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Going Medieval News

Community Celebration

Don't worry, you'll get your regular monthly update soon, but our community is growing, and we want to address that.

[h3]Twitter rises slowly, but surely![/h3]


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

[h3]Discord is rising super fast![/h3]


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.


February update | 03/02/2020

Greetings medievalists! Onto new updates, shall we?

[h3]Hunting Gameplay Loop[/h3]


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).

[h3]RTS worker control[/h3]


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.

[h3]Worker jobs are improved[/h3]


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

January update | 09/01/2020

Greetings medievalists, and happy holidays! Let’s start the new year with what we did since the last update:
[h3]Weather system[/h3]


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)


[h3]Construction UX progress[/h3]


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…

[h3]Building construction VFX[/h3]
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

Mid-December update | 16/12/2019

Greetings medievalists!

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

[h3]Map generator[/h3]
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.

[h3]Prop placement[/h3]
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:



[h3]Worker’s daily schedule[/h3]
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.

[h3]Finalized combat animation[/h3]
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











Progress update | 02/12/2019

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.
[h3]Reworked building system[/h3]
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.



[h3]Stat and Attribute system reworked[/h3] 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.
[h3]Effector system reworked[/h3] 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.
[h3]Worker Mood system[/h3] 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.
[h3]Flora system[/h3] 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