All buildings are in : step 2/5 is complete!

All the buildings for the planned release version are now ingame.
All their new functionalities are also implemented , including a new kind of resources : services. Each service building mostly produces its own service resource, so for example a Tavern will produce a Tavern service.
Some services are consumed directly by the population to satisfy their needs, like the services of Taverns or Theaters that satisfy the social or entertainment need.
Some other services are also consumed by population but have other effects : doctors, washhouses or public baths will for example improve health of the population accessing it.
Other services have more specific uses :
– Builders produce a construction service now required to build most things.
– Docks produce a cargo service, which will be used to operate trade routes.
– Markets produce a trading service, which will be used to create ‘inter-city’ trade offers.
– Scribes produce an administrative service that increases administration of the city.
– Schools produce a service that increases intelligence of the population accessing it.
– Magistrates produce a justice service that reduces conflict in the population.
– Tax collectors produce a service that reduces waste ( a % of incomes lost, increased by population and bad administration ).

I added a new need in the pyramid of needs of population: the social need, of priority 2 (meaning it comes after vital needs of water and food).
For now, its satisfied only by Taverns and Forums ( a kind of plaza you can build in your town center where people gather  ).

Water has been added. Its now required as a vital need. You can produce it with wells or with water collection points placed on the shore of rivers. Water is also used by various industries or buildings like the public baths or bakeries.

The building production UI has been redesigned and completed with additionnal informations. It is now possible to choose a specific material to use for a production ( when more than one is available ), or to leave it in automatic mode. The UI now also shows the budget of the building itself, allowing you to see how much taxes this building is generating, how its production is used and sold, or how much each one of its workers earn.

The new production UI: here a bakery requires a combustible ( wood, charcoal or coke ), flour and water to produce bread. The building’s budget shows where this building’s income is coming from and how it is used. Here the building generates 1 of taxes, and 2.6 income shared between the 2 workers.

I added a new kind of annex : the efficiency annex. These annexes increase the efficiency of the building they belong to.
For now, this type of annex is used for waterwheels and windwheels, which are used for example by flour mills.

The game now has its definitive look, and i’m moving to the next step!

 

An ‘iron age’ settlement.

A late game city with ‘classical age’ buildings, including the new multi-story houses.

An industrial district with furniture makers, carpet makers, weavers, paper mill, brickworks, weapon makers, fundry, steel maker… There’s also a forum plaza with a tavern, a bakery and a public bath.

A lot of cosmetic tools have been added : different kinds of gardens, lawn, flower beds, plazas of mosaic and marble, roads, fences… You can use all these tools to design your parks and gardens around important buildings or fancy houses.

All unit graphics finished : step 1/5 is complete!

All the unit graphics are now completed:
I’ve added about 30 types of units including mounted units on horses, camels, elephants but also the dreadful giant Mammoths.
Bigger and stronger than elephants, its ultimate form , the Megaphant, comes equipped with a full steel plated armor and 3 archers. This will be the ultimate tank of the battlefield!

The glorious Megaphant: a steel plated armored mammoth

For infantry units, there is now different types of swordpigs additionally to the spearpigs.
I’ve added heavy infantry with steel plated armors, including the Martelsnout, the heaviest armored infantry so far equiped with warhammers and steel shields. There’s also 2 handed longswords, battle axe warriors, heavy helbardiers in the fashion of Swiss pikemen, hoplites and more…
Range units now include longbowpigs and crossbowpigs.
Mounted horses and camels each include 4 units : one light unit , one heavy “cataphracted” unit with scale armor, one heavy “pig-at-arms” with plated armor , and one mounted archer.

The different military units of the game

Now that all the main graphic assets are complete, i’m moving to the next step : implementing service buildings. I’ll also have to render and format all these assets and add them to the game, wich is pretty time consumming!

All resources completed!

After the buildings, i’ve now completed all the resource graphics!
Generic tools resources have been replaced by specific tools : hammers, saws, shovels..
There is now proper ores for each metal, and i added tin, bronze, steel, coal and coke.
There’s also furnitures and carpets, rum, blocs for each stone types, cotton, wool… plus the missing sprites for all the food types like rice, cheakpeas, dates, figs, beans…
All previously existing sprites have also been re-rendered and improved with new shaders.

