Greeting rules of Mesopotamia! We're absolutely thrilled to introduce our new game County of Fortune, upcoming medieval county-builder that brings a fresh twist to the genre. [previewyoutube=u3fbTVnmt0k;full][/previewyoutube] In County of Fortune, youre not just managing a single city, but an entire county. The game focuses on the bigger picture: managing multiple settlements and their development, overseeing logistics, and making sure resources flow effectively across your region without worrying about individual buildings. Furthermore, as your county expands, unique cultural traits will emerge, based on the characteristics you cultivate in each settlement. These traits influence how your communities develop, making each region or even village in the county unique. And it also brings interesting interactions between settlements and even between their leaders. We are really excited about our new adventure to bring you another great city-builder. Or should we say county-builder ;) Add County of Fortune to your wishlist to stay up to date. Nepos Games Follow us on: Discord: https://discord.gg/S4QCYrXwpE Twitter/X: https://x.com/CountyOfFortune Facebook: https://www.facebook.com/county.of.fortune/ Reddit: https://www.reddit.com/r/CountyOfFortune/ Steam Forum: https://steamcommunity.com/app/3204330/discussions/ Official Website: https://nepos.games/county_of_fortune/
Greetings, rulers of Mesopotamia! Update 1.4.11 (18.4.2023) is now live. 1.4.11 (18.4.2023) - walker's voiceover is not cut by closing it's window - various localization fixes and improvements (Ukrainian language mostly) Dont forget to reach us on Facebook, Twitter, Reddit, Instagram, and join our Discord server! Till next time!
Greetings, rulers of Mesopotamia! Update 1.4.10 (20.3.2023) is now live. 1.4.10 (20.3.2023) - FEATURE The Adventures of Sargon DLC is now completely translated to Ukrainian - various localization fixes and improvements - MODDING added 'active_game_mods' function to get array of all currently active mods Dont forget to reach us on Facebook, Twitter, Reddit, Instagram, and join our Discord server! Till next time!
Greetings, rulers of Mesopotamia! Update 1.4.9 (15.3.2023) is now live. 1.4.9 (15.3.2023) - FEATURE added 3 new super large scenarios - city panel now shows currently setup trade limits - fixed scrollbar behaviour in some rare cases - fixed possible crash when clicking on already removed walker - fixed missing barracks stats consumption - various localization fixes and improvements Dont forget to reach us on Facebook, Twitter, Reddit, Instagram, and join our Discord server! Till next time!
Greetings, rulers of Mesopotamia!
Firstly, we would like to thank you all for the warm welcome you have given to the latest 1.4 update and our first DLC, The Adventures of Sargon. We're so glad you're enjoying it.
Today's announcement is about a bonus feature we have been working on alongside the update. It's Steam Cards and related community items such as Steam Profile backgrounds and Nebuchadnezzar-specific emoticons.
We were a little surprised by the complexity of the review approval process, so we were not able to release it with the 1.4 update release, but never mind, we are ready now :)
We hope that this little addition will help you enjoy our game even more.
Dont forget to reach us on Facebook, Twitter,
Reddit, Instagram, and join our Discord server!
Until the next update!
Greetings, rulers of Mesopotamia! Update 1.4.8 (27.2.2023) is now live. 1.4.8 (27.2.2023) - fixed possible minimap unintentional interaction - added Stats Adviser checkbox to enable/disable barracks consumption - added goods name tooltips to work building UI goods selection window - added goods name tooltips to game top bar - various localization fixes and improvements - The Adventures of Sargon DLC is now completely translated to Spanish Dont forget to reach us on Facebook, Twitter, Reddit, Instagram, and join our Discord server! Till next time!
Greetings, rulers of Mesopotamia! Update 1.4.7 (24.2.2023) is now live. 1.4.7 (24.2.2023) - fixed city unlocked event repetition - improved minimap interaction with build and remove tools - gods relations are now preserved in follow-up missions (Sargon DLC) - various localization fixes and improvements Dont forget to reach us on Facebook, Twitter, Reddit, Instagram, and join our Discord server! Till next time!
