Sep 4, 2023
Microcivilization - Ondrej Homola
Hello,

this week Microcivilization celebrates 2 years since it's beginning. I was thinking it's fun to look back at my early days progress.

Day 1

Deciding between Unity and Monogame I chose Monogame as a framework to build this game since I already made previous small projects in it and it always reminded me about the good old days of making games in Borland Pascal. A moving person sprite. Much wow.

(Notice the sprite is still the same as we have now. There was not a single pixel change in the Pop's animation until today)

Day 4

Things grew in all directions. We have huts, 2d movement, UI and most importantly fonts. Fonts were the hardest to get working. Also this was the day I began to hate making UI in Monogame.
You can also see there was a hint of some backend logic about construction/agriculture.

Day 8

This one about a week old - as shown in one previous update - it introduces the 'main button' concept. In this phase i still wanted to make the resources storage-based instead of the 'civilization-like' construction progress system we have now.

Day 22

Three weeks in existence. The mighty Yin and Yang buton style arrived. Game still had storage of food and wood for free selection, but there was also initial concept of government switching as well as research tree. There were also first three slots for workshops. Initially there were supposed to be only three workshops for you to build out of several. The choice of which three you have was meant to be your build for the cycle.

In this phase I had no conception of crises, risks, combat or heroes.

Day 50

Fancier tech tree that is actually a tree. More details on the UI making the overall shape of the screen to materialize.
In this phase the huge problem was to design the interface panel while having no idea what will be on that panel. Each week introduced a new feature with its own new UI element leading to complete reshuffle of the main screen layout, rethinking all decisions and often huge scope creep. I still had no idea how real pixel art is done.

But all this was still very very far away from the final game shape...

Everything Fun is done. Unfortunately

I am pleased to announce that all major features of the game's first Tier are now done and 'only a huge heap' of minor features are left. That heap should hopefully be resolved within next two months time.

Last week I have finished the Scenario 1 for the first Ascension Tier (or Chapter) which will conclude the first meta-cycle of the game progression. Here's how the Tier 1 is currently designed:


In the first run, you will only have Neolithical technologies available. After ascending you will have the option to unlock Classical era technologies. So your second run you can build from Neolithical up to Classical.

This way meta progression will unlock Historical Eras one by one extending your tech tree for each future re-run (we could say these ascensions are the 'main story'). This will culminate with a Scenario (aka a Boss Fight) where you will need all the best heroes gathered so far. Scenario will have different difficulty levels, separate tech tree, separate rules. It's designed as a challenge to test if you're ready for the bigger game.

After this 'boss fight', you will progress into next Ascension Tier which will progress in a similar fashion except with new game concepts, better Hero drops, higher levels, new Lotus types, new Crises and a completely different Scenario in the end (more on Tiers another time).

The very rough estimate for Tier 1 is noted as 12 to 48 hours - keep in mind that this is just for illustration so you have a vague idea how big the first chapter is designed to be. The numbers were made by extrapolating recorded demo playtimes and combining with extra technologies and extra ascension runs so for majority of players reality might be much faster or much slower.

There are currently a few optional upgrades there including World Wonders blueprints which can affect playtimes significantly and this set of optional upgrades is going to grow in the future.

Demo vs Early access builds

Within next few weeks I will take a short break from main game development and create a long deserved update of Demo. Mainly to address some balancing issues. My hopes are also to include some quality of life updates and bugfixes.

However my main focus now is to drive the main game branch into a stable pre-release stage and eliminate all risky gaps and defects. Next two weeks will be therefore aimed at various medium to small finalizations and a ton of boring stuff that is now necessary to complete (I don't look forward to it :) )

That's all for now. Have a nice day,

See you next time.

Ondrej







Euro Truck Simulator 2 - London
The West Balkans region is characterized by its diverse and picturesque landscapes, ranging from rugged mountains to serene coastlines. Amidst this natural beauty, a network of tunnels has been carved through the challenging terrain, serving as vital transportation and infrastructure links for all drivers alike!



Our team has been hard at work creating many of these tunnels across the road network in our upcoming West Balkans DLC for Euro Truck Simulator 2. With each one being unique in their own way, we've created quite a few additional assets and models to best represent their real life counter parts in our virtual world.








