Week 61 - Uncommon Items, Army Builder Cleanup

This week kiril has finished all the art for the uncommon items. I was working on a lot of internal stuff for the army builder screen. Most of it was around making sure units accurately drop onto the rocks.

 These are only a handful of the items kiril finished recently. There will be quite a lot to collect in the full game. Currently we have 80 planned. 

These are only a handful of the items kiril finished recently. There will be quite a lot to collect in the full game. Currently we have 80 planned. 

 I wanted to show how quickly you can swap units around now.  Also the flag has been resized and now indicates what type of army you are using. Red is infantry, Yellow is ranged, Blue is buffers, Green is healers, purple is special. 

I wanted to show how quickly you can swap units around now.  Also the flag has been resized and now indicates what type of army you are using. Red is infantry, Yellow is ranged, Blue is buffers, Green is healers, purple is special. 

I recreated one of our more popular tweets this week for fun. The first one here is a tweet we made on june 28th 2017 a little over a year ago. The second one is the same fight recreated in our current build of the game.

 We think this gif was popular because it shows a very clear strategy. The spearwomen  can attack over 1 unit so they are used to attack the healers in the back of the enemy line.

We think this gif was popular because it shows a very clear strategy. The spearwomen  can attack over 1 unit so they are used to attack the healers in the back of the enemy line.

 Since that post last year we have reworked every character sprite in the game, added animation to all backgrounds, created a new system for damage VFX and gave all units including the druid new VFX for their abilities. There have been many more changes as well that don't effect this particular scene.

Since that post last year we have reworked every character sprite in the game, added animation to all backgrounds, created a new system for damage VFX and gave all units including the druid new VFX for their abilities. There have been many more changes as well that don't effect this particular scene.

Well That's all for this week! We are steadily moving towards being able to provide a better estimate of when the game will be released. Check back next Wednesday for another update.

Week 60 - Starting work on the Army Builder

This week we are working on getting the army builder to feel polished and complete.

 There is still a lot of work left to do, but as you can see we have a flag that can change color based on your army. We are going to continue this mountainous feeling throughout the rest of the menus as well.

There is still a lot of work left to do, but as you can see we have a flag that can change color based on your army. We are going to continue this mountainous feeling throughout the rest of the menus as well.

Check out the process of RotoScoping the flag animation.

Check out the drawing process for the rest of the scene.

That's all for this week but we will have more next Wednesday!

Week 59 - Throne Upgrading

This week I was able to finish the stone throne room, and the upgrade animation for the throne room. We want to make sure there is some sort of progression to the throne room that makes it feel like you are becoming more powerful/wealthy as the game progresses.

 At first you will just have the landscape. Then once you get established you will attain this wooden throne room.

At first you will just have the landscape. Then once you get established you will attain this wooden throne room.

 After you have put several more points into the skill tree you will get this stone throne room.

After you have put several more points into the skill tree you will get this stone throne room.

We intend you have at least 3 levels of thrones and possibly some more customization areas to go with which tree you invested more points into. Check out this video of the process of drawing the stone throne room and the dust effect.

That's all for this week! Check back next Wednesday for more!

Week 58 - Civilization points Screen Wood, and Common Items

This week I was able to draw the first upgrade for the throne room in the Civilization Points screen. We want to have your throne room become more extravagant as you put point into the skill tree. So we decided to use wood, stone and marble as the materials that the room will be upgraded to.

 Here is the first level of the throne room. You will unlock this soon after you get established in the game.

Here is the first level of the throne room. You will unlock this soon after you get established in the game.

 Here are some of the common items you can collect early on.

Here are some of the common items you can collect early on.

Check out the drawing process for the wooden throne room. This is a good lesson on vanishing points too!

That's all for this week! Next week well have the stone throne room and more item icons to show off!

Week 57 - Cp Screen Background Finished

Sorry everyone I forgot to post yesterday. Anyway I did manage to finish the Civilization Points Screen Background this week. We are taking our time on the artwork for the menus because you will be looking at it quite a lot throughout the game. Kiril is still work on the items, There are about 80 so it will take some time before they are ready to show off.

 There are 8 different types of clouds that can be spawned randomly when you enter this screen.

There are 8 different types of clouds that can be spawned randomly when you enter this screen.

