The six year anniversary of the start of development on The Imperial Realm::Miranda passed quietly this Monday while I was busily fixing bugs in some new elements for the upcoming trailer. (The people on the mailing list just received the advance scoop on that.)
Miranda's development has taken too long. I'm the first person to admit that. I feel a little awkward now when someone asks me how long I've been working on the game. I've often described Miranda as wildly ambitious but now that it is coming together, I think it is going to be unique and surprising for traditional RTS players.
The trailer is the next big release. I've been adding one or two shots a week, putting in new features and art, polishing others so they really shine. I still wobble back and forth between "this is a disaster" and "that looks so awesome" so expect it to take a couple more weeks of improvements and polish before I can completely excise the former.
I have three more big features to put into the game before it goes into All-Access public testing in early 2016. I'm an explorer when I play games, so The Shroud will be the next big addition to Miranda. It will work like the shroud in previous Command & Conquer titles and will be persistent between game sessions. After that will be The Nemesis System which pits individual players (or groups) against each other and awards the winners with bragging rights and filthy, filthy lucre. The final big pre-testing feature will be Player Progression which will allow each commander to advance in his or her 9 primary attributes, and gain additional abilities and perks via 21 skills. With those features in place, Miranda will substantially be the game I've been working to build these last six years.
Once All-Access testing is underway, there are a number of smaller features I'll continue to add leading up to Alpha, Beta and then the Release later in the year.
I expect this to be a fun, challenging, terrifying, and ultimately exhilarating year. I hope you'll bring your friends along to play.
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