Concepts Discovery for the Ironfolk's design language and mood has finished and we moved right into concepting a building.
In this update5
Full notes
Full Timefront update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes4 additions4 changes0 removals
UI and audio
Gameplay
Server
changedConceptsDiscovery for the Ironfolk's design language and mood has finished and we moved right into concepting a building. We came up with a style we like to call "Metalpunk" and here you can see the result in the Ironfolk Tower (at the right). We don't have a banana for reference, but we do have the Eldmen Tower so you can compare sizes. This is, of course, hand drawn by our concept artist on 3D and will not be the final model you will see in-game.
addedMain MenuWe are working on a new main menu to immerse yourself in the world we've been creating as soon as you open the game. This main menu comes with a 3D background scene + a choir music. From here you can launch any game mode.
changedMain MenuPlease note that these are placeholder UI elements, the plan is to replace the 2D clocks with 3D sundials.
addedGameplayMigration to 5.8 is completed so we can now count with the latest features of the engine. We also implemented a vertical slice of the Ability System, that is traversal to the abilities of the units itself, the commander traits, the racial traits and the Tech Tree. The system as currently designed is big and the base for it is ready, we only need to keep developing each individual part as we progress with development which will be moving more rapidly now we have a solid base.
addedGameplayWe also added the Veterancy system for units and Commanders, getting stronger for each clash fought and won.
changedGameplayThis is the first draft of the Tech Tree, already working in-game. This is a small sample of how big we want this Tech Tree to be and if you played certain game, it will remind you of it .
Timefront changes
changedDiscovery for the Ironfolk's design language and mood has finished and we moved right into concepting a building. We came up with a style we like to call "Metalpunk" and here you can see the result in the Ironfolk Tower (at the right). We don't have a banana for reference, but we do have the Eldmen Tower so you can compare sizes. This is, of course, hand drawn by our concept artist on 3D and will not be the final model you will see in-game.
addedWe are working on a new main menu to immerse yourself in the world we've been creating as soon as you open the game. This main menu comes with a 3D background scene + a choir music. From here you can launch any game mode.
changedPlease note that these are placeholder UI elements, the plan is to replace the 2D clocks with 3D sundials.
addedMigration to 5.8 is completed so we can now count with the latest features of the engine. We also implemented a vertical slice of the Ability System, that is traversal to the abilities of the units itself, the commander traits, the racial traits and the Tech Tree. The system as currently designed is big and the base for it is ready, we only need to keep developing each individual part as we progress with development which will be moving more rapidly now we have a solid base.
addedWe also added the Veterancy system for units and Commanders, getting stronger for each clash fought and won.
Concepts
Discovery for the Ironfolk's design language and mood has finished and we moved right into concepting a building. We came up with a style we like to call "Metalpunk" and here you can see the result in the Ironfolk Tower (at the right). We don't have a banana for reference, but we do have the Eldmen Tower so you can compare sizes. This is, of course, hand drawn by our concept artist on 3D and will not be the final model you will see in-game.
Main Menu
We are working on a new main menu to immerse yourself in the world we've been creating as soon as you open the game. This main menu comes with a 3D background scene + a choir music. From here you can launch any game mode.
Please note that these are placeholder UI elements, the plan is to replace the 2D clocks with 3D sundials.
Gameplay
Migration to 5.8 is completed so we can now count with the latest features of the engine. We also implemented a vertical slice of the Ability System, that is traversal to the abilities of the units itself, the commander traits, the racial traits and the Tech Tree. The system as currently designed is big and the base for it is ready, we only need to keep developing each individual part as we progress with development which will be moving more rapidly now we have a solid base.
We also added the Veterancy system for units and Commanders, getting stronger for each clash fought and won.
We iterated over the HUD so it can reflect the stats and abilities modified by the newly added Ability and Veterancy Systems. Note this is not the final HUD but it is closer to what its final form would be.
Playtest
A playtest is planned before the end of September and will be announced and coordinated through our Discord server. Join us there if you want to participate.