Summary of Progress #10

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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

Wait… what? Is this the tenth part of the Summary of Progress series already?! Whoa! It is true that time flies when you do cool things 😍 And it just so happens to be our case! Thank you for being with us all this time, everyone! We hope that soon we will be celebrating the twentieth (or even further) installment, so be sure to visit our Devblog regularly, aight?

Now that we’re done with celebrations, it’s time to get back to the point. Today, no different than always, we want to show you a few awesome novelties and changes that have appeared in our projects in the last two weeks, so let’s jump straight to it!

Tedious YET necessary programming work and problem solving

We like to compare the work on our projects to art. And there is a lot of truth in such a comparison! Creative work on designing, creating, and bringing to life new mechanics, characters, locations, and features is indeed a unique kind of art! However, in addition to that, sometimes you have to devote yourself to a different kind of work that is more like a craft ⚒ And that’s what we’ve been doing (in terms of programming) over the last fourteen days.

Recently, we have told you a lot about how we develop combat, movement, equipment, and NPCs interaction systems – and while we are very satisfied with the results, we know that our work is not free from problems. Our programmers took on the task of polishing these elements and “eradicating” all the bugs in sight 🐞 Given the effects of their work so far, we may assume that we will soon get rid of them all! 

bunch of new cool locations and zones!

Problem solving took a good deal of our attention, but that doesn’t mean we forgot about the dark and epic world of Gimle – not at all! In fact, it has expanded to several important locations, including the one of the great importance, namely the Brand’s house, who, as you know, is the main character of the saga. His homestead is a typical Viking-style construction – it is strict, solid, and practical – suited to resist strong winds and fierce rains 🌦 while providing the residents with warmth and a place to rest and dine. Even though it is quite a cozy place (in its own Viking way), the Nords are known for preferring the open skies, wandering, and all kinds of outdoor activities. Such as…

Training! Every boy and every girl who leads their lives in the dangerous land of Gimle must be skilled with the bow and sword from their very childhood. They come to the training ground as clumsy juveniles, and through difficult, demanding training, they leave it as combat-ready warriors. On the training ground, they can polish their skills at the archery range, they can spar with wooden swords, and practice their striking on the training dummy! ⚔ We hope you remember your own training… soon you will put your skills to the test against much more demanding opponents! ☠️

Builders of Greece

As you surely remember, in earlier parts of the Summary of Progress series we mentioned that we are working on improving the graphics of Builders of Greece. We also mentioned that we can’t wait to show you the results of this work. Well… we are glad to announce that the time has come! 😁 

In the screenshots below, you can see the new, improved visuals from the game! Our graphic designers have worked really hard to enrich them with deep colors, authentic shadows, and catchy details. And you know what? We think we can risk saying that they did it perfectly!

It's time to show off!

Our main goal is to reflect the beauty of ancient Greece. We want you to feel the hot sun shining on the olive orchards, enjoy the sight of the waves of the rustling sea, and relax while watching the forests and mountains. From now on, due to graphic changes in greenery – mainly grass and trees, water – rivers, seas, waterfalls, and terrain – mountains and hills, your city’s surroundings are much more pleasing to the eye 👀 We are sure you will appreciate the improvements as you scan the in-game area in search of natural resources, zoom in on incoming visitors, or watch your loyal subjects during their work time.

Of course, this changes regard not only the environment, but also your city itself! We know what great satisfaction it is to watch the city grow – developing its dense network of streets, placing new buildings with characteristic red roofs, or constructing magnificent temples. Like any ruler, you will sometimes have to make decisions about the construction of one building or another, and give up some of them for the sake of others. And these decisions can be sometimes tricky! That is why we strive to ensure that each building is historically accurate (well, at least as much as possible) and at the same time as aesthetic and rich in detail as possible. Once you’re in the game, take a moment to look at them closely and admire the work of our graphic designers. Some of them hide really interesting elements and remarkable details! 🔍

If you want to share your thoughts and opinions on the graphics improvements, be sure to visit our ➡️ Discord server or 💭 Steam Discussions. We always love to hear your feedback, so please don’t hesitate to speak up! 

NEW BUILDING - Herbalist's House

Speaking of buildings and their interesting details – just look at this awesome Herbalist’s Hut! On its whitewashed walls hang bunches of drying herbs, there is a small herbarium full of plants growing just beyond the wooden fence, and a shaded underground cellar that stores them all. Cozy, practical, and beautiful at the same time! The work of herbalists is very important to the overall health of your subjects – thanks to them, the Pharmacist Workshop can produce medicines that help cure diseases and keep them in a good shape. Be sure to place it right next to the nearby forest!

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