Going Medieval - SeWerin
Greetings medievalists!

Time for a proper update:

Research tree and research queuing


You saw this little tab before, didn’t you?



Time to explain it a bit in more detail. Selecting this tab opens the research panel (shown in the gif above). Do you want to learn new things? You’ll need books for that! That’s right! Books are the main resource for this tab. You can produce them via the research table that you create within the game. Convenient, right? Well, like any other resource in this game, it can be lost due to a player’s misplacement. Yup. Leave it out in the open, and the rain will destroy them eventually. It makes sense to put them inside the buildings, right? True, but don’t put them near the fire, you know how that goes. And if you want to learn all those nodes, you’ll need a LOT of books - you see, since the books are not “spent”, you’ll have to manage them properly. The short story is - love your books, and they’ll love you back.

The event system is working


So your village is doing good? Others will want to join your little utopia (or cannibalistic cult if that is their/your thing). Regardless, you’ll have options to accept or reject them, as you are in control.



Buuuut, you’ll attract enemies too! But don’t worry, we have a proper alert for that too!



That’s it for now, we’ll have more to say in a couple of weeks! Thanks!

Foxy Voxel team

Join us on Discord: https://discord.gg/goingmedieval
Follow us on Twitter: https://twitter.com/going_medieval
Find us on Youtube: https://www.youtube.com/watch?v=eZHxPbauqvg
Mar 3, 2020
Going Medieval - SeWerin
Don't worry, you'll get your regular monthly update soon, but our community is growing, and we want to address that.

Twitter rises slowly, but surely!


We’ve passed 300 followers on Twitter! Twitter is a great place to be since there are all sorts of short videos from the game we are posting there. Also, our devs pop in there from time to time with some nifty gifs. Check this video of Somerhild struggling to hit a deer with a bow:

Somerhild giving her best

Discord is rising super fast!


There are more than 1000 members on our Discord Server! Those patient people support us from the very start, just like you. While more things will happen there eventually, for now, you can jump into #going-on-a-journey and #going-on-a-journey-discussion to experience a unique medieval story in which you decide an outcome by voting. By discussing it, you’ll get experience points! If that sounds interesting to you, head over to GM discord server here:

Going Medieval Discord Server

And last but not least - you, the Steam audience. Your likes, comments, and questions showed us that what we are doing makes sense, that we are on the right path. We will continue to work on Going Medieval and make it great because you deserve it.

Thank you once more, you wonderful medievalists!

See you in a week or two with a regular update!

GM team.


Going Medieval - SeWerin
Greetings medievalists! Onto new updates, shall we?

Hunting Gameplay Loop


Hunting is ready, but it will require some balancing. Let’s take bows as an example - workers with higher marksmen and animal handling skills will be better hunters. Marksman skill will give them higher DPS and better precision along with the ability to equip themselves with better bows. Animal handling will lower the chance of the animal retaliating against the hunter, and also reduces the chance that the animal will flee if the hunter misses (also, higher animal handling will give a higher chance of dealing critical damage to… you guessed it - animals).

RTS worker control


Player can take control of any worker like in a real-time strategy game - they can move him/her to any given location, order them to equip a specific item, or point where to attack if that is your thing. Selecting a worker and right-clicking on a piece of equipment or food will give the player a menu of actions.

Worker jobs are improved


Crafting jobs have been split into several different types depending on the skill set and production type. AI of the workers is polished now for these situations. Sequence prioritization and planning are evident and fully functional.

That’s it for now, we’ll have more to say in a couple of weeks! Thanks!

Foxy Voxel team

Join us on Discord: https://discord.gg/goingmedieval
Follow us on Twitter: https://twitter.com/going_medieval
Find us on Youtube: https://www.youtube.com/watch?v=eZHxPbauqvg
Going Medieval - SeWerin
Greetings medievalists, and happy holidays! Let’s start the new year with what we did since the last update:
Weather system


The weather system is in the game, and it works nicely! The weather events we now have in place are rain, fog, and snow. We'll easily add more in the following months. Here are some fun facts on the weather system within Going Medieval:
  • Weather events have a random appearance chance (those are adjustable per season - so don’t expect snow during summer)
  • It will influence global temperature and with that, it will affect your workers (some examples: fog will lower their precision, while rain will lower range of some weapons (we are looking at you, rangers))
  • You’ll be able to pause the game and see the raindrops and snowdrops clearly! You know what that means - the game is THAT optimized in the current state (look at those sweet, sweet raindrops)


Construction UX progress


We've added “ruler" elements to building placement to make the experience a bit easier for the player - the rulers indicate where the player has hovered and where the construction has snapped. Also, we've managed to implement some grid graphics to make it a bit easier to understand the 3D space.



