It's 2015 and it's time for our first update of the year after an adventurous few months here at 22cans. The Godus team are working hard to design, create and implement new features, bug fixes and work with the community to push Godus forward. It's all full 'Steam' ahead from now on!
Update 7 is just round the corner and it'll bring single player combat and Pavle's new battle formations into the mix. Pavle's been shouting about those a lot recently and we're all getting quite excited about it.
So what exactly has happened between January and now?
In January, the team returned to studio after the Winter break and Konrad Naszynski stepped up to the role of Lead Designer for Godus and started his plans for the implementation of the story into Godus.
In February, the story of Godus found its way on to the Opt-In. This covered the events of a past Deity learning about their powers and followers (The Astari). While the Steam Community didn’t seem too pleased with this, the 22cans team took your feedback and concerns on board and we're continuing to look into ways to redefine the way we deliver the story.
The team is a little smaller this year and this has raised concerns amongst some community members. We want to reassure everyone that we’re all fully committed to making Godus the game it deserves to be.
So who exactly is working on Godus?
Andy - Production
Andy is our Production Manager and has been in charge of the day to day team activities. He likes to make sure stuff gets done on time and the team have anything and everything they need in order to get the job done. Andy also manages all of the builds and releases to Steam and Mobile.
- Lead Designer
Konrad, the community member turned powerhouse designer, has recently been working on the combat design, producing relevant design documents and tweaking the story elements. We’ve also has some interest in Godus from Korea and Konrad has been hard at work making sure the localisation is correct.
- QA Lead
Martin is the QA Lead on the Godus team and is forever testing, breaking and destroying the game. His daily tasks usually involve shouting at the other members for breaking Godus whilst regressing their issues and readying desktop and mobile builds for release.
- QA & Community
Recently Conor has been working on the Zendesk support system, dealing with support tickets and interacting with our numerous Facebook community groups. Conor has also been writing up the proposal for the Art of Godus/Making of Godus Kickstarter reward and investigating printing options.
Richard - Programming
Richard is our newest edition to the development team has already broken the game once. He’s been squashing all of those pesky bugs that appear when you’re not looking, cleaning up all the builds of Godus and will soon be moving on to programming Combat features.
Pavle - Programming
Pavle is hard at work on Combat and this week we’ve all been woo’d by his impressive battle formations. Our daily development Twitch stream watchers are always on Pavle’s back for having a messy, food covered desk. So much so, that one member set up a petition to get Pavle to clean that unsanitary workplace. You can join the cause here: Pavle's Dirty Desk Petition
Fabs - Programming
Fabs has been doing what ever Konrad tells him to do. Which recently has involved with testing new rendering options and animations, work on the Combat update and working on something top secret. Shhh!
Dave - Community Manager
Our Community Manager Dave can often be found loitering around the Steam forums, our community boards and other social media channels. He has been updating the community with the Daily Development Activity on the 22cans website, generating our community reports and crying himself to sleep.
Onwards and upwards!
Moving forward, the team are busy implementing Combat for Update 7 which will be available soon on the Opt-in branch and Konrad has created a design document that we have decided to share in order to gather feedback and ideas from the community.
The first document we’re releasing details 'Phase-1' of a '3-Phase' combat implementation. This document focuses on Warbands, Unit Generation and Controls. It’s a 33 page PDF file and probably isn’t going to interest everyone, but feel free to have a look over it and tell us what you think!
All of these designs and ideas are subject to change as there’s a design meeting happening as I type.
The Document is available to view here - Combat Design Document
March is shaping up to be quite an important month for the Godus team and we're always looking for feedback and ideas from the community. Thanks for your support and keep sculpting!