Hello there! The following series is a kind of journal of our adventure with developing games. If you want to take part in it and find out what exactly do we do to move our titles towards their premiers, check back regularly! Cheers!
Gimle: The Broken Prophecy
As always, we come to you with a bunch of cool news related to our games! What have we been doing for the last two weeks? And how have our games developed over this time? Well, thanks for asking! In the Gimle: The Broken Prophecy project, our team focused on what all RPG fans love the most – weapons and combat (more on that below), while in the Builders of Greece we worked on graphic corrections and tested the use of different colors and shades.
Swords, axes, hammers, and many more! Weapons in the world of Gimle
There are many iconic weapons in RPGs – huge swords, fast daggers, devastating hammers, or terrifying axes… and we love to collect them all! Rest assured, that in Gimle: The Broken Prophecy there is no shortage of weapons to loot and use – in fact, a lot of powerful artifacts are waiting to be discovered! Every hero needs a weapon, but to make using it authentic and fun, we should first take care of proper animations. And that’s what we did.
For the past two weeks, we’ve been wondering how Brand’s weapons should behave. We sampled many interesting solutions and conducted several tests, thanks to which we know which direction we want to go. Our goal is to provide the player with a unique feeling when using different types of weapons – whether it be a bow, sword or giant hammer. That is why we have made important decisions on this topic and are starting to implement them! We can’t wait to show you the results of our work after we are done! 🙂
We also worked on the AI and Combat
The weapon itself, no matter how well polished and designed, is useless if we can’t put it to a test against our foes. Over the past two weeks, we continued our work on AI behaviors in combat. We want them to act logically and consistently, so that fighting them will bring excitement and fun. Fighting is undoubtedly a very important element of Gimle, so there are still many tests, adjustments and corrections ahead. We’re cautious optimists, but we think we can say it’s getting better!
Builders of Greece
In the world of the Vikings, we worked on combat and weapons, and in the world of the ancient Greeks, things were a bit calmer, but just as exciting! We dealt with one of the most important components that make up the game, i.e. graphics. By the way, we created quite a nice town (please remember that the screenshots below still present the WIP stage!)
Light, terrain, and colors - time to adjust the graphics
As for the graphics in Builders of Greece, we still have a lot of work to do. Capturing the beauty of ancient Greece on a monitor screen is certainly not an easy task. When we think about the foaming sea, sun-drenched buildings and high mountain peaks, we are full of energy to work, but also aware that they are quite a challenge.
However, you have to start somewhere, right? And that’s how we started working on improving the graphics – the first steps were to check various types of lighting that have a huge impact on the appearance of all elements in the game. We also tested various terrain configurations and tried to evaluate their appearance. We also used several color palettes to find out which one would be the most enjoyable and the best to look at.