fbpx
Foundation

A New Era of Organic City-Building Simulation!

Devlog #13

Hey everyone and welcome to Devlog #13!

The Mineral & Craftsmanship update added some big content and systems to the game and the team have been working to fix any remaining bugs but also to polish the content that was added.

Consequently, we are now working on a content patch that will add some further improvements to the recent update. This patch will not only improve on some of the visuals but will also expand the masterpiece parts.

1.6 Content Patch

More specifically the 1.6 Content Patch will include:

  • Visual improvements to the quarry depots
  • Visual improvements to the mineral deposits including improved textures
  • Improved mineral distribution
  • Visual tweaks to Masterpieces
  • New parts for the Gate Masterpiece
  • New sounds for mining and workplaces
  • New animations including workshop and building animations

We are sure you will be excited to hear that the 1.6 content patch will also include the following QoL improvements:

  • Promotion window sorting
  • Many more villager names and the option to rename villagers (planned)

With that, let’s take a closer look at what the team are currently working on…

Buildings & Masterpiece Polish

Claudine and Loup-Gabriel have been enhancing some of the building visuals, polishing current buildings with improved basements and grounded doors as well as working on the new Masterpieces.

The Gate Masterpiece, in particular, will see a new wall part as well as even more parts for you to build that perfect entrance to your city.

More Visual Polish

Enhanced textures are being worked on for the Mineral Deposits with Claudine currently working on a more refined Gold texture. You can expect to see more improvements to the deposits and quarry depots for the upcoming content patch.

Quality of Life Improvements

Christopher has been busy on a number of improvements including, updating the notification panel to remember your severity choice and refining the action button and warnings. These changes can be seen live right now in last week’s hotfix which also included Christoper’s work to allow multiple Masterpieces on the same monument.

On top of these changes, he is currently working on the villager promotion window to show more information in addition to some added control in the form of a sortable promotion list!

Building & Workshop Animations

Something we have been wanting to add for some time is more interaction between workers and the buildings, for example, the gold smelter pouring liquid gold from the cauldron when smelting.

Up until recently it hasn’t been possible… but now it is! With this newly created ability, Michaël has been working on new interactions between buildings and workers that includes moving parts on the buildings themselves.

Winepress now in action
Is the sheep checking in on the weaver?
Modding

In the past few weeks, we have been gathering feedback from the modding community to see what new features and content they would like to see unlocked. Armed with this feedback Max has been busy opening up new options for modders to create extra content.

For example, last week’s patches saw a new behavior tree for custom guard behavior. This will allow modders to create custom locators for guards so that they can patrol your villages.

Additionally, the recent patches have exposed a whole host of assets for modders to play with, such as building functions for the new quarries and workshops, masterpiece parts, villager jobs and much more. Full modding changelogs can all be found on the modding wiki pages.

Alongside this, Max has been working to add in some quality of life improvements and bug fixes for both modders and players alike. Modding logs have been augmented to catch errors in created mods and a useful QoL update has seen a new prompt when a player loads a save that might be missing mods. This will allow you to download the missing mods directly when starting a save game.

Both Max and Leo continue to work on performance optimizations improving the game for players and modders alike.

And Finally…

Vincent has been working on a top-secret project for a future update. Unfortunately, we can’t bring you more news on this just yet but it will bring some extra life to your villages.

To wrap up this Devlog we have some particularly exciting news that we know you will all be very happy to see. Dan has been working on the UI redesign whilst also improving the user experience wherever possible. The design phase is progressing very well and thanks to the UI tool that is being created by Ben, integration will start soon.

Once that big chunk of work is done, we will iterate both on the UX and the style of the menus, so expect changes along the way.

We are excited to reveal to you an exclusive sneak peek of the work so far:

You can see more samples of the work in progress UI in the recent article from Rock Paper Shotgun.

We would love to get your feedback, so don’t forget you can join us on our Discord server and let us know your thoughts.

– The whole Polymorph Games team

 

Minerals & Craftmanship 1.6 Update is now live!

Lords and Ladies, we are excited to present to you the Minerals & Craftmanship 1.6 Update, now live on Steam & GOG!

Savegame compatibility warning: 1.5 saves will be compatible but some of your buildings may be removed if they were placed on one of the new mineral deposit sites.
Also, note that your builders will now require a Builders’ Workshop.

