Summary of Progress #14

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Hello there! The following series is a kind of journal of our adventure with game development. If you want to take part in it and find out what exactly we do to move our titles towards their premiers, check back regularly! Cheers!

GIMLE: THE BROKEN PROPHECY

It’s time for the Summary of Progress no. #1⃣4⃣! We are glad to see you here again… and for a good reason! A lot of cool things have happened in the last fourteen days and, as always, we will be happy to tell you all about them! Both of our projects – Gimle: The Broken Prophecy and Builders of Greece – were enriched with numerous new mechanics, features, improvements, and content 🥳 We also had one particularly important event going on, so without further ado, here we go!

Continuation of work on the core mechanics

We’ve been telling you for a while now that we’re reworking the main game mechanics. It is a difficult, tedious, and time-consuming work, however, we believe the end result will be worth the effort 🤓 Today we’re going to give you a bit of an inside scoop on what we are exactly doing. Once we manage to complete this task, Gimle gameplay will change beyond recognition – in a good meaning, of course! Ok, so what projects have recently hit our desks?

• Quest system – this system is now more “modular”, which means that it is now easier for designers and programmers to shape complex, interdependent missions. Altogether, this resulted in many new types of quests and patterns between them

• Combat system – this one has undergone a major renovation. We have enriched it with numerous new functionalities, which will be tested in the nearest future. We want the combat system to be one of the main pillars of the game, so we devote a great deal of our attention on improving and polishing it as carefully and thoughtful as possible

• Statistics, leveling, and experience – three separate, yet interrelated systems that determine the parameters of… well, nearly everything in the game. Thanks to the implemented changes, it is now possible to change these parameters in an easy and fast way.

• Dialogues – we don’t want to spoil it, so let’s just say it is getting better and better!

• Items, inventory, equipment – the rework mainly concerned their occurrence, rarity, and statistics. In addition, we improved the inventory system and the equipment mechanics of the player and NPCs, including UI behavior (sorting, filtering).

Builders of Greece

There is so much going on in this project that we don’t know where to start! New buildings, new characters, new events, new graphic improvements, and hundreds of lines of code – the work on Builders of Greece is for sure in full swing! It’s hard to fit such a large amount of information into one entry (without going into boring details), but we’ll do our best 😁 We know that this title awakens your curiosity and excitement (we are glad you express these feelings on our Social Media channels, Discord server and Steam!) and it certainly gives us an extra kick to work even harder – thank you for that, everyone!

Builders of Greece: Prologue

As you surely know, we recently released the Builders of Greece Content RoadMap. Thus, we have committed ourselves to comply with the points and deadlines contained in it. And you know what? 😁 So far, everything is going really good and according to the plan. As announced, we are currently working on the Prologue – a shortened version of the game based on the narrative scenario which is a great way to practice your management skills and learn basic game mechanics.

For a several days now, the fans of city-builder, historical, strategy, and managing games can Wishlist the Prologue and try their hand as a ruler of an ancient Greek city in Q2 2023! We do not hide that we care about your presence, so be sure to click that magic “Wishlist” button, all right? 🖱 You can find the link here » Builders of Greece: Prologue

Citizens Professions

We often use terms such as citizens or subjects. It’s true – the inhabitants of the city you rule are indeed a whole, big community … although it is made up of numerous unique individuals 👨👩‍🦰 Bakers, butchers, blacksmiths, fishermen, soldiers, herbalists, philosophers, servants and others – they all try to perform their tasks conscientiously and obey your commands on a daily basis.

As you can see above, our graphic designers tried to reflect the nature of their profession in their appearance. And it’s not an easy task! The artists from our team do their best to make the characters different from each other (and there are dozens of them!), while still being authentic and natural. Just look at the blood-stained butcher or the white-clothed baker and his cap. The blacksmith and the herbalist have special aprons and tools attached to their belt ⚒ Some look richer, others look poorer. If we manage to maintain such quality (and we will!), we’ll ensure the feeling that each inhabitant of our Polis is a specific, unique person. Nice!

Even More buildings at your disposal

How about a little luxury? While the ancient city lacked many of the amenities we know today, the richer part of society still could afford some varied forms of entertainment and valuable goods. Perfumes are certainly one of them 👀 The very appearance of the building shows that the Perfumery is rather a pretty exclusive place – colorful statues, characteristic decorations, and braziers – looks impressing! If you decide to build the Perfumery in your city and supply it with the right ingredients, the streets of your Polis will soon be filled with beautiful fragrances! 👃

The Myrtle grove 🌿 is closely related to the Perfumery that we just showed you. This amazing plant is one of the ingredients that are later processed into perfumes and cosmetics. And while the end products are known to be luxury and expensive, the grove itself does not look very magnificent. It resembles a small, idyllic hut made of wood and stone – so peaceful! Nevertheless, thanks to its practical structure and simplicity, it fits perfectly into its role.  We wish you a good harvest! 😉

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