Thanks to the rugged terrain, you'll be able to travel through over 60 tunnels in the West Balkans DLC. A majority of these will be located in Croatia and in Bosnia and Herzegovina. In Croatia, many of these tunnels are located on the highway, along the coastal road network; whilst in Bosnia they have been constructed through scenic hilly and mountainous terrain.






Today, many tunnels found along major road networks have very strict safety rules to help minimize any accidents. Our teams have created lots of additional assets to represent some of the signage and technology that exists in many of the Tunnels; including traffic lights, digital speed signs, emergency phones, ventilation and more!






You'll also find some well known and newer tunnels recreated in this DLC, such as the impressive Karawanks tunnel which crosses the Alpine Karawanks mountain range. Another such example is the Supava and Polakovica tunnels, which features an impressive connection known as the Ston Bridge connecting them both.





Although they look simple, tunnels are amazing feats of engineering which can sometimes take many years to create. We hope you take the time to check some of them out on your future journeys! We look forward to showcasing more from this upcoming DLC in the near future. Until then, keep on truckin'!

https://store.steampowered.com/app/2004210/Euro_Truck_Simulator_2__West_Balkans/
Sep 4, 2023
American Truck Simulator - London
Described as β€œthe loveliest site in the world for a town,” Emporia was founded in 1857. Today, it is known as an "authentic small city" located on the edge of the Flint Hills of Kansas. Today's blog features the work our team has undertaken to recreate the industrial part of the city in our upcoming Kansas DLC for American Truck Simulator, and what drivers can expect to find there.


Don't let the small town atmosphere fool you, this city has quite the busy industry area, featuring warehouses that supply local businesses, shopping malls for its residents, gas stations, factories and even a food plant! You'll find no shortage of delivery contracts in this area.









However, if you are just passing through, why not take a moment to enjoy some of the landmarks that can be found around Emporia, including the Welcome sign which is made from flint sourced locally.

Other landmarks include the Clint Bowyer Community Building, donated by local racing legend Clint Bowyer to give residents a space to use for activities, talks, and more!








So whether you are driving through or making a stop, be sure to take a minute to admire what the city of Emporia has to offer. We look forward to showcasing more from our upcoming Kansas DLC with you; until then, keep on truckin'.

https://store.steampowered.com/app/2298430/American_Truck_Simulator__Kansas/
Sep 4, 2023
Armored Warfare - Silentstalker
We are pleased to present our September Wallpaper, available in a number of different sizes to fit your PC's monitor!



With Calendar

1024x768, 1280x1024, 1366x768, 1440x900, 1600x900, 1600x1200, 1680x1050, 1920x1080, 1920x1200, 2560x1440, 2560x1600

Without Calendar

1024x768, 1280x1024, 1366x768, 1440x900, 1600x900, 1600x1200, 1680x1050, 1920x1080, 1920x1200, 2560x1440, 2560x1600
Community Announcements - ZULA


Make Your Own Clan Logo Period Has Begun!

Last day 11 September 2023

One of the most prominent items in our meeting with clan heads was the demand that we want to make our own clan logo ourselves. The period of designing your own clan logo in Zula begins. Follow the steps below for a custom clan logo!

The process of adding a special clan logo to the game is paid.

In order for the transactions to be made, the clan head must send a notification to our Support Team.
Our support team will send a form link for you to apply after the information received from you and will ask you to fill it out completely and send it to us.

If the information is in accordance with the rules, the logo in your application will be transferred to your clan within 15-30 days.

You can send a notification here. Now it's time to join the competition in Zula with your own clan logo in your own style.
URBO - yo_serjio
Welcome to the world of Byzantine architectural style, which inspires us with its exquisite beauty and deep historical heritage. One of the most recognizable elements of Byzantine architecture is the domes of churches. The domes, rising above altars and central spaces, lend a majestic and inspiring appearance to the buildings.
Let's delve into this unique architectural style and explore its distinctive features.





Sep 4, 2023
Gedonia 2 - Oleg Kazakov
Gedonia 2 is now in development



I am now working on a sequel for a game. I am aiming it to be much better than the first game, and it is without the doubt the most ambitious game I've ever attempted to make. It's still very early, and the game is years away from release, but I managed to make a small teaser trailer for the game and a steam page for you to check out. Wishlist the game Now, because it would really help me out!