Greetings, rulers of Mesopotamia! Update 1.4.6 (22.2.2023) is now live. 1.4.6 (22.2.2023) - fixed possible crash in warehouses related mods - added build menu shrine tooltip with god bonus - added build menu barracks tooltip - added festival ambient sound - copy+/cut+ now preserves also stopped status for work buildings - fixed minor visual incorrectness in some Sargon DLC mission preview images - various localization fixes and improvements (mainly Spanish) Dont forget to reach us on Facebook, Twitter, Reddit, Instagram, and join our Discord server! Till next time!
Greetings, rulers of Mesopotamia! Update 1.4.5 (17.2.2023) is now live. 1.4.5 (17.2.2023) - fixed mission achievements in warfare mission variants Dont forget to reach us on Facebook, Twitter, Reddit, Instagram, and join our Discord server! Till next time!
Greetings, rulers of Mesopotamia! Update 1.4.4 (16.2.2023) is now live. 1.4.4 (16.2.2023) - added copy+/cut+ functionality for the context menu - it preserves building configuration in warehouses, ports and work buildings - various localization fixes and improvements Dont forget to reach us on Facebook, Twitter, Reddit, Instagram, and join our Discord server! Till next time!
Greetings, rulers of Mesopotamia! Update 1.4.3 (15.2.2023) is now live. Including: - added voiceovers volume settings - added hold festival buttons into festival available event and religion adviser tab - improved logic of battle arrows visualization - various localization fixes and improvements Dont forget to reach us on Facebook, Twitter, Reddit, Instagram, and join our Discord server! Till next time!
Greetings, rulers of Mesopotamia! Update 1.4.2 (10.2.2023) is now live. Including: - fixed Spanish localization (partially mistaken for Italian) Dont forget to reach us on Facebook, Twitter, Reddit, Instagram, and join our Discord server! Till next time!
Greetings, rulers of Mesopotamia! Update 1.4.1 (8.2.2023) is now live. Including: - fixed counter when building fields, pastures and walls - various localization fixes and improvements Dont forget to reach us on Facebook, Twitter, Reddit, Instagram, and join our Discord server! Till next time!
We are happy to announce that the fourth major update of Nebuchadnezzar is out. Together with our fist DLC The Adventures of Sargon.
We would love to thank each and every one of you for your trust and all your insights, comments and suggestions. Without your support and feedback we would not be able to keep improving Nebuchadnezzar and making it a great city builder game.
So let's take a look at the main features and improvements the new update brings.
Update 1.4 includes:
Warfare
Conqure other cities to secure materials for your people and expand your empire to give yourself eternal glory.
Game-designer note:
Nebuchadnezzar has always been focused on economics and logistics. And we wanted to preserve this, so the design of warfare was done with this in mind. Therefore we decided not to add any RTS mechanics. Your city building and management skills are still the most important. And while you have to keep your city safe from external threats, you can also take advantage of the benefits that a strong army can bring to your city.
Walls
Secure your city or use them to protect your residences from the industry pollution.
Battles
Lead your soldiers in a tactical battles.
Resized maps
We have optimised the code so that we can finally give our maps plenty of room for your fun.
Enhanced diplomacy
New types of relations and benefits together with reworked favors, requests and gifts.
Colorblind mode
Special mode with easier colour differentiation for different types of colour blindness.
The Adventures of Sargon DLC
The Adventures of Sargon is story-focused DLC, where you'll play as one of the most famous rulers of ancient Mesopotamia, Sargon II, and relive all of his important campaigns and achievements. Suppress dangerous rebellions, conquer the surrounding empires and ultimately restore the glory of the Assyrian Empire.
- Completely new campaign with 15 missions.
- Fully voice acted dialogs system.
And much more...
- Added 100% refund when removing a building built during the same pause.
- Added favors and demands info to the events manager window.
- Removed shrine path access requirement.
- Improved fire fighters behaviour.
- ...
