The Learning Update (Weeks 15&16)

2017 Jan 08 – 2018 JAN 21

I spent most of the first week preparing for the playtest session on Friday 12th.
The playtesting showed me major flaws in aspects of the game, so I decided to forgo multiplayer entirely, in favor of polishing the singleplayer experience. At least until the final delivery date in February. Also, I worked 81 hours on the game total these two weeks, finally reaching the 40hr/week mark I wanted to for so long!
Continue reading “The Learning Update (Weeks 15&16)”

The Loud Update (Weeks 13&14)

2017 DEC 25 – 2018 Jan 07

The multiplayer I had achieved at the end of week 12 could be called “Co-op”, all players in the game controlled the same buildings and subjects. Week 13 was spent turning that into opposing players. The following week I decided to add some polish to the game, so I added some menu stuff and I finally introduced sound.

Continue reading “The Loud Update (Weeks 13&14)”

The Multiplayer Update (Weeks 11&12)

Dec 11 – DEC 24

As was my plan, I spent these two weeks diving into multiplayer. Although I’d had many challenges along the way, and was about to give up on at least three occasions, I managed to pull through, and fully implemented multiplayer by the end of this phase.

Continue reading “The Multiplayer Update (Weeks 11&12)”

Implementing the Workforce! (Weeks 7&8)

Nov 13 – Nov 26

Not much happened in the first week of this phase, but the second week had been my most productive at that point! I properly implemented subject hunger and death. I improved the serf behaviour a lot and implemented the Harvester and Crafter type subjects and behaviour, specifically the Lumberjack and Carpenter. I also attempted to use source control for the project…

Continue reading “Implementing the Workforce! (Weeks 7&8)”

Construction Sites and UI (Weeks 5&6)

OCT 30 – Nov 12

I spent 4 days during this time on the Bluebyte Game Jam, so the time I spend on the game was reduced. I implemented constructing buildings and destroying them (without crashing the game) as well as UI for Buildings and Subjects. I also improved the Camera movement a little.

Continue reading “Construction Sites and UI (Weeks 5&6)”

Getting into the thick of it (Weeks 3&4)

Oct 16 – OCT 29

I got a lot done in these two weeks. I dived into AI behaviourtrees and expanded on what I had done before. A lot of my time was spent on the item delivery system, and on restructuring the class-design. I hit a lot of obstacles I didn’t expect, but managed to solve them. We also had the first presentation among our peers.

Continue reading “Getting into the thick of it (Weeks 3&4)”

Game Conception and Starting Slow (Weeks 1&2)

Sept 27 – Oct 15

I knew I wanted to make Warriors and Serfs for a while before the Project phase started, and after almost an entire month of semester break I was starting to feel restless without doing anything productive to break up my gaming, so I decided to start a bit early. I also knew that getting into a productive rhythm again would take me some time, so I started off with easy tasks and only a couple of hours of work every day.

Continue reading “Game Conception and Starting Slow (Weeks 1&2)”

Self-Initiated Project BA5: Warriors and Serfs [WIP]

Warriors and Serfs is a 3D real-time city-building / strategy game for PC with a focus on building a settlement with a functioning economy, set in the medieval era. The game features a single player campaign as well as a multiplayer battle mode.

Warriors and Serfs puts you in the place of a Count in the medieval times. Your king has given you the task to build a new settlement and defeat his enemies, so you set out with a few loyal servants and materials to do as he commands.

Unlike in typical rts games such as the Age of Empires series which have very few different resources (ie. wood, stone, gold, food), Warriors and Serfs allows you to gather a multitude of different resources and refine them into food, building materials and weapons.

Every item exists physically and can be transported by your ever-diligent Serfs to construction sites, the weaponsmiths, or the warehouse. Therefore the placement of your buildings is a major factor in the effectiveness of your economy. once your economy stands and you’ve built your army, you are ready to attack the enemy player to claim their lands as your own!

Position your archers behind your infantry and flank their archers with your knights, in combat you have full control.

This game is currently under development, and you can follow the process HERE!
I am making it as part of the Exchange & Practice Semester. We have pretty much free choice on what we’re doing for this Project, so I chose to make a game I have been wanting to make for the last year or so, but knew I didn’t have enough time to really work on it otherwise.

You can download the latest version of the game HERE! (This link should remain valid with updated builds!)