Mythologous dev-log just opened! Welcoming all to get involved, learn about how the game is being created and chime in on discussions and ideas about existing and WIP systems, you're feedback is valued and important to
In this update2
Full notes
Full Mythologous update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes0 additions4 changes0 removals
Gameplay
Maps
changedMythologous dev-log just opened!Also, stay tuned for updates on alpha testing, which will first be announced there!
changedHere is a sneak peek of the latest dev log updateHere is the current part of the overworld I'm working on, in the middle is a city of Vaelith with the sea to the West, and a road East heading to a forest area SE and a small village NE (actually belongs more north but is connected here temporarily for testing purposes). In the city you can see the cobbled pathways (grey cells) and interiors rooms and buildings (brown cells).
changedHere is a sneak peek of the latest dev log updateFurthermore, to put things in perspective, below you can see the world map, with the same city in the center! The map is 960 cells across and 540 down totaling 518,400 cells, but that includes all sea cells (which will be visitable, but less busy in a lot of cases) and other less dense parts of the world. The plan is to build up key areas and central hubs, get them connected and continue populating with content and things move along steadily with development.
changedHere is a sneak peek of the latest dev log updateSome might notice the world map is modelled on the south west of the UK, this is party due to the Celtic ties, yet all places within will be fictional (but inspired), furthermore, there will also be some reshaping of the coast line as the world map is further defined, so this is just a starting point for inspiration.
Mythologous changes
changedAlso, stay tuned for updates on alpha testing, which will first be announced there!
changedHere is the current part of the overworld I'm working on, in the middle is a city of Vaelith with the sea to the West, and a road East heading to a forest area SE and a small village NE (actually belongs more north but is connected here temporarily for testing purposes). In the city you can see the cobbled pathways (grey cells) and interiors rooms and buildings (brown cells).
changedFurthermore, to put things in perspective, below you can see the world map, with the same city in the center! The map is 960 cells across and 540 down totaling 518,400 cells, but that includes all sea cells (which will be visitable, but less busy in a lot of cases) and other less dense parts of the world. The plan is to build up key areas and central hubs, get them connected and continue populating with content and things move along steadily with development.
changedSome might notice the world map is modelled on the south west of the UK, this is party due to the Celtic ties, yet all places within will be fictional (but inspired), furthermore, there will also be some reshaping of the coast line as the world map is further defined, so this is just a starting point for inspiration.
Mythologous dev-log just opened!
Welcoming all to get involved, learn about how the game is being created and chime in on discussions and ideas about existing and WIP systems, you're feedback is valued and important to help shape Mythologous to be the best version of itself it can be!
I’ll be sharing regular updates on world-building, systems, and design decisions, and welcoming feedback as the game takes shape.
Feel free to jump in and share ideas / ask questions about what's coming up.
Also, stay tuned for updates on alpha testing, which will first be announced there!
Here is a sneak peek of the latest dev log update
Here is the current part of the overworld I'm working on, in the middle is a city of Vaelith with the sea to the West, and a road East heading to a forest area SE and a small village NE (actually belongs more north but is connected here temporarily for testing purposes). In the city you can see the cobbled pathways (grey cells) and interiors rooms and buildings (brown cells).
Furthermore, to put things in perspective, below you can see the world map, with the same city in the center! The map is 960 cells across and 540 down totaling 518,400 cells, but that includes all sea cells (which will be visitable, but less busy in a lot of cases) and other less dense parts of the world. The plan is to build up key areas and central hubs, get them connected and continue populating with content and things move along steadily with development.
Right in the south west you'll see a large island off the tip of Caelora, this is planned to be home to a large citadel run by mages. A key place of interest for magic users.
Some might notice the world map is modelled on the south west of the UK, this is party due to the Celtic ties, yet all places within will be fictional (but inspired), furthermore, there will also be some reshaping of the coast line as the world map is further defined, so this is just a starting point for inspiration.
The Empty patch to the right (Ormyr) is going to be home to another large continent, and this is likely going to be where the denizens of the 'Otherworld' have caused the most disturbance, effectively turning parts of it into a high risk warzone!