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Devlog #13

Wet paint and something else


The summer is over by a long shot, the months are flying by and autumn is over us like that musky blanket in the back of your closet that you didn't know you had, never wanted, but can't seem to get rid of. It's time for another devlog - this time showcasing some of the new buildings we've cooked up vs the old ones, and a major reveal if you manage to get all the way to the end. No peeking!

Visuals


The game visuals so far have served us well. They've managed to convey our idea of a retro-inspired settlement builder, but they haven't really *nailed it down*. Throughout the summer, we've been working closely with a graphics designer to really put our own lick of paint on the way our world looks and feels. We previously talked about some of the buildings getting a fresh coat of paint, but paint can only do so much - this needed a full redesign. Our dedicated concept artist has really gone to town, and recreated most of the buildings in the first three tiers. Focusing on that same "timeless but at the same time firmly set in the past" feeling that you got when seeing some of the old settlement builder games for the first time, the results speak for themselves. Here are a few of the concept drawings, before they have been turned into in-game buildings:



Transforming these buildings into rendered buildings in our own style is no easy feat, but luckily Simen (yes, all the brothers have names) is a skilled modeller, so have a look at how some of the new buildings turned out in-game:



The keen observer may have noticed how the colors "pop" differently in this picture vs how they looked before. That's because while we were updating the buildings, we also took some time to rework the biomes of the world a little bit, giving the flora some love and attention as well. This is ongoing work that we will continue to tweak and keep working on to make the game look even better - and we haven't really started with the visual effects yet. This new art style coupled with the updated color palette really brings the whole game a lot closer to what we imagined starting out. Trying to really bring back that feeling of the old settlement builders - with a unified art style - while we still stay true to what the world and vibe of Folklands can bring to the table. Having proper concept art for the buildings makes them more unified, but also allows us to add subtle hints of the game's lore. Later on, when we do the same work and refinements in the wildlife area, our vision of Folklands and its amazingly rich world will be even closer.

Not just paint


Those who follow us on social media, might have picked up on something even more remarkable than a lick of paint or some new buildings, namely our new mascot
While our artist and designer brother (yes, Simen) has been busy updating the artwork, and our play testing brother (Sebastian) has focussed hard on how to implement what we learned from the demo and the feedback you keep giving us, we have also been "secretly" porting the entire game to Godot throughout the summer. The challenges of developing games are not new to us, but sometimes you need to revisit your previous technical decisions and challenge them. Once we got past the content of the demo - which is basically a tech demo / vertical slice of what we want the game to be - it became obvious that we needed to find a better solution for several of the technical limitations imposed by our choice of engine. Porting to Godot was a big task, but with a great community and support, the game is now running in Godot with almost all of the functionality ported over. The choice of switching to Godot has given us a significant performance boost already without even starting to optimize anything. It has fixed some really hard to overcome limitations in our previous engine and will give players on lower end machines better performance and graphical options. In addition to this, it also lets us experiment with more animations, multiple monitor support, edge scrolling, UI scaling, directional sound - to mention a few of the initial benefits. Our next devlog will have lots more details on the the porting and what developing in Godot brings to Folklands, but in the meantime have another look at the cutest mascot ever.


[ 2024-10-21 21:37:52 CET ] [ Original post ]



Folklands
Bromantic Games
  • Developer

  • Bromantic Games
  • Publisher

  • Coming soon
  • Release

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  • Game News Posts 27  
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
    🎮 Full Controller Support
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  • https://victorycraft.studio/
  • Website

  • https://store.steampowered.com/app/2282890 
  • Steam Store

  • Folklands is a grid-based, relaxing settlement builder with simulated citizens. Grow your settlement from humble beginnings to a bustling town. Harvest resources, manage food supply and make sure your folks are happy, employed and safe from the dangers of the land (and themselves).

    Set up trade routes to stock up on resources you don't have, or create production chains to produce them yourself as you tend to the needs of your folks. Compete or cooperate with your friends in online or local area multiplayer games, all in a procedurally generated world.

    Planned Steam workshop support will let you create new resources and buildings or modify the game rules to your liking.
    MINIMAL SETUP
    • OS: 64-bit Ubuntu 22.04+ or equivalent
    • Processor: Intel iCore i3-530 or AMD FX-6350Memory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: Nvidia GeForce GTX 460 or AMD ATI Radeon HD 5870 (1GB VRAM). or AMD Radeon RX Vega 11 or Intel HD Graphics 4600Network: Broadband Internet connection
    • Storage: 1 GB available space
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