It’s a big one, so let’s take a look at some highlights of what you can expect in the new update and let you get quickly into discovering the new minerals and crafting up some masterpieces!

 

WHAT’S NEW

 
Discover and Extract New Minerals!

New Mineral deposits can be found scattered throughout the maps, containing nice shiny new minerals, from gold-rich veins to glittering quartz nodes. These deposits can be prospected by your Bailiff in order to identify the ore they contain.

Inside the Mineral deposits your Bailiff will find both rare minerals as well as more common ones such as Iron. Once discovered the minerals can be extracted by clicking the deposit and building a quarry.

 
Extend your Buildings and Build Masterpieces

Buildings can now be extended with new parts. The first building extensions will take the form of crafting workstations that can be added to the Builders’ Workshop. These crafting workstations will allow your builders to craft various objects such as sculptures and stained glass.

Note that Builders’ Workshops are now mandatory for the building of any construction.

Masterpieces are sets of specific parts that can be added into a monument or be built as a standalone building. They are unique creations that will give your village unique perks once built. In total, there are 9 Masterpieces to discover and build.

Each masterpiece will unlock when specific conditions have been met. For example, this could be when your soldiers emerge victorious from a faraway mission.

 
New Productions

All of the new minerals can be used in production buildings as well as in the new Masterpieces. Further, new production buildings have been introduced to refine these minerals to be ready for use, such as the new Gold Smelter that turns Gold ore into Gold bars, the Glassworks that will work quartz into glass as well as a Jeweler who will make good use of any gold and gems you might find.

 
Bailiff Mandates

The Bailiff’s role has been expanded and can now undertake Mandates. These mandates will range from prospecting the new resource deposits to gaining influence with an Estate or researching blueprints. Yes, the scholar was unhappy and has now left!

 
Pathing Inside Buildings

Villagers can now path through monuments! This means that Monks can now get to those inner courtyards and soldiers can protect the pass. Pathing inside buildings will allow particular villagers to enter and exit through separate monument doors. Pathing will have conditions so that only those that should be allowed through can get through.

 
Visits

Word of your settlement is growing stronger. Not only will there be visits from envoys but there will be new visitors arriving at your village. Pilgrims might visit your shrine masterpiece and one of your monuments, that is perfect for taking in guests, might also receive a visitor under certain conditions.

 
Even More New Features

As you may know, we are working on a full UI overhaul. In the meantime, you will notice a new notification panel that will help to see warnings of potential issues in your village as well as a log of your missions and quests including currently active quests.

Bridges can now be raised in height as well as length. Yes m’lord, you can now raise your bridges up high, the sky is the limit!

 
The List Goes On…

The Minerals & Craftmanship update will also include:

  • New animations
  • New modding functions and capabilities
  • New sounds
  • New improved grass and cliff visuals
  • 9 new achievements
  • Plus many fixes and improvements

You can check out the full changelog below:

 

1.6 Changelog

 
Gameplay

New features

  • New: Minerals sources that can be prospected and extracted
  • New: Production chains related to minerals
  • New: Masterpieces
  • New: Productions chains
  • New: Buildings can now have multiple placeable parts
  • New: Builder now has his workshop
  • New: Builder’s workshop can be extended with crafting extensions
  • New: New unlockable builder’s workshop parts
  • New crafting feature: craft sculpture and stained glass
  • New: Bailiff can have mandates assigned like prospecting minerals and influencing estates
  • New: New notification panel
  • New: Pathing can now go through buildings that have multiple entrances

Improvements

  • Add: Completed monument parts activate its function, (no need for an entire monument to be built before it becomes usable)
  • Add: Gold has been separated in two new resources: Gold Coins and Gold Bars
  • Add: Improved performance when editing a monument
  • Add: Transporters will now carry materials to construction sites
  • Add: New uniformized build flow between buildings and monuments
  • Add: “getting started” section to help menu
  • Add: Davenport now sells gems
  • Add: Allow multiple transporters to carry materials to construction sites
  • Add: localization
Art

Buildings

  • New Builder’s workshop and crafting extensions: sculpture, stained glass, jewelry
  • New mineral sources and quarries installations
  • New Glass Smelter
  • New Gold Smelter
  • New customizable fountain, stained glass

Characters and animations

  • New miner’s job outfit and animations
  • New Glass Smelter & Gold Smelter animations

