After perhaps far too long, and in conjunction with Tacticon 2023, this new update shows the progress made over the last year in the pursuit of more interesting and visually appealing ground surface locales, as well as ground base economy and automation mechanics.
We are excited to announce that Fragile Continuum has partnered with Texas-based publisher Hooded Horse to publish Fragile Existence. Hooded Horse is the publisher of a number of greatly-anticipated titles including Terra Invicta, Falling Frontier, Alliance of the Sacred Suns & Old World to name but a few.
In this first post-reveal update, I show off the new heightmap-based terrain engine and the bigger planet scale, as well as get into some early base building and resource gathering mechanics. Per-unit inventories and group management tools are introduced, plus the fleet overview panels.
In this update, I largely talk about progress made on the planet editor, which allows planets to be generated, followed by the placement of features on the planet surface itself to craft more interesting user-driven content on top of the existing procedural systems.
In this update, I unveil the revamped ship models and UI design, as well as taking a look at the first ship-to-ground transition, made possible by the support dropships. Also: first look at the ground-scanning mechanic that will let the fleet to survey planets from orbit.
In this update, I finally piece together the solar system and allow ships to travel between planets. This required some creative origin/layer management! Ships also enter and exit the orbital spheres correctly, and new UI elements make it easier to keep track of where they all are.
In this update, I focused on the concept of allowed leader characters to gain skill points, spend these points on skills, and then utilise the skills aboard the fleet in order to make things happen. Ultimately, I chose not to incorporate this concept, but some aspects may return later!
In this update, I experiment with the system explorer panel, add ship/unit waypoints, group selection and a number of other RTS staples. I also began testing a modular UI that would ultimately go on to be exchanged for something a little more traditional later on.
In this update, I focused my attention on bringing a Homeworld-esque zoom-out to tactical map function to life. A little smoke and mirrors later, and the player can now zoom right out to an overview of the system, then zoom right back down to the planet surface as desired!
In this update, I outline the Creation Organiser and accompanying toolset for planet, solar system and scenario editing. The solar system in particular is fleshed out, allowing planets and the parent star to be placed in relation to one-another.