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🛠️First devblog

Back End :

Waiting PRs :

- Login revamp -> adding the mandatory email + email validation before entering the game (and avoid bruteforces of account creations)

- Resources microservices (needed to do the next user stories, like the exchanges between villages)

Pushed PRs that will be present in the Alpha

- Default facilities for food/wood/iron initiated at village creation (so every player can produce the three main resources by default) - A route listing the user's village(s)

- Up the number of villages per user to 3 to monitor the use

- testing the Login and the Resources MicroService

- send some of your non-military resources to one of your other villages

- add distance limit to the nearest village when creating a new one (to avoid having someone creating a village on the other side of the world and cannot be attacked by the others)

Front end

Android Version:

- Fixed collision issues on non-build facilities cube (sometimes you weren't able to touch it on mobile)

- Fixed graphics UI and add button feedback when settings are changed and make it look better with the same style like the rest of the UI from the game

- added new font and make it look ok in all the UIs -fixed tutorials bugs now works good -re-work some UI

-Scale up the barrack widget so it will be easy to work

-Added new background when the game launches

- Add back the new icon for the app

- Add the system that reminds the user token so the player won't have to enter over and over again the email and password

- Added a disconnect button so you can actually change account even if you auto-login

- Fix village map (the new facility locations weren't properly added and the new model had another root and a lot of objects collided with others)

- Remove spaces in user and email when sending to backend server

- Fixed free slots

PC Version:

- Mutant AI (Onyenacho)

- Village map building placements

- Battlemap door-wall attack and disintegration system

- Fixed Sign in UI bug (BeuMonkey)

Level Design

PC Version :

- Added a basic animal AI system (Fish, Birds, Deers)

- Fixed water areas and underwater

- Updated lighting presets

- Fixed foliage specular issues

- Added a simple particle system for the environment

- Starting menu issue fixed

- Grass interaction system added

- Footprint FX

- Reworked paddy field area completely

- Distance field shadows/Ambient occlusion added

- Optimized enemy mutant AI and the mesh and friendly AI and the mesh

- Most of the foliage bugs were removed/Readjusted to get better results with lighting

- Added new Battlemap intro UI (Improved player experience with guiding system (widgets), Also made a simple guide for newcomers)

- Controls settings widget added

- Added grass transition system on culling- No more grass tile culling issues (Players won't notice grass culling further in the battle map)

- Village Map weather improvement

- Gameplay enhancements

- Huge optimization improvements (DLSS/TAAU both added: Will add FSR in future)

- Android Version:

- Village map mobile development/ Blockout

- Village map android version color themes balanced

- Culling added

- Optimized shadows

- Fixed dark shadow issues

- Compressed all textures

- Fixed background areas

- Landscape optimized (Also the Landscape Material)

- Fixed village free slots emissive material (BeuMonkey)

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