Extended changelog can be found here:
[expand type=details]- FEATURE added walls and gates - FEATURE added warfare mechanics - FEATURE reworked diplomacy and relations - FEATURE added diplomacy map zoom (for specific mission) - FEATURE added four new warfare missions variants for the base campaign - FEATURE added five new warfare missions variants for the scenario missions - FEATURE added color-blind mode (+ moddable ui colors) - added 100% refund when removing a building built during the same pause - added favors and demands info to the events manager window - added missing walker voiceovers for all walkers - added animation for palace monument guard - added animations for small and big port buildings - added 6 new warfare related achievements - removed shrine path access requirement - improved balance of gods' powers/bonuses - improved fire fighters behaviour - improved minimap scaling - unified events button order - goods/production info layer now accessible also by goods buttons in house ui window - port range is automaticaly shown with port ui window opened - fixed build tool counter for farms - fixed rare rounding bug in float format numbers - MODDING improved/added more map editor instructions - MODDING reworked warehouses goods textures data structure - MODDING removed/reworked base_* mods[/expand]
Important note regards save compatability:
Saves from version 1.3.x are not compatible with the current version, but campaign progress is. After the release, the latest version 1.3.x will be available through the Steam beta branch, so you will be able to finish unfinished missions. How to change Steam beta branches: [expand type=details] Right click to Nebuchadnezzar in the Steam library and then select "Properties".
Select "Betas" section and in the drop down list select required version. Chose "None" for the default (latest) version.
[/expand] We look forward to sharing more Nebuchadnezzar news with you soon. Dont forget to follow us on Facebook, Twitter, Reddit, Instagram. You can also join our Discord server! Till then! Nepos Games
Greetings, rulers of Mesopotamia!
The release of the 1.4 update and our first DLC, Adventures of Sargon, is just around the corner. We will be releasing on the 7th of February 2023!
In addition to many new features and QoL improvements, the 1.4 Update also focuses on accessibility. The result is a special colorblind mode.
This mode is designed to make it easier to distinguish important UI colors in the game. For example, red and green colors for invalid/valid building placement. And also easier differentiation of highlight colors against normal game visuals.
This is the first iteration of this support, so we only have one mode for all possible colorblind types. Based on feedback, we would like to expand this support in the future.
Nevertheless all colors are already moddable, so it's not a problem to create a mod where these UI colors best suit your needs.
We hope that this small addition will allow even more players to enjoy the game.
For more exciting updates and news on Nebuchadrezzar, remember to follow us on Facebook, Twitter, Reddit, Instagram. You can also join our Discord server!
Until the next time!
Greetings, rulers of Mesopotamia!
And welcome to the first update of 2023. But before we get to the post itself, Happy new year to all of you. May you achieve everything you desire :)
Now back to Nebu. Map sizes have always been probably the most common complaint. Although within all previous updates we tried to resize the campaign maps while keeping the feel of progress, we were not completely happy. But only now, while working on the DLC, we were able to optimize the code enough to safely present really big maps.
So in the upcoming free 1.4 Update we have enlarged basically all of the campaign maps. Just take a look at the image. It compares minimaps of the current version and the new 1.4 version all in the same scale.
We believe that these enlarged maps will provide you even more space for fun ;)
If you are interested in more news about the upcoming update or the game in general follow us on Facebook, Twitter, Reddit, Instagram. You can also join our Discord server!
Until the next time!
We are delighted to announce that Nebuchadnezzar won the Czech Game of the Year award in the category Technological solution. We also ended second in the category Game design.
We would like to thank each and every one of you. We wouldn't make it so far without your support and help.
Stay tuned and follow us on Facebook, Twitter, Reddit, Instagram. You can also join our Discord server!
Greetings, rulers of Mesopotamia!
We have a big announcement for you today. It's the release date for the upcoming 1.4 update and the Adventures of Sargon DLC.
So let's get straight to the point, the release date will be the 7th of February 2023.
That's a little later than we expected. But it will be our biggest release since the release of the base game. And we don't want to rush it, we want to present perfect new content.
The free update will include warfare variants for several of the base campaign missions and warfare variants for all of the scenario missions. We have also reworked and greatly resized the maps for all the base campaign missions.
The DLC will include a new 15-mission campaign. The missions will be divided into four blocks, with each block taking place on the same map. This will allow the player to build large cities from the start and make the campaign feel more cohesive. The campaign will also contain almost 5000 words of dialogue.
And, as always, there will be many small improvements and QoL features. So as you can see, there will be a lot of new content and we want to make sure we deliver it in the best possible way.
