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Gods of Sand - DevLog #3

Greetings, gladiators!

Following last week's progress with adding new weapons, this week we finished the sprites for the polearms and fist-fighting weapons which are getting into the early access first builds:





To assist us on building lots of skills and items, we are creating a tool inside Unity which will serve as a "skill builder". The tool is taking a while to come togheter, but it will enable us to keep adding skills consistently without breaking the game in the future, so it is an importante step.



Togheter with all that, we're beginning to think about some of the first bossess. This week we got to the concept of a "dog" boss, which will probably be related to the dog in the temple map. It's a cool concept, but we're not sure yet about the relation between these two. If you have any idea you'd like to share, leave a comment below :)



And that's it for this week. Thank you for all the support and wishlists you guys are giving us!

Gods of Sand - DevLog #2

Greetings, gladiators!

This week our progress was more focused on the combat system in general. In the graphics department, we added new 2-Handed weapons. For the early access, our idea is to implement 6 tiers of each type of weapon, so with this addition, the only weapon set left to finish is the "fist-fighting" one, comprising of weapons like the cestus, some gauntlets and claws.



In the back end, we started developing a skill/item system that will make it a lot easier to implement them in the long run. It basically works like this: There are some preset possible actions that can happen, like receiving damage, dealing damage, changing a stat, healing, etc... From these building blocks, we can do all sorts of interesting skills and potions, creating combinations of attacks and effects.



Another progress was the addition of a "Calendar" system. This will be really useful for the player, as our idea is to make it important to manage well your time, as with sports teams, gladiators will get tired, will get hurt, will need to travel, so you must make sure to know when to use your best men.



And that's it for this week's Dev Log. If you have any question, or even suggestions for the game, feel free to leave them in the comments.

Cheers!

Gods of Sand - Devlog #1

Greetings, gladiators!

First of all, thank you very much for all of you who are supporting the game by putting Gods of Sand on your wishlist! This is really important for us to make the game more visible to all people on Steam, and maybe one day get to the front page! :D

Regarding the pricing of the game: We're going with $9.99 (about R$20,00), a price we think is fair for the effort of 4 people working on the game for about 1 year or so (a rough estimate). Of course, you can wait for sales, as most people do, and the price will go even lower!

About our progress:

Our aim is to release an Early Access build as soon as March/2021. A lot of the basic systems in the game are already implemented, but before releasing we're trying to reach a solid foundation which will be 100% playable and, fun to play, and easily expandable in the future, so we can keep adding content to the game while you guys can enjoy playing it and giving us feedback.

I like to divide our game into 3 main subsections: Combat, Ludus and Market.

Combat [25% done]: The core mechanics of the combat, like walking, attacking, throwing, etc... are already working perfectly, but leaving it this way would mean a monotone type of combat, which we are trying to avoid. Adding skills and usable itens is key to spice up and create all sorts of crazy builds and strategies in combat, so this is getting added before the launch of the Early Access.

Ludus [70% done]: Here is where most of the micromanagement happens. You can change your gladiator's skills and equipment, get them training, signing them up to tournaments. This section of the game is almost fully complete, missing only the skills tree and some minor features.

Market [50% done]: The city market is where you can buy new gladiators, equipments and upgrades to your ludus. Half of those features are functional, but they all must work to balance the game's economy properly.

If you have any question about the game, feel free to ask you through the comments or creating a community post.

Thank you again!