Environment

  • New grass texture
  • New cliff texture
Bug fixes
  • fix: soldier/monks could get stuck on bridges
  • fix: Wooden Keep Door B
  • fix: tavern bridge bug
  • fix: transporters and builders flow (pause & builder allocation)
  • fix: missing tavern chimney texture
  • fix: path finding issues when house upgrading
  • fix: crash when the same game file is empty
  • fix: crash when closing the game due to unsupported OpenGL version
  • fix: rare crash with promotion
  • fix: clear preview on bridge
  • fix: freeze on clear preview
  • fix: wooden bridge entrance PATH & slope locator position
  • fix: showing bulldozer button on destructible building when under construction
  • fix: mod list disappearing when scrollbar is added/removed
  • fix: crash when destroying building too close to map edges
  • fix: rare crash during tax collector collection
  • fix: drop-down scroll bar behavior
  • fix: wooden keep stair colliders
  • fix: a crash in mod list menu
  • fix: rare crash in workplace list window
  • fix: building parts are not child of the core part anymore
  • fix: crash with public lounge function activationfix: crash with
  • notification window
Modding
  • Add: mods hot-reload with Ctrl+Shift+R
  • Add: creation of new asset and data types, and extending existing asset, component and data types
  • Add: creation of behavior trees and custom behavior tree nodes
  • Add: access to events
  • Update: example 02 mod bridge
  • Update: Remove Mover from Building Part Asset
  • Update: Batch all Modding logs in a single file to avoid opening too many files
  • Update: Foundation log file and mod log file are now readable during execution
  • fix: asset retrieval by scripting ID was not allowed in some cases
  • fix: VS Code snippets
  • fix: restore some missing textures

The full modding changelog can be found on the modding wiki.

Let us know what you think or discuss the game with our awesome Foundation community on our official Discord server.

– The whole Polymorph Games team

 

Minerals & Craftmanship 1.6 Update: Release Date News

Exciting news!

The Minerals & Craftmanship Update will be released on Tuesday, July 14

The 1.6 preview build has now been thoroughly tested and the additional content is coming together. All this means we can today announce the release date for the upcoming Early Access 1.6 update.

Announcing a New Addition: The Masterpieces

In addition to the content previously announced we have also been working on a new feature coming in the 1.6 update… Masterpieces!

Masterpieces are unique sets of parts that will become available via inspirational events that will occur during gameplay. Once obtained the masterpiece parts set will be available to incorporate into any monument, transforming it into a unique monument.

Each Masterpiece can only be built once and will make full use of the new minerals and crafting stations now available.

There will be a total of 9 Masterpieces for you to discover and build in the 1.6 update release. All 9 Masterpieces will come with their own exclusive effects such as the work in progress, Shrine Masterpiece pictured below.

Pilgrims visiting the Shrine

The Shrine will be unlocked via a miracle event and once built will become a place of pilgrimage for people far and wide and will come with the added effect of increasing immigration to your settlement.

New Achievements

To complement the new Masterpieces, each one will unlock a related Steam achievement. This will take the take number of achievements available in the game to 21.

New Animations

As well as all the new content coming in the new update we have also been working to increase the immersion. The 1.6 update will additionally come with new workstation animations to bring the new buildings and content to life.

The Jeweller checking the quality of her work
A builder scrutinizing new plans
A new statue takes shape
Finally…

If you hadn’t already seen the previously news, here is a brief summary of what you can expect in the Minerals & Craftmanship Update, coming on July 14!

  • New feature: Masterpieces
  • New discoverable mineral resources
  • Bailiff Mandates (Including prospecting for minerals)
  • New buildings capabilities
  • Artisan workshops
  • New production chains
  • Pathing inside buildings
  • New modding features

– The Polymorph Games Team

 

Minerals and Craftmanship Preview Update 1.6.0.0522 is now Live!

Happy Friday everyone!

Just in time for the weekend, the Minerals and Craftmanship Preview Update 1.6.0.0522 is now Live!

We are looking to gather focused information and feedback on the new content. Therefore, for testing purposes, only the Valley map is available to play in the preview build. To get the full experience of the preview build we have also limited the save files on the preview build so you will need to start a new game that you will then be able to save and load as normal in the Preview.

Note: Custom maps are still available however these will not currently contain the resource nodes that are part of the update.

