Development update #23

The team is back in action! After the slow summer days and vacation it feels great to be working on the game once again. 

I’ve recently focused a lot on various administrative tasks (you know, the stuff that nobody wants to do but really needs to be done every now and then). But I’ve also planned our coming graphics production pipeline along with Anders. He is now currently hard at work finalizing the full troop lineup for Barony of Loth. And oh, in case you missed it: We are looking for a senior environment pixel artist who can join us full time and help us flesh out the world even more. Please send us an email or shoot us a DM on Twitter if you want to apply!

The militia are the most common of Arleon unit types. Simple farmers armed with crossbows. Only effective in large numbers, so bring a lot of them to the battlefield.

Our freelance artists have been producing heaps of material during the summer. We now have the majority of all faction buildings ready for implementation. Concept art wise we are also in a good spot, where almost all of the pickups and buildings have been visualized. The sound design is also coming along nicely and our audio artist (and I use the word “artist” in it’s true sense!) is grinding, creaking and ka-powing his way forward. Just take a look at the video below :)

Konstantin, our sound artist is currently searching for the sound of the essence. May the force be with him! (Mind the volume!)

Patrik is making the AI more capable of building interesting and useful towns and settlements. Troop recruitment is another area he’s been looking at for the AI, in order to ensure that the AI understands the essence system and how to build a capable army. Being able to fight against the AI is a huge leap forward in terms of playability.

Niklas has gotten all the battle spells to work as they should. We now have 35 spells in total - and lately Niklas has been working on spells that summon objects (barriers, poison clouds, mines). He is currently revising the development plan for the coming months. Something he does every now and then so we can make sure we are progressing and prioritizing as intended.

Felix is continuing to explore and visualize the world of Songs of Conquest. Pictured above you’ll see a variety of new buildings.

David's focus has mostly revolved around tooltips for the Adventure HUD and also completing the research features. The spellbook has received a handy quickbar which is shown as an overlay in battle. Speaking of battle, Carl has designed more battle maps to create more variety and surprise our players a bit. He has also written more copy for the campaigns along with our excellent freelance writer Kim.

David is making sure that research not only works, but also that the user can see that it works. Makes total sense to me.

Finally, we will now try to get back on the one blogpost per two week schedule again. If you want to read about something specific in the future, don’t hesitate to leave a comment.

Stay safe!


Please note that this is a dev blog. Features and graphics mentioned or displayed above may or may not change during the development process.