test-mode allows you to play all available planets and missions without unlocking them. This also includes all constructs in the free play modus.

Additional changes:

  • Jens created a new galaxy for the campaign screen.
  • Improved the way underwater and coast textures are drawn near the poles so they don’t look stretched anymore.
  • Ruins of Cite Centers can now be destructed.
  • City parts that don’t grow because of mission resources or bad mood will show a small warning icon.
  • Changed the naming of our version so it’s easier to use. Instead of 0.8.1.1302 it’s now “Alpha 8.1 build 1302”.

Jens & Martin

Alpha 8 – Generate Your Own Planet

The January update of our early access version is live now (yes, it’s already February … ).

While the Bora mission is still being developed this update comes with one big new feature: Procedural planets. Meaning you can now generate your own planet with different themes, sizes, landmass, field resources, rocks and forests. The big dice button will generate some random values for the lazy ones among you.

In addition Buoy Stations and Watchtowers can now be built on fields adjacent to your build radius. This makes it easier to reach a specific region on the planet without using a City Center.

The next update at the end of this month will hopefully bring you the final campaign mission on Bora. In addition we are experimenting with AI and it’s quite likely that there will be a game mode with computer enemies and allies.

Jens & Martin

Development Menu and Production Bonus

It’s only two weeks after our last update, but we added some new features to Imagine Earth and decided to release them before Christmas.

So here is what’s new:

  1. Statistic on the air pollution of all your buildings
  2. Enhanced visualization of building influences. Outgoing influences are displayed, too now (e.g. the influence of a Forestry on a Factory). Furthermore we decided to leave decimal values away to make the information more clear.
  3. Sound volume: You can now control the volume of music and sounds in the game.
  4. Production bonus: In real life a diversified resource production is more stable than relying on a single resource (like mono-culture). To take this into account you receive a resource bonus when at least two building types each produce 10% or more of a resource.
  5. Development menu: This has already been mentioned and now made it’s way into the game. You can use it to develop new buildings and upgrades. It makes it more easy to compare the different building types and understand the relationships between them. In addition it is still possible to develop buildings and upgrades in the build and tool ring.

The video gives a short introduction on the development menuproduction bonus and the influences some buildings have on each other:

The next update is planned for end of January.

Your thoughts and feedback are welcome!

20/12/14: The demo has now also been updated,