STORE COMMUNITY ABOUT SUPPORT
Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more
"This week we are going to step back a little and take a closer look at our vision of how we see players using Warbands."
"The ever shifting terrain and the verticality provide by the many land layers makes Godus a unique landscape for battle. We really want to play on these features to provide an experience that is very different from what players might expect from a RTS title."
"Directing troops and exploiting the landscape (and even altering on the fly) in any meaningful way proved to be a very challenging feat of multi-tasking once more than half a dozen units were on the field. The decision of using Warbands grew out the desire to retain a sense of scale to conflicts without forcing the player to manually control large numbers of individual soldiers."
"We really want to encourage smart and tactical gameplay, where players are rewarded for paying careful attention to the actions of individual Warbands.To this end we have reinforced the effects of the landscape on the performance of the soldiers. Height advantage and tree cover for example have a powerful effect on the outcome of battle. Players able to exploit the landscape with clever positioning of their Warbands will have the upper hand even over far superior numbers."
"Players will also notice that veteran Warbands will become stronger (potentially a LOT stronger). The goal is to encourage and reward players to use and preserve their soldiers carefully rather than seeing them as completely disposable. We are currently experimenting with how to make these veterans visually distinct on the battlefield to reinforce their status as elite units."
Here's a a couple of new screenshots of a recent Combat build showing off some of the new military props around Settlements.
"This week has seen the start of some upgrades to the movement arrow system. Up to this point we’ve been using the movement indicators from the leashing system. While those indicators are fine for moving followers about in Homeworld, they didn’t reflect troop movements accurately enough for our liking. You can see the problem below:"
"The first thing we did was take not normally seen debug navigation pathing lines which look something like this."
"And use them as a basis to draw the movement arrows to make them look like this:"
'There is some work still to be done to produce smoother, more visually appealing arrows, but they now accurately reflect navigation."
"The current leash arrow drawing system also wasn’t really designed to handle drawing and tracking movement arrows for multiple units. We polished up the system to only display movement arrows for currently selected Warbands and be able to wipe and redraw the arrows at any time."
"What’s left now is some smoothing and visual polish of the arrows. We’ve implemented a system to allow us quickly and easily replace the textures used to draw the arrows themselves and playing around with different looks have produced some rather fun results."
Also - Check out Annah's 3D printed Archer!
We will be updating the GODUS Opt-In Beta branch more frequently than the main Early Access branch. If you would like to participate in helping us test new fixes and features, big and small, opt-in to our Beta Branch, releasetest.
Please keep in mind that this branch is for testing! Things might go wrong and when they do, send in your bugs and feedback to http://www.22cans.com/support
For details on how to access these developer builds, read below:
Our development proceeds through sprints that may have differing platform focuses. As such, much of the gameplay available to you in v2.2 is the result of a recent mobile-focused sprint and we intend to progress to a PC-focused sprint within the coming months. Please take this into consideration, as while adjustments will continue to be made to the PC platform to account for the game's differing payment model (buy-to-play on PC & free-to-play on mobile), some areas of balance and design may retain certain elements of the mobile version for the time being.
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