That's it for today. Stay tuned and follow us on Facebook, Twitter, Reddit, Instagram. You can also join our Discord server!
Until the next time!
Greeting, rulers of Mesopotamia!
Today we have two big news for you about the upcoming DLC. So lets have a look at them.
First, the minor one. We have created Steam Store page for the DLC. So now you can add the DLC to your wishlist and spread the DLC to others ;)
https://store.steampowered.com/app/2199200/Nebuchadnezzar_The_Adventures_of_Sargon/
And now the bigger one. Let me introduce you one of the biggest features of the upcoming Adventures of Sargon DLC, the dialogs system.
As you have heard from us many times already, we are big fans of history. And we like to show history also to others. But a wall of text is often not the best approach. So in the upcoming DLC we have created a completely new system to draw players into the story.
And its a dialog system. The entire campaign will be accompanied by many ingame dialogues, through which the player will get to know and experience the whole story of the Sargon II and Mesopotamia during his reign.
All of these dialogs will be fully voice acted and players will meet many historical figures through them. From foreign kings coveting Assyrian soil among not always loyal vassals to local rebels trying their luck.
And that's all for today. Stay tuned and follow us on Facebook, Twitter, Reddit, Instagram. You can also join our Discord server!
Until the next time!
Greetings, rulers of Mesopotamia!
The work on the upcoming 1.4 Update and The Adventures of Sargon DLC is going well. As the last few updates were very mechanical and text-heavy, today we would like to show you a more lightweight post.
So, let me present to you the chariots barracks. Chariots are probably the most powerful unit in the game because they can serve effectively in both close and range combat. Moreover, in close combat, they have an additional flanking bonus. On the other hand, they require the most supply of all units.
If you are interested in more news about the upcoming update or the game in general follow us on Facebook, Twitter, Reddit, Instagram. You can also join our Discord server!
Until the next time!
Greeting, rulers of Mesopotamia!
Welcome to another preview of the upcoming 1.4 Update. And this time it will be big because we will look at the probably most discussed mechanics of the update, the battles.
First of all, let me recap our design approach for this topic. Nebuchadnezzar always was about non-rushed city-building with a focus on planning ahead. And we wanted to preserve that.
So, how to transfer this approach to something chaotic as a battle? As we said in the announcement, there wont be any RTS features, because we do not want to force players to rush gameplay.
We also did not want to give both players and their AI enemies a tool to overturn a well or badly fought war at the strategic and economic level by a single tactical victory. Instead, in Nebuchadnezzar wars must be fought with good planning and a strong economic base. So the strong city-builder aspect of the game will be preserved in military campaigns too.
In terms of visuals and controls, we wanted the fights to resemble real battles so we decided for a form of battle abstraction using two fronts and flanks.
As you can see in the image, the battle screen is divided into several army slots. The left and right columns represent the flanks, the middle column represents the center of the battle line. The upper and bottom rows represent back lines and the middle rows are front lines.
Battles are turn-based. At the beginning of each round, both players (human player and enemy AI) can move their companies. They can be moved within a single row or from back line to front line. However, in each round, the company can be moved by one slot only.
Then the round is evaluated. Companies fight with each other based on their slot and type. And then the new round then begins. That means there is no turn order and the actions of both players are symmetrical. During the setup phase, each player sees only the army deployment from the end of the previous round.
The goal of the battle is to wipe out the enemy center front line slot (representing the collapse of the battle line) or to destroy any of three wall sections in case of the siege of a fortified city.
So what is the point of the flanks if the main target is mostly the center line? Quite big. Because if a front flank is destroyed, it cannot be used by the enemy anymore and the player can then attack from his flank to the enemy center with a huge damage bonus.
So players always have to decide. Should I hold the center in safety but risk losing the flanks and suffering a big disadvantage for the rest of the battle? Or should I defend the flanks or even try to break through the enemy flanks but risk losing the whole battle, instead?
Currently, there are six different companies. Each is recruited from a specific social class within the player's city. So there is a great connection between economy and warfare and yet the player still has the option to adjust the composition of his army to suit him.
