Devblog #1

Published September 20, 2016
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[background=transparent]About us[/background]

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[background=transparent]Our indie studio - Gard Interactive - includes only two members: programmer and artist. The passion to games is one of the things that make us best friends since childhood.[/background]

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[background=transparent]About game[/background]

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[background=transparent]The short description of game sounds like "turn-based strategy about agriculture" as you could read it at the heading. And it's not another Farming Simulator.[/background]

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[background=transparent]The description is a bit odd, especially taking into account the fact that none of us has ever interested in agriculture before. But first things first.[/background]

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[background=transparent]The game idea was born during the last Ludum Dare ([/background]

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[background=transparent]LD 36[/background]

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[background=transparent]). The jam's theme was "Ancient technology". The first things you imagine are various devices such as inventions of Archimedes or da Vinci. Another line of thinking is modern technologies in futuristic setting. We decided to reject the very first thoughts as the most trivial ideas.[/background]

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[background=transparent]Eventually, we asked ourselves "Which technologies [/background]

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[background=transparent]defined [/background]

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[background=transparent]the human development?" The answer was agriculture. Land cultivation technologies marked the beginning of sedentary life and first permanent housings which have grown into cities and became centers of young civilizations. [/background]

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[background=transparent]At that point we already had the game vision: global strategy about agriculture management in growing civilization. Obviously, one of the sources of inspiration was Civilization game series.[/background]

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[background=transparent]One of the first prototypes[/background]

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[background=transparent]We planned the game to be small from the beginning so the word "global" is missing at the short description. Prefix "micro-" fits better. The main idea is that a player is responsible for crops' cultivation only and he isn't able to impact on other factors (military, territorial, diplomacy) directly.[/background]

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[background=transparent]We thought over the core mechanics which are easy to implement without any detalization in 3 days and build the first prototype on Unity. Unfortunately, the real life didn't give us a chance to make it in-time. Then we decided to continue development according to the plan but without haste.[/background]

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[background=transparent]Main Game Features:[/background]

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  1. [background=transparent]Planning and picking the optimal region for crops' planting.[/background]


  • [background=transparent]Cultures' crossing to create more enduring and efficient species.[/background]


  • [background=transparent]Random events.[/background]


  • [background=transparent]Free of any player-controlled battles.[/background]


  • [background=transparent]Trading and crops' sharing.[/background]


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    [background=transparent]Now game looks like this. All the graphics are original except of hexagonal tiles.[/background]

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    [background=transparent]We are going to tell more about core mechanics later.[/background]

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    [background=transparent]We don't want to wrap more than we can handle. After all, we are not about to "kill Civilization" or be a rival to Paradox Interactive. Instead, we intend to focus only on the most important features within the context of chosen theme.[/background]

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    [background=transparent]Thus we came up with "rapid development" concept. It considers making complete game with even one but polished idea. Moreover, our goal is to build a playable demo within a month and publish it at Steam Greenlight. [/background]

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    [background=transparent]Such limits stimulate us to not extend development time and stay focused on the main aspects of core mechanics. This is very important due to the fact that this project is our hobby and we are working on it out of duty.[/background]

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    [background=transparent]Future plans[/background]

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    [background=transparent]We consider that development began on august 26th when Ludum Dare 36 started. We are going to publish our game at Steam Greenlight at the end of September/beginning of October as we mentioned above. [/background]

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    [background=transparent]Now we are working on the core mechanics for demo and drawing interface. [/background]

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    [background=transparent]If you are interested in our project you can follow us on [/background]

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    [background=transparent]Twitter[/background]

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    [background=transparent] and [/background]

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    [background=transparent]Facebook[/background]

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    [background=transparent] for more news.[/background]

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    [background=transparent]Next parts of devblog will be dedicated to gameplay, chosen graphics style, map generator and other aspects of development. If you have any questions about our game you are free to ask them in comments.[/background]

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    [background=transparent]Thanks for attention![/background]

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    Next Entry Devblog #2
    3 likes 2 comments

    Comments

    Navyman

    I like that you are thinking about scope and preventing feature creep before it can slow do the process of making the game.

    September 23, 2016 01:24 AM
    GardInteractive

    I like that you are thinking about scope and preventing feature creep before it can slow do the process of making the game.

    Thanks. It's a some sort of philosophy: think over the game features before you start implementing them and don't add more before you end up with original idea. Still, we don't find this way of thinking as something unique but rather the considerable one for game developers)

    September 23, 2016 07:18 AM
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