An answers to some questions about the sequel:

  • Why didn't you just continue expanding on original Gedonia?

    While the first game still has a lot of potential to explore, there are some issues that prevent me from infinetely evolving it over the years. First one, of course is not being able to add multiplayer, but also some fundamental shortcoming in animation/scripting/stat scaling etc. A lot of these things are baked into the core of the game at the moment, and I could only fix them by remaking the game from scratch.

  • What will the second game be about?
    With Gedonia 2, I aim to explore Eastern regions of the map, like Esnon, Vubros and Osnein. The game will have completely separate storyline and explore different era of the world.

  • Are you still working on the game alone?
    No, I am happy to report that I've got some funds from the sales of the original game, and I hired a small tem of artists and writers to help me out! So there will be atleast 6-10 people working on the game in the future.

Thank you for your support!

Check out my youtube channel (I might post previews of new updates there, or might not):
https://www.youtube.com/channel/UCMfMlahJzjpMeLrrfRvL05A

Check out our social media links:
https://twitter.com/OlegKazakov1990

http://discord.gg/XQjSzCN

https://www.reddit.com/r/gedonia
Warlander - tl_miwa
Greetings Warlander!

Clerics can obtain a powerful new Skill, the holy Goddess Icon!


Perform this Skill to create an icon of the Goddess of Mercy that revives all nearby allies.

Enemy Goddess Icons can be destroyed.

Become an angel on the battlefield and revive your fallen comrades!



βš”οΈ Your Warlander Team πŸ›‘οΈ

Join our community-focused game development discussions on your favorite platform:
❀️ Steam Discussions
πŸ’™ Discord
πŸ’œ Twitch
πŸ’› Twitter
πŸ’š Feedback and Bug Reporting

https://store.steampowered.com/app/1675900/Warlander/
Daisho: Survival of a Samurai - Proserpina
Gear up, samurai!

An exciting update is on the horizon, bringing with it the long-awaited Battle Pass.



🌟 Unleash Your Potential: Embark on a journey like no other as you immerse yourself in a season filled with daily and weekly quests that will test your skills and mettle.

πŸ† The Battle Pass offers a track of riches allowing you to demonstrate your prowess in battle and unlock an array of exclusive treasures.

πŸ—“οΈ Countdown to Kickoff: Brace yourselves for the grand kickoff of the first season this Friday, September 8th. Mark your calendars and keep your senses sharp as we reveal the exact starting time.

There is more interesting stuff currently in development as well, so come join our Discord where you can interact with developer team and get new info on the upcoming feature and release dates!

Gedonia - Oleg Kazakov
Hello everyone! I am very happy to share some exciting news with you!

Gedonia 2 is now in development


I am now working on a sequel for a game. I am aiming it to be much better than the first game, and it is without the doubt the most ambitious game I've ever attempted to make. It's still very early, and the game is years away from release, but I managed to make a small teaser trailer for the game and a steam page for you to check out. Go there for more info, and Wishlist the game Now, because it would really help me out!

https://store.steampowered.com/app/2566340/Gedonia_2/

An answers to some questions about the sequel:

  • Why didn't you just continue expanding on original Gedonia?

    While the first game still has a lot of potential to explore, there are some issues that prevent me from infinetely evolving it over the years. First one, of course is not being able to add multiplayer, but also some fundamental shortcoming in animation/scripting/stat scaling etc. A lot of these things are baked into the core of the game at the moment, and I could only fix them by remaking the game from scratch.

  • What will the second game be about?
    With Gedonia 2, I aim to explore Eastern regions of the map, like Esnon, Vubros and Osnein. The game will have completely separate storyline and explore different era of the world.

  • Are you still working on the game alone?
    No, I am happy to report that I've got some funds from the sales of the original game, and I hired a small tem of artists and writers to help me out! So there will be atleast 6-10 people working on the game in the future.

What's next for the first Gedonia

Don't worry, I'm not abandoning the current game, in fact, I came up with a roadmap for future releases. Check it out:


As you can see, we will explore different regions of the world with the first and second game, with the first we will go west and south, and with the second one we will go east.


Thank you for your support!

Check out my youtube channel (I might post previews of new updates there, or might not):
https://www.youtube.com/channel/UCMfMlahJzjpMeLrrfRvL05A

Check out our social media links:



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