Hey everyone, welcome to Devlog #12!
With the Winter update and bonus Anniversary update now out and running smoothly, you are probably wondering what is next for development. The next update will be a good chance for us to consolidate on the work we have already undertaken and with this in mind we are looking at many Quality of Life improvements and minor bug fixes. There will be more content to come, of course, and we will be bringing more news on the next update in the coming weeks.
So, on to the devlog! Let’s find out what the team has been working on for the last few weeks.
Phil, our Creative Director, (and CEO) has been busy planning and designing the content for the next update as well as refactoring the event system, a long due task, to make it more user-friendly. He has also been working on ‘some boring admin stuff’.
Statues and new production lines
Loup-Gabriel has been working on new production lines, that center around quarries and new extractable resources. Those quarries will be a major part of the next content update. Stay tuned for more details soon!
You may have noticed the new statues in the recent anniversary update, these statues not only add aesthetics to your villages but also increase the desirability of an area. More statues are still to come and Loup-Gabriel has been at work on a whole selection of new statues covering the 3 different estates.
As mentioned above, we are looking at QoL improvements and Christopher has already made great progress on improving and fixing many of the in-game notifications.
These improvements will, for example, allow the player to easily focus on and cycle through villagers that are lacking housing or cycle through workplaces that have no workable zone, more easily identifying workplaces that require the player’s attention.
The immigration notification has also been adjusted to pop-up when new villagers reach the village centre rather than when entering the map. The Global Happiness tooltip has also been improved to show every factor affecting happiness.
Chris has also been working on expanding the Bailiff’s functionality to give it more depth. This is still very much at concept stage and there will be more news on this in a future communication.
We are always looking to improve on the (not so) little details that bring your villages/cities to life. A big part of this immersion comes from the animations and Michaël has been busy on new animations for workplaces and more finer details.
The sawmill will see new hewing and saw animations. The Charcoal hut now has workplace animations for both shoveling and process monitoring with a 3rd animation in the works.
Monks will now take care of their bees and hives in the Apiaries.
He has also been working on those finer details such as animated cloaks for the envoys as well as animations for an upcoming feature which we have already hinted at in the Audinity Q&A feature recently.
Villager life cycle
Those of you that have checked out our updated Roadmap may have spotted the entry for Villager Lifecycle and Aging. Though still in its infancy (pun intended), Vincent has been working on both the older generation of villagers and has now moved on to the younger generation. With new facial aging and hairstyles, your villagers will become more diverse and varied. As mentioned this feature is still in the early stages of development and will be for a later update.
Work is continuing on a large project that will bring a fresh new look to Foundation. The new UI is coming along well and Ben has been working on improvements to the Hurricane engine to facilitate the creation of the new UI design, as well as allowing for quick styling changes and future improvements.
Claudine has also been working on preparing the new UI, testing new concepts, color variants and cleaning visual elements as well as other work on improving in-game textures and other concept art and feedback on new assets.
Modders will be happy to hear that more modding improvements are coming. Maxime has been working almost exclusively on exposing more features and improving modding capabilities.
We have previously introduced the ability for modders to create custom components and now we are looking to expand upon this by allowing modders to create more custom features such as custom workplaces. In order to do this, Max has been working on creating custom modding classes as well as exposing more classes and features for modders.
Hurricane engine improvements
And finally our technical director, Léo, has been working under the hood, improving the engine. Improving performance as well as adding to the aesthetics of the game. Improvements to grass are underway and Léo has been experimenting to improve the near/far blending and handling of more grass diversity for an improved landscape.
– The Polymorph Games Team