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History #01



Egyptian light bulb – lost technology?

Imagine you’re an Egyptian craftsman, hired to paint frescoes in a freshly carved tomb. Precise drawing requires good light, but oil lamps in the chamber would leave soot all over your hard work.

So how... about electric light?
A stone relief in the Hathor temple at Dendera in Egypt depicts what some have interpreted to be the very first electric glass bulb with a tungsten filament.



However, the Egyptologists argue that this ‘bulb’ is in fact a stylized depiction of a lotus flower (very common in the art of Egypt), spawning a snake (filament) inside it. The snakes coming from the lotus symbolize fertility, linked to the annual Nile flood.

If so, then why were tombs clean of soot deposits? Did the painters use mirrors to light them or some other way? What do you think?

Tell us what you think about posting interesting facts about Ancient Egypt, if you like this formula, we will write some more every few days!

@wikimedia.org

Author: Maciej Paprocki

Devblog #08



A lot of time has passed since the previous post
- so it's high time to get new screenshots! We are working on a new UI, for now we are showing you how the main screen and message panel look like, there are still many new features hidden under the icons next to the date, but we will write about it in the next posts!



On the screen below you can also see a grey granite quarry, a building that is unique because it will be quite rare in the game.

Devblog #07



Thank you all for your positive energy to work, for various ideas for game development, for all the questions asked, suggestions for help with game production and testing, and all the nice words that you gave us in your comments.


We hope that next year at this time, if everything goes according to plan, we will be at least at the end of the campaign production, and the game mechanics itself will be polished in close cooperation with our players.

As we wrote earlier, it was a very intensive year, which ends with a happy cooperation with the publisher. Thus, since December the production of the game has significantly accelerated, thanks to which at least one new building out of more than 70 available in the game is being built every day, not including the monuments!

The most difficult task now is to completely organize the game code, because probably, as you can guess, we didn't take special care of this mess during the production of the prototype, at the same time we implement various optimizations. This is the most important thing to do in the near future, but we still have a lot of time so we plan to complete the next milestones.

In addition, as always, we are constantly trying to improve the quality of graphics and this time we present a completely changed visual appearance of the desert areas.



Next in the queue is the water shader, which is currently also being recreated from the beginning and >all< textures of green areas, which we will show later but some of them can already be seen on the graphics from the header.

In the next year we will also change the name of the game
, because the current one was treated as a working title, which could possibly be changed to something more marketing-friendly in the near future. Only when we manage to carry out this process will we start making the first full gameplays available, because that's the starting point for preparing the game for release and trying to get the players interested in this title more widely.

See you next year!


Interview #01 - ENG/POL

If you want to read something more about the game, I encourage you to read the interview with me. The interview is in both Polish and English.

Interview on Gameplay

Thanks to Medic from gameplay.pl!

Devblog #06



Information about the release, early access version and planned demo.


As some of you noticed, according to the deadline written on Steam, there should be specific information about the release date of the game. We can say straightforwardly that the game will not appear this year and although it sounds like bad news, in practice it is completely different. Why? You will find out more about that in the next part of the news.

Despite the fact that this is not the end of the year yet, we would still like to summarize all the events that have taken place so far. The game has been developing for more than two years as a side project developed by one person after work hours in the free time. The most important part of programming was created over this long time, a specific graphic style was developed, the whole game design document was described and a working prototype was created.

Usually indie games are rather small productions, especially those made by one person, but in this case it was supposed to be different, which results from the simple assumption that we want to present Egyptian history in a fresh and contemporary way, maybe also in some sense innovative, and this means a huge amount of work, which we are not afraid of.

It wouldn't be possible if we didn't finally find a publisher who would support the whole project, and thus help transform a small one-person project into a large, fully-fledged game that will have to face the demands of the market and all the fans who actively support the development of the game all the time.

At what stage is Hard Ancient Life at the moment?


The game is still prealpha, playable and basically playable at the moment, but there is not quite enough of it to release it on the market with a clear conscience, even in the early access version.

That's why we decided not to release the game yet. The appearance of the publisher means that with such support we can now focus exclusively on the production of Hard Ancient Life, as well as enriching the game with elements that due to the high costs we hadn't planned at all before and are now within our reach. This is a big chance for the game to become something even better than it was originally intended, and we don't waste such opportunities. We promise that it will be worth waiting a bit longer.

Then what can you expect in the near future?


First of all, from December a lot of new information will start to appear, we promise to inform more often about the progress of work, there will be a real video gameplay and at the end of Q1 2019 there should be a long-awaited early access version as soon as we solve all legal problems. By then, we will certainly be able to expand this early access to such an extent that most things will work right away and the gameplay will be at least a bit enjoyable.

We hope that the reasons for postponing the release are understandable for you, we look forward to your comments, thoughts, hints and expectations regarding the game on the Steam forum and in the comments below!