We haven't had Devlog in quite some time, right? Well, we are super busy, but we do have a lot of good things to report! Here we go.
Reworked building system
The Building system is now in its complete form - the player can now place a beam between two walls and use them to build the second floor of the construction. Beams inherit the stability of the weakest of the two walls. If one of the two walls gets destroyed - the beam will be destroyed as well.
Stat and Attribute system reworked
We have rewritten the stat and attribute system for workers, animals, and almost every object in the game. This means that we can easily add stats like a need for recreation, need for social, etc. Thresholds and triggers support these stats - meaning, when these thresholds are met, they will trigger specific effects.
Effector system reworked
Effectors add to equipment and resources - equipping a plate armor will trigger an effector that will change the movement speed attribute of the worker. Consuming a lavish meal will trigger an effector that changes the mood of the worker, but this effector only lasts for a few hours. This Effector system easily gives us the option to add things like potions (if we wanted), poison effects, etc.
Worker Mood system
Workers now have different mood modifiers. With a very low mood, they'll disobey the player-given schedule and try to satisfy their needs on their own. Don't let it reach zero - if that happens, the worker will leave your village.
Flora system
Young plants are now growing next to their kind. We control how many of these grow daily, and biome type influences this. Below a specific temperature, a growing process will stop. This is how it will look in-game (video is sped-up for demonstration purposes)
We are coming to Gamescom 2019! We'll be showcasing our game at Indie Arena Booth this year. If you are in Cologne from 20th to 24th of August, please drop by our booth and say hi. We'd love to meet you and present our game to you.
Also, if you are a journalist, please contact us at contact@foxyvoxel.io so that we can fit in your schedule and show you all about our idea and development.
We’re just letting you know that there’s the Going Medieval Discord (and it has official Discord server status, fancy!). If you’d like to follow the game development from the very beginning, discuss all things medieval, and be the first to know super exciting news, you are very welcome: https://discord.gg/goingmedieval.
Also, we've added roles! As time goes on, these roles will be used in fun ways so everyone can find a place for themselves in these medieval times. You’re about to pick one of the following sides:
!nobility !commoners !believers !pagans
With that choice, you'll be able to go to all other channels and discuss the game like the usual, AND, you'll get access to one more unique channel for your group - a channel for people who made the same choice as you.
Let's do a slow introduction to the gameplay. Keep in mind, all these things are bound to evolve, but right now - we are talking about one of the first screens that you'll encounter when starting the game. We are talking about Character Creation Screen.
Depending on your settlement, you can choose up to ten villagers. Each one of them comes with backstories and skills. Some will come with perks, some with pseudonyms and some with the things that they are incapable of. But we are getting ahead of ourselves. Let's start from the beginning.
Basics
Each character will come as a male or a female. Each one of them will have specific age, weight, and height. Stuff like these will affect their health overall. Not just health, but the capabilities to perform some doings and how to handle some situations.
All elements are subject to change due to the course of development.
Backstories
A character will have two backstories - one after the plague and one before the plague (this one might not appear if the character is too young). Each backstory will help define a character’s skills overall and the things they are incapable of doing. Interests will be formed by those backstories, with faith and nobility being the most important ones.
Faith determines if the individual is still a follower of Christianity or has lost belief, or has even returned to paganism. Nobility determines if the individual stands for nobility and the old order before the plague or is more on the side of commoners. These values will impact the alignment of some factions towards your settlement. Since the village values can change through time, so will the relations with other factions.
Pseudonyms
If the backstory is used to set up the past of the character, the pseudonym is a character's definition in the present. Some will have them, some not. Maybe some will not be old enough for those titles, and perhaps some did nothing to get them. But those that do, they'll have that title marked on their characters. Maybe your village can be a resident place of The Witch of Nottingham or even The Butcher of Leicester.
Do we have your attention so far? Good. So do you have ideas for Pseudonyms or Backstories? Share your thoughts in the comments or in the GM Discord server (link: https://discord.gg/goingmedieval). Maybe you have the same thoughts with our writers regarding these things.
This week we want to share more info about factions in our game. Most major cities were razed to the ground after the plague, and it was up to all survivors to rebuild the world anew. The divide was deep and wide. Some believed that the plague was the Armageddon itself, others believed that what happened was but a law of natural order, and third ones thought that the vacuum is an opportunity to seize power. That’s what caused the formation of factions.
Below you can find more about the most notable ones.
The Church of Third Coming
Neochristian church/theocracy, believing that the Plague was the Armageddon. They believe that the world is waiting for the third coming and that purity and fighting sin by all means possible is the only decent way of living. They are militant, aggressive with little to no understanding for those who lack their faith.
Center of Power: Eden Nova (a newly found settlement based around what was known as Abbey of St Augustine or Canterbury Abbey) Leader: Archbishop Gregorius I
Faithful Sons Of England
Plantagenet Royalists. They believe that they’ve found the lawful heir to the throne, and their goal is to reunite England in the same feudal structure as the one before the Plague.
Center Of Power: New Exeter (near the former location of Exeter) Leader: Nominally Edmund II, but the true leader is Sir Hugh Gaveston, his second in command.
Philosophers of the Natural Order
Their belief is that there is a natural cause to what happened and that the quest for knowledge is the imperative of the new world if it is to avoid the fate of the one that ended.
Center Of Power: Oxford Leader: They have no traditional leader, only the Headmaster of the University, Frederick Bormont.
The Kingdom Of York
Newly-found kingdom. They believe that the Plague is the fault of the English Crown. If there wasn’t for the war with France, they claim, England would be able to avoid the fate of the rest of the continent.