Check out the process of drawing the Civilization Points screen background. It took quite a while.

That's all for this week. Check back next Wednesday for more!

Week 56 - UI Prep

Now that we are all done with ability effects kiril and I have both started working on UI. Kiril has made a lot of progress with weapon, ring, and armor Icons, but we are not ready to show any of them yet. I have been working on backgrounds for menus, however none of them are done yet either. For now check out this work in progress screen shot of the skills menu background.

 Notice the four main buttons at the bottom of the screen, Kiril was able to complete those this week as well.  From left to right they are the Civilization tree button, The army customizer Button, The map/Level Select Button, and the shop button.

Notice the four main buttons at the bottom of the screen, Kiril was able to complete those this week as well.  From left to right they are the Civilization tree button, The army customizer Button, The map/Level Select Button, and the shop button.

That's all for this week. Sorry we don't have more to show off but soon we will! Check back next wednesday!

Week 55 - The final two legendary Abilities

This week I started working on some of the internal code for the UI. We are excited to do things like pack opening animations, leveling up animations and all those feel good progress animations for the UI, but for now we are just prepping what we currently have. However we were able to put the two final legendary abilities in the game this week and here they are!

 

 First up the plague bearer! This unit can be used to throw bottles of plague at either enemies or allies. You do this by clicking on the plague bearer and then clicking on another unit. If the unit is an enemy they will take damage over time and receive a defense debuff for 5 seconds. If the unit is an ally they will take damage over time but they will receive a life steal buff that gives them 30% life steal for 5 seconds.

First up the plague bearer! This unit can be used to throw bottles of plague at either enemies or allies. You do this by clicking on the plague bearer and then clicking on another unit. If the unit is an enemy they will take damage over time and receive a defense debuff for 5 seconds. If the unit is an ally they will take damage over time but they will receive a life steal buff that gives them 30% life steal for 5 seconds.

 Lob has the ability to lightning jump on to one unit for his weapon damage as true damage (ignores armor) After he does this he this he leaves behind a goblet of wine that sprays wine on the 3 units in front of it giving them a debuff that deals damage over time and greatly decreases their accuracy. The goblet of wine is invincible and stays on the field for 5 seconds at which point Lob returns.

Lob has the ability to lightning jump on to one unit for his weapon damage as true damage (ignores armor) After he does this he this he leaves behind a goblet of wine that sprays wine on the 3 units in front of it giving them a debuff that deals damage over time and greatly decreases their accuracy. The goblet of wine is invincible and stays on the field for 5 seconds at which point Lob returns.

Check out the drawing process video for Lob.

That's All for this week, Well be working on UI this week as well as Item Icons, and Buildings. Check back next Wednesday for another update!

Week 54 - Finishing the VFX & Color Changers

This week we are finishing up the VFX for the game. We have one more effect to import this week and then we are done.

 King Arthur can blind the 3 units in front of him for a short time period. He also gives the allied units on the sides of him critical chance buffs for 6 seconds.

King Arthur can blind the 3 units in front of him for a short time period. He also gives the allied units on the sides of him critical chance buffs for 6 seconds.

 This week we spent a lot of time setting up which colors each unit could roll as and we ended up with quite a large amount of varying unit colors. We hope it will be fun to collect certain colored units and we intend on adding skins that you can set units to in the future.

This week we spent a lot of time setting up which colors each unit could roll as and we ended up with quite a large amount of varying unit colors. We hope it will be fun to collect certain colored units and we intend on adding skins that you can set units to in the future.

 We also set up a pretty simple but effective new shader this week that allows us to have units blink white when they are attacked. At the same time we created new blood effects for heavy medium and light damaging attacks. Check out the heavy attacks from this Batista one shotting the pigs.

We also set up a pretty simple but effective new shader this week that allows us to have units blink white when they are attacked. At the same time we created new blood effects for heavy medium and light damaging attacks. Check out the heavy attacks from this Batista one shotting the pigs.

 Check out some of the light and medium blood effects.

Check out some of the light and medium blood effects.

Check out the drawing processes for the blood FX and King Arthur blind ability.

Well that's everything for this week but next Wednesday well be showing off the final legendary and well be starting our work on UI.