Mods will also require updating by the mod creators and modding community and will not be immediately playable.

Let us know what you think…

We hope you enjoy the Preview and we would love to hear what you think.

If you would like to send in your feedback you can do so via this feedback form.

You are, of course, also welcome to discuss the game and report bugs as usual on the Steam discussions forums or join us on our Discord server.

Thank you in advance and we look forward to hearing from you and reading your feedback!

Changelog

We have a bunch of new features and content included in this preview build of the upcoming update. You can find a changelog below and more detailed information on some of the new content can be found in our previous announcement here.

Gameplay

New features

  • New minerals sources that can be prospected and extracted
  • New production chains related to minerals
  • Buildings can now have multiple placeable parts
  • Builder now has his workshop
  • Builder’s workshop can be extended with crafting extensions
  • New unlockable builder’s workshop parts
  • New crafting feature: craft sculpture, stainedglass and jewels (not all available yet)
  • Bailiff can have mandates assigned like prospecting minerals and influencing estates
  • New notification panel
  • Pathing can now go through buildings that have multiple entrances
  • New customizable fountain

Improvements

  • Parts that are built instantaneously activate its function, thus, no need for an entire monument to be built before it becomes usable
  • Church capacity is now considering multiple cores
  • Gold has been separated in two new resources: Gold Coins and Gold Bars
  • Improved performance when editing a monument
  • Transporters will now carry materials to construction sites
  • New uniformized build flow between buildings and monuments

Art

Buildings

  • Builder’s workshop and artisan extensions: sculpture, stainedglass, jewelry (not all available yet)
  • New mineral sources and quarries installations
  • New Glass Smelter
  • New Gold Smelter
  • New customizable fountain, stainedglass

Characters and animations

  • New miner’s job outfit and animations
  • New Glass Smelter & Gold Smelter animations

Environment

  • New grass texture
  • New cliff texture

Modding

  • Add mods hot-reload with Ctrl+Shift+R
  • Add creation of new asset and data types, and extending existing asset, component and data types
  • Add creation of behavior trees and custom behavior tree nodes
  • Add access to events
  • More details can be found on the wiki

 

Preview build access instructions (Steam)

If you would like to take a look at the Minerals and Craftmanship Preview build you can switch over to it via the Steam Betas in your Foundation properties.
 
  1. Choose Foundation (Steam Library)
  2. Click Manage (Cog)
  3. Click Properties
  4. Click Betas (tab)
  5. In the “Select the beta” dropdown choose Preview

(If you don’t see the preview option restart Steam)

Preview build access instructions (GOG)

If you want to take a look at the Minerals and Craftmanship Preview build you can switch over to it via the GOG Betas in your Foundation configuration details.

  1. Choose Foundation (GOG library)
  2. Click settings
  3. Click Manage installation
  4. Click Configure
  5. In the “Beta channels” dropdown choose Preview
 

Update and Preview build News

Hey Everyone!

We are excited to announce that we will soon be bringing you a new update, that we have named, the Minerals and Craftmanship Update!

The update is nearly ready and the full release will come in a few weeks but in the meantime, those of you eager to take an early look will be able to test some of the new features, in an upcoming Preview build!

More news on the preview build and how to gain access will be coming in the next few days.

Please note: Though custom maps are still available, we are looking to gather focused information and feedback on the new content. Therefore, for testing purposes, the preview build is focused on the Valley map.

If you would like to help out and share your feedback with us, then firstly, thank you! All feedback is very important and useful to us and in the development of the game.

Please let us know what you think of the preview build via this feedback form.

Minerals and Craftmanship Update:
preview build 1.6.0

We are bringing a multitude of changes and improvements in this update and you can check out some of the highlights that will be playable in the Preview Build, below.

Discoverable resources

One of the biggest and most exciting new features coming with the update are discoverable resources that will need to be prospected to know what kind of mineral they contain. Once prospected, you will be able to build a quarry over the mineral source to extract it. Some of these resources will be common and found in multiple nodes however some will contain more rare minerals.

New buildings capabilities

Prior to this update, there were two building types: single buildings and monuments. In this update, they now all have the same capabilities. This means a single building could have parts added to extend its functionalities. The first single building to exploit this new feature is a new one: The Builder’s Workshop.

