Re-Imagined
December 2019 I've made some big strides in development and I explain just a few of them here. Getting ready for some real visual releases and a demo! Sign up to be a Beta Tester here! |
Creating Water
September 2019 I re-did my water and made it multi-layered. In this post I go into detail with all the steps I take to get the effect I got. Let's take a dive! |
Cliffside Stairs
August 2019 I add a new way to access higher and lower areas of the map using stairs that cling to cliffsides and wrap around mountains. I try my best to explain how I accomplished this in Unreal. |
Watchtowers
August 2019 I explain basic defense in Tribal and how watchtowers can help you get an edge in being prepared for the wild world out there. |
Melee and Ranged Units
June 2019 We take a brief look at the basic unit types including two varieties of both melee and ranged units, how they differ, and how they are created. |
Unit Organization
May 2019 I try to simply explain how I got my units to group up in a chaotically organized way while maintaining some semblance of clarity. |
Farming
April 2019 I explain why I added farms to the game and how I hope the game benefits from an added complexity. We look at how you can expect to see them play out. |
Carrying Ladders
November 2018 I revamped the ladder system and added more functionality including carrying and re-placing ladders as your needs require. |
Weather and "Seasons"
October 2018 A brief look at how I plan to go about the weather system and how this is explained to the player. Trying to create something new and interesting yet understandable. |
Technology
September 2018 We take a look at technology trees in traditional strategy games and how I came up with a unique technology system that fits this game's needs. |
Ladders and Elevation
July 2018 I added ladders to traverse the vertical terrain in an easy and thematic way. It took a bit of McGyvering but the end result is satisfying. |
Landmasses
May 2018 I created a simple system to create a randomized landscape without too much hassle using large chunks of pre-sculpted landmasses and piecing them together like a giant puzzle. |
Structure Designs
April 2018 We take a peek at how I plan to create a diversity of differently built and different looking structures so that your culture feels unique through each playthrough. |
Animating 2D Units in a 3D World
March 2018 We look at how I created 2D units, running around animated in a 3D isometric level, getting the unit to face the right way and the image to face the camera. |
Setting the Theme
February 2018 We briefly go over where this idea grew from and how vernacular architecture will affect gameplay. |
Setting the Focus
January 2018 We explore the purpose of this project as well as the armature that will affect the future development of the project. |