I’m also adding lots of pieces of military equipment. There is now about 20 types of equipment: armors, shields, helmets and weapons. They will be used to recruit various units.
Which leads to the last step of graphical contents : units.

A preview of some of the resource sprites

All buildings completed!

I’m happy to report that i’ve completed all the buildings. It took more time than expected as 20 turned into more than 30 new types of buildings!
In total, i had to make more than 80 new building designs, as each type of building has up to 4 evolutions.
The buildings are not integrated in game yet, which will also require a decent amount of work.

I’m now working on all the missing resource sprites (each resource has its own sprite with 8 levels of filling, and there’s quite a lot of new resources to add as well as resources i had never modeled ). Then i will be modelling and adding new units. When this is complete, that first step out of 5 will be completed, with all graphical assets finalized.

As a teaser, here is below a photoshop composition of some of the new buildings that I used as i designed them to check scales and style continuity. This is not an ingame screenshot, but it gives a good idea of the new look cities will have.
New buildings include tavern, school, library, carpet and furniture workshops, magistrate, water infrastructures, commercial and trading buildings, butcher, bakery, theater, cattle ranch and more…
As other misc additions:
Metallurgy is beeing complexified. I’m adding ores and I split the mine and fundry in 2 separated buildings. Also added steel making buildings. I’m also adding tin, bronze, charcoal, coal and coke.
Modular wind and waterwheels will be available for various buildings as an annex, providing efficiency bonuses.

A photoshop composition of some of the new and redesigned buildings. Here is a collection of “iron age ” buildings, which is level 3 out of the 4 of the release version.

Road-map to completion

These last weeks i have continued testing the game with 2 other players and proceeded to re-balance a lot of different settings in the game, which is always good to do.
Treaties are now effective, and you can send treaty proposals to other players as well as text messages, send counter offers ect… Rights of passage are also effective and you can’t enter other’s regions without it.
I’ve also fixed a good number of memory leak issues and one major networking issue that showed up during the tests.

But most importantly i’m writting this news to inform you guys that there’s now only 5 things left to do before ‘finishing’ Ymir.
Once these tasks are done, i will initiate the releasing process : closed beta testing and then Early access release on steam.
So that’s it, the finish line is now on sight! I hope to finish these within 6 months (there’s often unpredictable side tasks to do).

  1. – complete all graphical contents of the game : buildings, resources, units… (in progress, more than 20 new buildings planned of production, entertainment, services, administrative…)
  2. – implement service buildings ( ‘services’ are a type of resource that is not material and cannot be stored, distributed directly to the population. ex: doctor, entertainments, education… )
  3. – implement technologies
  4. – implement trade routes & trade offers
  5. – NPC ‘free cities’ and barbarian camps with wave raiding system
    * free cities will be very basic , just world regions that import and export random resources to make trade routes
    * barbarian camps will launch raids of growing intensity in a ‘tower defense’ fashion  to add military challenge to players ( on top of their own conflicts ). This is mainly for games in ‘solo’ or in local multiplayer to add challenge but also so that players can practice their defenses and military before real conflicts, considering war with players will be much rarer and more serious.

There is also a 6th ‘secret’ task that i will maybe do before release, but i’m not sure if i’ll have time. It will be done after release if can’t.
Currently i’m working on finishing all the graphical assets once and for all for the planned release version.
I’ve already redesigned all the houses to be more ‘Celtic’ and era specific, with more details and colors to make them more interesting.
I’ve also added a new category of houses that only shows up in the ‘classical’ era: the town apartment that has a shelter capacity of 2 or more households (instead of 1 for all other houses).

The old ‘iron age’ rustic houses on the left, and their replacements on the right.

I’m also adding a bunch of new cosmetic assets: parks, new road types, decorative fences… They’re unlikely to have any effect on the planned release version, but eventually cosmetic infrastructures will affect the life-quality provided by all the houses nearby.

A few samples of the new gardens