And while we are on the subject of constructions…

Building construction VFX
We managed to implement a shader effect that makes the buildings rise from the ground along with the particle systems and dynamically generated foundation elements like scaffolding. Look at it go:



That’s it for now, we’ll have more to say in a couple of weeks! Thanks!

Foxy Voxel team

Join us on Discord: https://discord.gg/goingmedieval
Follow us on Twitter: https://twitter.com/going_medieval
Find us on Youtube: https://www.youtube.com/watch?v=eZHxPbauqvg

Going Medieval - SeWerin
Greetings medievalists!

We’ve been quite busy, so here is the latest update:

Map generator
The player can now choose map sizes. The combination of ground type and topology brushes defines a map type. At the moment, the valley is the map type that’s fleshed out the most. Each voxel generates as a different ground type by a rule set that is controlled by a biome/map type. We can now control how many (and which) ground types will be created at a certain biome type.

Prop placement
Props are all objects that we can place on the map (resources piles, vegetation, stone, clay, etc.), and their position controls with randomized brushes. The amount of props spawned is proportional to the map size and can be controlled by biome type. And as a bonus, here are the latest resources we’ve created:



Worker’s daily schedule
We have added the worker’s daily schedule - this way, the player can determine the type of each hour in the day. At the moment, the player can choose from 3 different hour types - WORK, SLEEP, and ANY. This is one of the most significant features for interacting with workers, and that gives us the ability to set different priorities to workers’ goals. If we choose ANY hour type - the worker will prioritize goals like fulfilling his/her social and comfort needs. If everything is fulfilled, the worker will search for available jobs. If the worker is starving, he will search for food even if the hour type is set on sleep or work.

Finalized combat animation
After numerous animation tests, we finally decided on how to present them. Here is a sneak peek for some of them.



We'll post more things soon! Until next time,

Foxy Voxel team

Join us on Discord: https://discord.gg/goingmedieval
Follow us on Twitter: https://twitter.com/going_medieval
Find us on Youtube:

https://www.youtube.com/watch?v=eZHxPbauqvg











Going Medieval - SeWerin
Greetings medievalists!

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'll post more things soon! Until next time,

Foxy Voxel team

Join us on Discord: https://discord.gg/goingmedieval
Follow us on Twitter: https://twitter.com/going_medieval
Find us on Youtube: https://youtu.be/eZHxPbauqvg
Going Medieval - Moazi
Hello Steam!

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.

See you there!

Foxy Voxel team

Join us on Discord: https://discord.gg/goingmedieval
Follow us on Twitter: https://twitter.com/going_medieval
Find us on Youtube: https://www.youtube.com/watch?v=Wy_rW95WtmA

Going Medieval - Moazi


Hello everyone! How are you?

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.

We are waiting for you, medievalist: https://discord.gg/goingmedieval.

Until next time,
GM team

Follow us on Twitter: https://twitter.com/going_medieval
Find us on Youtube: https://www.youtube.com/watch?v=v3pCVNMb0DM
Going Medieval - Moazi


Hello Medieval lords!

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.

Until then,
GM team

Join us on Discord: https://discord.gg/goingmedieval
Follow us on Twitter: https://twitter.com/going_medieval
Find us on Youtube: https://youtu.be/v3pCVNMb0DM



Going Medieval - Moazi


Hi folks!

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

Until next time,
GM team

Join us on Discord: https://discord.gg/yHKcJat
Follow us on Twitter: https://twitter.com/going_medieval
Find us on Youtube: https://www.youtube.com/watch?v=v3pCVNMb0DM
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