Center Of Power: York Leader: William of York
The Circle of Avalon
Neoarthurian society, built around legends of that prechristian ruler and his knights. They blame Christianity for the plague, calling people back to the roots of their pagan traditions. They combine the ideals of chivalry with the druidic history of Brits, to create their unique mixture that seems as if it came alive from legends.
Center of Power: Windemere Albion at Lake Windermere, Cumbria (a newly found settlement) Leader: King Cedric I
The Progeny of the Plague
Cannibalistic group of marauders, thieves and slave-owners. Their strong belief is that they survived the plague because they drunk the blood of those who were unaffected, thus believing that the secret of the plague immunity is within the blood. Their viciousness hasn’t declined after the plague stopped, au convtraire. Since the lack of the workforce is one of the biggest issues all over the continent, The Progeny reinstated slavery, marauding and capturing survivors from other factions, using them as workers or for breeding.
Center of power: Isle of Man Leader: Duke Aelic the Red-handed
Today we’ve decided to share a little bit more about the backstory of our game, and about the events that shaped the world as we know it today.
As you possibly already know, Going Medieval is set after the calamity known as a Black Death. By the end of the 14th century, 95% of the population perished due to disease, famine, and religious persecution. But how did this all unfold?
The world and the plague
Various sources disagree if the plague first struck the continent in Genova or in Constantinople. Some even claim that it started in both cities simultaneously. But it barely made any difference for what followed. The pestilence spread across the continent with such speed and ferocity that it sometimes reached small towns and villages faster than the news about it. And there was no cure known to God or man that could treat it. Europe was about to die.
The Spreading of the Plague
Even though the authorities in Dover understood the highly contagious nature of the disease (which they commonly referred to as “The Fever Of Calais” or simply “French Fever”, and gave their best to keep diseased outside the city walls, it was only a week before the plague erupted inside the city walls, and a month before all of the Duchy of Kent was in its firm, deadly grip. The rest of the country soon followed, but there was some hope, as King Edward and the church gave their best to organize the defenses against the invisible and vicious enemy. Even when in the fall of the same year, the plague spread all the way to London. But all hope was lost, when later that year king fell victim to the plague, followed by most of his family. And with his death, the last, fourth horseman of the Apocalypse came to England. The War.
The War of Succession
Not being able to understand the gravity of the situation in the Kingdom, many nobles staked the claim to the Crown, and soon almost every duchy had at least one pretender for the empty throne. The northernmost duchies and Scotland were the strongest because their lands were still unvisited by the Plague. Marching armies, refugees and pillagers only helped the plague to speed up its pace. And before the spring of 1348, most of the claimants were long dead, along with their soldiers. England had no King but Death.
The Anarchy
Without a king, the Country was in disarray. And it wasn’t only the plague that ravaged the land. There were some who were, against all odds, able to withstand the plague without becoming its victim. But there were some who believed that, instead of being a stroke of luck, that ability was something more mysterious. Sometimes, that resulted in survivors being hunted down - and their blood being used as a cure-all, to no avail, of course. Still, it didn’t stop sickly or opportunists from harming the immune ones. Au contraire. It might be just because of the envy, or it was the need to displace the plague into something more mundane, something they could fight against - so the same people who survived the plague due to their natural immunity ended up being persecuted as the bringers of the pestilence or mages and witches. Many of them met their end by hanging or burning, tied to a stake.
The Aftermath
And as abruptly as it started, the reign of the plague ended. After it killed over 95% of the inhabitants of the British Island, it simply faded away, leaving behind a world changed, and not for good. A lot of the knowledge the World had before has been lost now, the order and the hierarchy built for centuries crumbled down within a year. Old Countries and kings, duchies and dioceses, borders and alliances seemed to be no more than a memory from a time long past. But as time passes by, and the belief that the plague is gone for good is growing stronger, so are the visions of the new world, rebuilt from the ruins of the old one and the entropy that followed its death. The defining point of this new society was the force that created it - The Plague itself. Some believed that what happened was the Armageddon itself, believing that their survival is the will of God, and the origin of the disease was the sinful nature of humanity. Others, more pragmatically, believed that what happened was but a law of natural order, blaming overpopulation and overconsumption for the mysterious illness. Third ones saw the vacuum of power as an opportunity, without delving too deep in search for the reasons of it all. And that is just the top of it. The divide was deep and wide, yet it was up to all survivors to rebuild the world anew.
This is where you come. You get to guide such a group of survivors and protect them from outlaws, barbarians, and religious fanatics in a classless, borderless, lawless post-calamity age.
We would love to hear your thoughts. Join the discussion and find more about the game development - write to us here on Steam or join our Discord server - https://discord.gg/yHKcJat.
Today we're writing this first big Steam update post in order to bring you up to speed as to what we have been working on recently.
As the most effort went into terrain creation, that's what this first development blog is all about. Also, that’s where the biggest changes will be seen.
The 16 unit height and 250x250 unit width map is generated by an unlimited number of randomly placed terrain brushmaps that determine its type, shape, color, and gradient. These generated terrains are randomly connected with slopes, which means that some of the terrains can, at first, be too high and/or inaccessible to players, but players can always accommodate them through the creative building, in order to reach the desired level.
Terrains that can spawn randomly on a map are:
Dirt
Grass
Sand
Mud
Iron
Limestone
Granite
Gold
Silver
Iron
And more will come later.
Brushmaps are also used to place props like trees, rocks, plants, etc., and the total number of those units can’t be higher than what is predetermined when the map is generated.
In the future, we plan to develop a whole flora system that will make it possible for some of the units to regenerate independently of map generation (eg. trees) when they are used as building resources.
We have lots more interesting stuff in work, and we’ll make another announcement later on.