At last, builders now have their own workplace! This building will be extendable to add new artisan workshops with crafting capabilities, like the scultpure or stainedglass workshop.

Artisan workshops

Parts that need more detailed, artistic work, like stained glass and sculptures will need to be first crafted in artisan workshops from the extended Builder’s Workshop. These artisan workshops will take advantage of the new resources that will be available to you in the discoverable resource nodes and the workshops themselves will allow you to create all new unique parts and Masterpieces for your village.

Masterpieces

Masterpieces are outstanding pieces of art that need to be crafted by artisans and that will provide a lot of splendor. More details on this soon…

New production chains

The workshops are going to require processed materials that will form part of new production chains. One such discoverable resource you will be able to find is gold ore which will require smelting into gold bars via a Goldsmelter before being used in your artisan workshop

An improved role for the Bailiff: The Bailiff Mandates

The bailiff will be introduced earlier into the game than previously and, for a cost, will be able to accomplish mandates for his lord. Among other things, he will be able to prospect for minerals and study blueprints.

Path inside buildings

One feature we have wanted to push for a while is the capabilities for villagers to use doors that communicate with one another. As such, villagers are now able to path through buildings by entering a door and going out from another. For example, Monks will be able to path through enclosed Cloisters, or villagers will be able to access enclosed courtyards via an inner courtyard entrance/exit but only through buildings that they are allowed to based on certain rules.

Multiple gameplay and feedback improvements

The Minerals and Craftmanship Update is a good time to consolidate on the work so far in the game and as such you will find many Quality of Life improvements some of which you will be able to see in the preview build.

There is now a new notification panel that will make it easier to track quests and keep an eye on issues in your village.

As noted above there are new building capabilities. To keep things consistent, all buildings will be placed and built in similar building workflow fashion to monuments. i.e. Placing a building will require that you also choose to start construction. You can still use shift + click to place multiple buildings which will bypass the requirement to click “start construction”.

We have also introduced another new change to the way you create monuments. You will first need to place a building marker before placing any parts to a monument. This building marker can then be moved and in doing so will allow you to move your whole blueprint before final placement and construction.

Grass has seen improvements in this update with a greater variety to shades and depth giving a more realistic look to grasslands.

Other improvements include cleaning up placeholder text, {img1} as well as new sounds and new animations.

New modding features

The new update will bring some huge features for the modding community which will allow modders much more freedom to create new assets, behaviours and also make changes and extend vanilla components and functions.

The preview build will include the ability to create custom behaviour trees and nodes. This will enable modders to use both our existing nodes as well as define their own nodes when creating new behaviours for villagers.

Custom assets, as well as custom structures, will now be available for use by modders. This means that modders will no longer be confined to using our asset types and can now define their own. Complex data related to these assets and components can then be stored in custom structures.

All of these additions and changes will allow much more flexibility for modding. As an added bonus we will also be opening up our own core components to allow some engine and game structures to be extended. This will allow, for example, new bridge building functions or workplace building functions to be assigned to core components.

Can you imagine the potential horrors, such as an “Antenna farm” mod?!

You will be able to see all the new modding changes in the release notes and changelog here, on release of the preview build.

More to come

Although the preview build is already jam-packed full of new content and improvements we will continue to add more as we work toward the full update release.

In the meantime, stay tuned for more information on the Preview build release coming soon.

-The Polymorph Games Team

 

Devlog #12

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.

Update planning

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!

A WIP Quarry

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.

QoL improvements

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.

Animations

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.

New UI

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.

Modding improvements

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.

New vs old grass

– The Polymorph Games Team

 

December Update News!

Hey everyone!

We have some news on the next content update!

… but first we would like to take this opportunity to thank every single one of you!

We have recently surpassed 200,000 sales of Foundation and thanks to all of your support and feedback we are able to realize the game of our dreams, and hopefully yours too.

From the whole team… Thank you!

The December Update

As you can probably tell from the title we are planning to release the next update before the end of the year. We will bring you more news and more details on the update once we are closer to release but in the meantime here are some of the things that will be making it into the next content update:

  • Villagers will move house when too far from their workplace. The lord will also have the authority to force them to move.
  • Jobs will be directly linked with villager status where you as the Lord will have more control over status promotion.
  • Improved military system with stats, levels, and equipment.
  • New production chain with two new buildings; The Hop farm & the Brewery.
  • New buildings parts and function for the Wooden Keep.
  • New Character visuals including new job outfits.
  • New weather visuals.
  • New sounds including workplace animation SFX as well as UI SFX.
  • New modding capabilities: Custom components and behavior trees .

