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Titans of the Past News

Titans of the Past Gameplay Stream

Alex 13, the game's Producer, plays Titans of the Past.



Development update #6

Hi,

Alex 13 here, with a regular update. Changelog for Sprint 28 below:
  • Finished Crafting: mechanics, recipes, prices
  • Added 5 Shrine Boons
  • Implemented the death screen
  • All chests can now spawn as Mimics (the actual monster will be Rat for now)
  • Mage weapons like wands and orbs are now ranged and can pew-pew
  • Town Hall upgrades give bonuses to Gold you loot
  • Removed Max HP from mobs' HP bars for more clarity
  • A video tutorial added
  • Two new maps WIP - Swamp and Monastery. Monastery is 1 sprint close to the finish line
  • Loot rebalanced
  • All 35 classes added
  • New logo


New logo

Development update #5

Hi, Alex 13 here, with a regular update describing the past sprint results.

Without further ado, here's the changelog:
  • Steam Cloud Saves implemented and set up
  • 4 new Shrine (store) Boons
  • New internal stat for mobs' spell effectiveness calculation
  • Fire Magic school fully implemented!
  • Chain tooltips, like in Age of Wonders 4
  • Crafting - WIP, to be finalized during the next sprint
  • Renamed the game from Project MML (working title) to Titans of the Past
  • 9 Personalities for characters added
  • Town buildings costs set up
  • Town buildings flavor texts and descriptions
  • Tavern quests: implemented, added resources and XP rewards. Item rewards to go in the next sprint
  • A few new spells VFX added
  • Significant progress on two new maps: Monastery and Swamp


Crafting

We decided to go the Last Epoch / Dwarven Realms route (both games are great, I recommend you play them!). You can add, replace, and upgrade Affixes on items, using limited and finite Crafting potential.

Fake screens below:




Current in-game prototype:




Thanks and see you in 2 weeks, as usual.
13, out.

The game's new name

Hi,

Alex '13' here. Project MMl always has been a working title. It stands for Might and Magic-like, but we obviously can't keep this name. So, after thorough consideration and intense discussions within the team, the game is now called Titans of the Past.

The decision process

In our team, product and design decisions are made by me and Eugene - our GD/LD, and co-founder. However, the basis for major decisions is almost always coming from the team. We always ask, then evaluate, then decide. This time was no different. I created a spreadsheet where the team could put proposals, and we gathered a nice batch of possible names this way.



Then I created a poll in our Discord to vote. The idea wasn't to decide the name democratically - I don't believe in democracy in game development: from my XP, it's always better to have a final authority and responsibility within one person per area (design, code, marketing, etc.). But the voting results gave Eugene and me a perspective.

Here are the voting results:

Two names stood out, and were actually good:
Echoes of Adventures and Eat. Sleep. Adventure. Repeat!
The former was going to be our new name but is already used. The latter is great, but for a different type of game - it fits a silly and slipstick-humor one, like Goat Simulator, for example. So it was obvious we shouldn't use it for Project MML, which is a tough and complex, serious fantasy RPG.

This left us with Titans of the Past. We removed the suffix (Revival) to not overcomplicate the readability.

This name has two important meanings:
1. The pillars, core design, and feel of this game stand on the shoulders of the Titans of the Past themselves: games like Might and Magic, Wizardry, The Bard's Tale, and Eye of the Beholder. We pay our homage to the Grand Masters of the genre this way.
2. It supports our lore and fantasy - a thing which you, the players, will be able to uncover an experience once we release the game.

Please let me know what do you think about the game's new name.

13, out.

Development update #4

Hi,

Alex '13' here with a regular update. We've finished Sprint 26.

[h2]Changelog[/h2]
  • Mob stats scaling reworked. Making mobs scale the same way as player characters was a mistake. It made the system too complex and unpredictable. Now we have overrides for main stats that we can easily control.
  • Mobs can now scale to Lvl 40 while for the player the level cap is 35. This is for the highest difficulty to be really tough.
  • Town: general building mechanics (requirements, costs, unlocks)
  • Town: Guilds UI reworked
  • Towns: constructing Embassies and Guilds unlocks new races and classes
  • New map progress (about 40% done) - Monastery
  • 10 new spells
  • Various bugfixes
  • New bugs :)


We're going to rename the game soon. Project MML is a working title, it stands for 'Might and Magic-like'. But we need a proper title, an we think we've come up with something great!