For the last couple of days, I've been balancing the game.
You would think the game is nearly ready, well it is and it isn't. It needs adjustments.
The hardest choice of all developers: make game easy and fun but short, or make game harder and less "casual".
Some planning needs to be done now.
So I take my coffee and get to work to find this perfect balance that Starcraft 2 players were waiting for years.
Some new gameplay and more "fun" madgamesmith comments here:
[previewyoutube="eSupYitDEME;leftthumb"]
Enjoy, like, wishlist & subscribe.
Dev-Vlog#3 - UNITY
Have you ever dreamed of becoming a game developer?
Yeah... and who hasn't?
Sooner or later you will need to tame the beast called: UNITY.
You probably have loads of questions: how, why, where to begin etc.?
Check out the answers in the latest mad dev-vlog:
https://www.youtube.com/watch?v=87YKFh6_O_I
So comment, ask, like and subscribe. And if you still have not added Gallic Wars - Battle Simulator to your wishlist - DO IT!
If you have any questions about the game we invite you to Gaming Factory S.A. discord channel
Gauls Gathering
Even in ancient times tribes needed a good intel to know when they are being invaded.
Gauls have their spies inside the Roman newspaper.
Three times a day (except weekends when lazy Romans rest) you'll get swift and short info about what is going on.
But that's not all. Our best spy filtered out the Romans' headquarters. Twice a day he is sending us comprehensive information on the movements of the Roman forces and their allies.
]Sometimes it can be a problem as many Gauls do not know how to read. But do not worry, we have our man in their propaganda bulletin. Once a day (except weekend - these lazy ba...rds) we can check their plans on a graphic image.
Knowing the news is one thing... but sharing it is another. To win against Roman Empire we need to gather our forces, study enemy tactics, and comment/decide what to do to stop them.
Join mighty Gauls in their path to freedom.
Dev-Vlog#2 - Tutorial
Why people seem to always complain about the tutorial?
Few say it is too long, others think it is not intuitive. It is hard to meet the expectations of the players.
From the players’ point of view, it’s “just” a tutorial so it must be easy. Well… it’s not!
Was there ever a game where no one complained about it?
If you want to know how it looks from developer’s side – watch new Mad Gamesmith’s Dev-Vlog here:
Do you fancy to know a perfect tutorial? Please let me know in the comments below if you do. We are curious about which game could have an ideally implemented tutorial.
Dev-Vlog#1 - Campaign Map
Hello brave warriors
It took me a while but I am happy with the result. Just check it for yourselves.
New campaign map
The map is pretty much a game's menu
A lot of new content and some funny Mad Gamesmith's reflections in the links below:
https://www.youtube.com/watch?v=25im0nbO6TQ and https://www.youtube.com/watch?v=5figy6r-3IQ
Share your thoughts below.
Doesn't matter if some of the comments can be "less optimistic"ːsteamsaltyː. The voice of the community is always important and helpful for us.
Have fun Mad Gamesmith and Gaming Factory
Dev-Vlog#00
Hi, fellow barbarians!
I would like to announce a new formula for DevLogs...
Vlogs!!
What will I mumble about there? Well, a lot of stuff about my inspirations, the game itself, mechanics and some funny stuff, why read if you can watch right? :)
You'll find it on developer's and publisher's youtube channels.
Wishlist the game and subscribe to get the latest news about Gallic Wars- Battle Simulator.
Post comments if you like the formula, please. Thank you!
Have fun Mad Gamesmith and Gaming Factory
DevLog#2
Deploying units and watching them fight is fun.
There is something very satisfying about just watching the mayhem that you somewhat planned, but I wanted to include the player in the fighting part of the game. So I added magic that player can use during a battle.
I used the same mechanics for items like traps, abatis and other helpful junk that will be placed on the battlefield during the deployment phase.
To access these the player will use a new inventory panel. Magic spells and other items will be valuable and scarce, so 10 inventory slots will probably be enough.
Easy and recognizable way to scale these types of mechanics is using “common, rare and legendary” descriptions.. No need to reinvent the wheel. Most people understand this type of scaling and their corresponding colors: gray, blue and gold
At this point there are 2 spells and 1 trap implemented.
FIREBALL Simple mechanics. Very useful for destroying groups of enemies.
GUT GRANADE My favourite so far. You cast it on one of your units and send it to the battle. The moment affected unit comes close to an enemy unit it detonates, killing all enemies in the explosion’s radius.
TRAP Nothing fancy about it. Player places it on the ground in the predicted path of enemy troops. Kills all in range.
Announcement#1
As you have already seen the name has changed from Siege Machines Builder to Gallic Wars: Battle Simulator.
First of all, the background to the game is the war between the Roman legions and a horde of invincible Gauls. In this war there was no need to use siege weapons.
Gauls only had some palisades, trees and tents. Roman Legions were strong enough to oppose them using just arrows, pikes and swords.
Secondly from the day 1 the game has grown. If you say the game looks like TABS, you are not far off, but... we want this game to be better, larger ... and historically accurate... a bit.
The most important is the fun... who doesn't like Asterix & Obelix? Who cares these characters were made up. It's all about the fun... We are trying to prepare for you a game that above all gives pleasure.
Stay tuned,
More content is coming soon. Gaming Factory
DevLog#1
Hello fellow Gallic Warriors,
At this point the game has 6 types of units. All have their own animations and textures (with some overlap). To make them appear different and organic they also have different looking equipment and accessories.
To limit the amount of work on creating units in the game I hacked a couple of things.
Creating separate models with animations and textures seemed unreasonable – they look pretty similar. So I created one model with 22 animations, 2 base textures (Gallic and Roman) and a couple of overlay textures.
This way I have only one blender file, so resources are not wasted and every change in the exported file I have to make – I make once.
Accessories, equipment and materials are not a part of base mesh – they are randomised and instantiated at runtime.
And for final effect units are slightly scaled, so they don’t look like clones.
To keep up to date stay tuned and follow Gaming Factory's social media for the hottest news and updates.