Summary of Progress #2

summary of progress

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

We’re glad you came back to check out the second part of our new Summary of Progress series! Surely you are wondering how our games have developed during the last fourteen days and… well, we are pleased to say that they changed quite a lot!

Among other things, we worked on breathing some life into the NPCs and the architecture of Gimle. Let’s have a look!

The NPCs

As you all know, Gimle is a story-driven RPG game full of wonderful locations, dark secrets, and interesting characters. Over the past two weeks, we have dealt with the latter. 

The NPCs themselves can act and look totally awesome, but without being able to talk, they lose their depth. That’s why our writers have continued their work on creating and implementing dialogues that will allow you to immerse yourself into the uncanny, gloomy Viking world. We want the player to be able to establish a true relationship with encountered characters, understand their feelings and motivations. The NPCs will often have something very important to say, so make sure you find a moment to chat with them.

Houses of Gimle

Now we know the people of Gimle can talk to us, but where do they live? In their houses, of course! Our artists created sketches of houses you will have the opportunity to see in the villages and cities all around the in-game world.

All of them are characterized by the practical, strict Viking style. Wooden walls made of thick logs and boards, thatched roofs and small windows – our goal was to reflect the authentic Norse type of architecture. We hope we managed to do that!

Builders of Greece

Here, too, we managed to implement a few interesting changes. In the previous Summary of Progress, we described new buildings that you can raise in your city, and today we will take a closer look at its inhabitants.

Citizens's labor

For some time, we’ve been working on getting citizens of your Polis to do the work you assign them to. The whole system is still under development, but now your subjects can perform simple tasks in the fields, workshops, and service buildings. 

Builder of Greece will offer a really wide range of various jobs, most of which are dependent on other workplaces (for example, a mill is dependent on grain fields), so we still have a lot of work to do!

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