Summary of Progress #17

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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 moveΒ our titlesΒ towards their premiers, check back regularly! Cheers!

GIMLE: THE BROKEN PROPHECY

It’s Friday… and you know what that means, don’t you? That’s right, it’s time for the Summary of Progress no. #1⃣7⃣! The last fourteen days have resulted in quite a lot of news and changes that we will be happy to tell you about. We are thrilled to see the worlds in which the action of our games take place come to life, whether it’s Ancient Greece or the frosty, gloomy lands of Vikings. With each passing day, they are enriched with new interesting details, mechanics, and animations. So much for the introduction 😁 Let’s dive into the list of novelties and check out these sweet assets we have prepared for you. Here we go!

One of the main pillars of the game - combat βš”
Smashing enemies with hammers, blocking deadly blows with a shield πŸ›‘, using special abilities, archery, or frantic combat with two swords is without a doubt totally epic, but at the same time this topic is a real challenge for our designers and developers. Make no mistake, we will not use any kind of half-measuers, as we are 100% aware, that combat, being a very important element of the Gimle gameplay, must be FUN! As simple as that. Currently, this system is undergoing a series of fundamental changes. Our goal is to make combat more engaging, advanced, and dynamic. We want every opponent and every clash to be remembered, and not treated as just some random encounter. To achieve this, the player character must be able to perform amazing combos, various finishing strikes, blocks, cut off body parts his foes, use magic abilities and so on… πŸ’₯πŸ€› as you can see, we have a lot of work ahead of us! As for today, we are in the middle of a process of improving many key mechanics, so we will certainly return to this topic in the future, as it is extremely extensive and important.
Look at your feet! What you see may surprise you...
Two weeks ago, we showed you the building blocks of the world of Gimle, and today we will focus on the surfaces you will have an occasion to walk on. The lands of the New World are very diverse in terms of their characteristics, appearance, and vibe. This fact is reflected in the floors you will encounter during your adventure. Just look at these stony, undulating rocks full of human remains and bones πŸ’€ If you set foot in such a place, rest assured that a fierce battle awaits you really, really soon!

This is one of the tasks of the such detailed design of different types of substrate. They are to help you immerse yourself into the game world and its story, but also to help you understand what circumstances and type of place you are in. And so, we have prepared a lot of such floors – wooden, urban, forest, rocky, icy, dungeon – you name it! Thanks to such a huge variety of materials, each location, building, or element of the environment will be quite unique and authentic.

Builders of Greece

In this series, we often talk about buildings, which are undoubtedly extremely important for every city-builder game. But what are buildings without the people who live and work in them? In Builders of Greece, you definitely won’t be managing the so called ghost town, but rather a metropolis teeming with life and bustle. Let’s take an inside look at what the process of creating and animating people, which are your most valuable resource πŸ™‹β€β™€οΈπŸ™‹β€β™‚οΈ looks like.

Let's visit Agora!

Agora is the very heart of your city πŸ’“ Its task is to collect all kinds of resources and distribute them among your loyal subjects. Not surprisingly, one can find numerous merchants and traders here. It is said that if something can be bought or sold, it can surely be found in the Agora. Let’s take a look at one of numerous transactions…

A rule as old as the world itself. The seller praises the products on his stand and the buyer tries to get the best price βš– We are sure that they will eventually come to an agreement. There are dozens of similar situations taking place in Agora, and the richer your city is in money and goods, the more of them there will be. Access to a variety of products is important in terms of the satisfaction of your subjects , so remember to take it into account while managing your society!

The road from a simple block to a living being

Have you ever wondered what the NPC creation process looks like? If so, you can find out today! Take the example of a baker who prepares delicious bread for her fellow citizens. It all starts with an idea in the artist’s mind, which then turns into design and concept art ✏ When the concept art is ready, it’s time for high poly and low poly model of a character. The next steps are so called skinning, rigging, and finally animating. As you can see, bringing even one character to life requires a lot of work and commitment. And there will be dozens of different characters in your city… so impressive! Each of them must look, move, and act as authentic, beautiful, and smooth as possible. The image below is the best proof that our graphic designers know what they’re doing! 🧐

The appearance of buildings in the in-game world

Knowing your reactions on social media, we know that you love seeing the concept art of buildings from Builders of Greece. Now we can’t wait to learn what do you think about the appearance of the buildings in the game engine! πŸ’Ύ Almond grove and Cheesemaker’s hut are the first to be shown – they are rather simple and small, but they give you an idea of ​​how they will look in the in-game world. We did our best to give them a nice, authentic, and realistic look. It’s up to you to judge whether we succeeded! Of course, the buildings shown in the graphic below are still subject of changes and improvements 😁

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