The changes to job roles and villager status will be major and due to this, we are planning to release a preview build in order to test and gather player feedback on the new feature. Keep an eye out for further announcements on the preview build release.

We have even more planned for the December Content update and we will bring you more information soon.

And finally…

We are excited to announce our attendance at MEGA & MIGS 2019 this coming weekend!

If you are in and around Montreal this weekend then you can check out more here.

We look forward to seeing you there!

-The Polymorph Games Team

 

Devlog #11

Hey everyone!

Welcome to Devlog #11, where I will be giving you some insight into what the team has been working on since the last update.

I don’t often do this but let’s kick off by talking about me! Well… not so much me but at least what I have been up to.

In the last update we introduced a way for players to create their own custom maps that can be uploaded to mod.io for everyone to play. With this in mind, I have been learning some basic modding and creating a custom map that is available now in-game. I have then gone on to use this map as a template for a custom map tutorial video which can be found on our YouTube channel.

Check it out if you fancy making your own map.

For any queries and help with map modding we have a very knowledgeable modding community over on our Discord server that will be more than happy to help.

For those that would prefer to wait for a map generator, it will come before the full release, in fact, over the last couple of weeks, Ben has started work on an early prototype for a procedural map generator.

Moving on to Vincent, who also hasn’t been mentioned in a recent devlog, but for good reason, as he has been hard at work on job outfits for villagers. This has been no small task with multiple job roles for both female and male villagers.

You can see a few examples below of the new outfits:

More recently Christopher has also been working with Vincent on villager outfits, though for Christopher he has been looking at the villagers themselves and allowing for the integration of all the new outfits as well as hair styling. Alongside this, he has been working on some performance optimizations for villagers which should hopefully see some fps improvements in the future.

I know this one will make you happy… one further thing that Christopher has started initial work on is the possibility to force villagers to move home!

Having done some great work on the new workplace animations in the last update, Michaël has also been working on the villager job outfits, in his case he has been looking at skinning the new outfits on the 3D villager models.

Needless to say, the villager outfits are coming together well.

Claudine has begun work on some visual research for new environment biomes, creating mock-ups and sample textures for visual reference. Here you can see a couple of mock-ups of how things might look:

She has also been looking at a ways to improve and polish some of the current in-game assets and textures, such as improvements to trees, water and ground textures.

Some time ago we teased the Brewery and now we have a Tavern but no beer. Never fear though, Loup-Gabriel has been working to complete the brewery as well as working on the hop farm.

Loup has also been working on a new production chain but there will more info on that in a future news update, however he has also been working on some new decorative items that will work with the new production chain, so I’ll leave that one to your imagination for now.

Maxime has been continuing work on improving performance for low-end systems, as well as general optimizations, when generating models, and improving LOD generation.

He has also been working on ways to provide pathing feedback to players when placing buildings and creating the dev tools required to configure this in our Hurricane engine.

Nicolas has, as always, been thoroughly testing improvements and gathering information from the community regarding any bugs and feedback.

As well as this he has been working with the engine programmers investigating possible performance optimizations, one of which was released in a hotfix patch last week to improve performance for larger cities.

Talking of large cities and performance, Phil has been looking at ways to improve villager needs efficiency. This, tied in with villagers moving home will see some major improvements to your overall village/city efficiency in future updates.

Finally Léo has been looking at many aspects of the Hurricane engine, working with and helping the team.

In no particular order he has been looking at

  • Improvements to our shader system
  • Improvements for our skinning system (new villager outfits)
  • Investigating RAM usage with an eye to improve memory allocation tracking
  • Undertaking performance analysis between updates
  • Prototyping terrain improvements that support more ground types and vegetation (Biomes)
  • Improving the dev tools including the in-house Hurricane editor. For example we now have a new Asset Preview allowing the team to easily explore game assets.

I hope you enjoyed the read! We have a lot of improvements coming and work is well underway for the next update but there is still much to do.

Until next time…
Cheers!

-Ash (Community Manager)

 

Join us!

Facebook Twitter Youtube
© 2016-2024 Polymorph Games - contact us - privacy policy