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Going Medieval News

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

We're coming to Gamescom 2019!

Hello Steam!

We are coming to Gamescom 2019! We'll be showcasing our game at Indie Arena Booth this year. If you are in Cologne from 20th to 24th of August, please drop by our booth and say hi. We'd love to meet you and present our game to you.



Also, if you are a journalist, please contact us at [email protected] so that we can fit in your schedule and show you all about our idea and development.

See you there!

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=Wy_rW95WtmA

Pick your side on our Discord - pagan, believer, noble, commoner?



Hello everyone! How are you?


We’re just letting you know that there’s the Going Medieval Discord (and it has official Discord server status, fancy!). If you’d like to follow the game development from the very beginning, discuss all things medieval, and be the first to know super exciting news, you are very welcome: https://discord.gg/goingmedieval.

Also, we've added roles! As time goes on, these roles will be used in fun ways so everyone can find a place for themselves in these medieval times. You’re about to pick one of the following sides:

!nobility
!commoners
!believers
!pagans

With that choice, you'll be able to go to all other channels and discuss the game like the usual, AND, you'll get access to one more unique channel for your group - a channel for people who made the same choice as you.

We are waiting for you, medievalist: https://discord.gg/goingmedieval.

Until next time,
GM team

Follow us on Twitter: https://twitter.com/going_medieval
Find us on Youtube: https://www.youtube.com/watch?v=v3pCVNMb0DM