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
Another two weeks have passed and another packet of information about the progress of our work is finally here! We are delighted to see the growing interest in the “Summary of Progress” series, and we have a lot of fun creating each next part! Today, as always, we will tell you about what we have managed to do in the Gimle: The Broken Prophecy and Builders of Greece projects. Let us start with a journey to the world of drakkars, Vikings, secret magic, and amazing adventures. Here we go!
The fight goes on - further changes to combat, weapons and equipment
These two weeks were quite a challenge for our developers. They undertook the task of creating, changing, and improving many core mechanics that will affect the overall shape of the game. We are talking about such key functions as the equipment change system or the creation of an entire catalog of styles for each type of weapon. Moreover, our programmers have been working on adding new controls features and aiming/shooting functions. All of them will be used frequently by players, so we want to make sure they work flawlessly.
The next step was to develop the equipment display and use system with keeping in mind our new, improved design – yeah, we’ve been working on that too 🙂 The icing on the cake is the fact, that we decided that such an extensive RPG as Gimle cannot do without a wide range of weapons that can be used by the main character – and so, we are currently testing new weapons and their combat behavior. We will do our best to provide you with tens of cool hammers, swords, spears, bows, axes, shields, daggers, and… you name it! From now on, it will be much easier to discover and choose your favorite fighting style!
Camps, Tents, and campfires - work on the various locations of Gimle
Okay, since the “technical stuff” is behind us, it’s time for a more RPG approach. As you probably know, the Vikings were constantly on the move – no wonder that they knew the advantages of various types of tents and were eager to use them. Over the past fourteen days, our artists have designed tents that serve as shelters for refugees, warriors, bandits and… who knows who else. As always, they tried to take care of even the smallest details, that you will be able to discover when you finally enter the world of Gimle. Whenever you are cold, feel free to come inside! There is plenty of room for everyone!
Builders of Greece
There was a lot going on in the world of ancient Greek cities, politics, and myths as well! With each subsequent week, our Polis become bigger, louder, and simply more alive. In the previous sections of Summary of Progress, we told you a little more about buildings, citizens, and city life as such. Today we are pleased to present you something completely different. Over the past two weeks, we’ve decided to put it all on the map … well, the minimap.
A LITTLE BIT OF UI - WORLD MAP AND MINIMAP
Recently, we have been paying a lot of attention to the UI. After all, the UI is the intermediary between what is happening on the screen and the player’s intentions. Thanks to a few special tools, we can decide what our ancient city will look like – it is the UI that allows us to choose between raising new buildings, sowing fields, expanding roads, or demolishing unnecessary hovels.
One of the most important goals we wanted to achieve when designing the user interface was to make it as intuitive and easy to use as possible, but at the same time full of varied options and decision-making tools. Of course, the UI is still in the work-in-progress stage… but hey, that doesn’t mean we can’t tell you a bit about it, does it :)?
Anyone who has ever played strategy games knows how important it is to operate the map and minimap in an efficient way. The minimap allows us to quickly navigate around the game world, it facilitates planning the city’s development and helps to orientate in the current situation. Let’s not forget about the camera movements – zooming in and out, rotating and moving it around – use all of them, and you will soon discover that the in-game world has no secrets from you.
In addition to that, we are continuing our work on a much larger map, concerning the entire surroundings of your city. As you well know, in Builders of Greece managing relationships with neighbors is a very important element of the gameplay, so you will definitely need a good map!