Some companies are great for range attacks from the back line, some are strong in the front line, and some have even additional flanking bonus when attacking from the flanks to the center. Some are needed to destroy enemy walls. Good army composition and following battlefield deployment are thus critical for winning any battle.
Congratulations if you successfully read our longest post so far :) If you are interested in more news about the upcoming update or the game in general follow us on Facebook, Twitter, Reddit, Instagram. You can also join our Discord server!
Until the next time!
Greeting, rulers of Mesopotamia!
And welcome to the second preview of the upcoming 1.4 Update. Today we will look at barracks UI and we'll get a partial look at how the military will operate.
Each barracks can accommodate a single military company. These companies are indivisible units that will take part in battles. We will talk more about battles in future posts.
Each company has its type, which determines the maximal size, battle role, attack value, and required supply goods. Moreover, companies have two important stats - morale and experiences.
Morale is gained by supplying companies with various food. In battles, it has a vital role because it determines if the company can continue fighting. If the morale drops to zero, the company will flee from the battle.
Experiences are gained in battles and players have to continuously supply companies with military goods to prevent experiences from declining. If the company gains enough experience, it advances to a higher level and gains an attack bonus.
The total number of soldiers is limited by population size, where each type of company depends on a specific social class. Players also have the option to name each company.
So, this was the first peek at the upcoming 1.4 Update war and military mechanics. We will introduce the other soon. Stay tuned and follow us on Facebook, Twitter, Reddit, Instagram. You can also join our Discord server!
Until the next time!
Greeting, rulers of Mesopotamia!
And welcome to the first preview of the upcoming 1.4 Update. Today we will look at the long-awaited feature, the walls.
Wall's primary function is to improve defense in the event of an attack on the city. Nevertheless, they will be available in peace missions too to allow you to enhance the appearance of your city.
Currently, we have two different visuals for walls, as you can see in the image, and three types of gates. We may add more before the release.
Development of the 1.4 Update is going well, so stay tuned and follow us on Facebook, Twitter, Reddit, Instagram. You can also join our Discord server!
Until the next time!
Greetings, rulers of Mesopotamia! Hotfix for 1.3.7 (12.4.2022) is now live. Including: - fixed editor bug causing "Missing compulsory property [god_wrath_event]" error Dont forget to reach us on Facebook, Twitter, Reddit, Instagram, and join our Discord server! Till next time!
Greeting, rulers of Mesopotamia! At Nebuchadnezzar, we have always emphasized history. And since wars played an irreplaceable role in the history of ancient Mesopotamia, we think they should not be missing in the game. War will therefore be a major addition in the upcoming 1.4 Update. It will include the following:
- Extended diplomacy
- Walls and wars
- Expansion of the main campaign with several missions taking full advantage of the new war mechanics.
The Adventures of Sargon DLC
In addition, the first DLC for Nebuchadnezzar will be released together with the 1.4 Update. In this story-focused DLC, you'll play as one of the most famous rulers of ancient Mesopotamia, Sargon II, and relive all of his important campaigns and achievements. Suppress dangerous rebellions, conquer the surrounding empires and ultimately restore the glory of the Assyrian Empire. We are super excited about his new content and ready to bring you more news in the future. So stay with us and follow us on Facebook, Twitter, Reddit, Instagram or join our Discord server! Till next time!
Greetings, rulers of Mesopotamia! Update 1.3.7 (18.3.2022) is now live. Including: - fixed incorrect count number when constructing fields and pastures - minor improvements of constructing count number visual Dont forget to reach us on Facebook, Twitter, Reddit, Instagram, and join our Discord server! Till next time!
Greetings, rulers of Mesopotamia! Update 1.3.6 (14.3.2022) is now live. Including: - fixed possible wrong routes recalculation when changing road network during pause - increased monument god local power range from 2 to 3 - show monument god power range automaticaly with opening related ui window - show only god local bonus on tooltips when global bonus is not relevant Dont forget to reach us on Facebook, Twitter, Reddit, Instagram, and join our Discord server! Till next time!
Greetings, rulers of Mesopotamia! Update 1.3.5 (3.3.2022) is now live. Including: - added Hanging gardens monument to scenarios - added total price visualization when constructing block buildings - added god's wrath event popup (not fully translated yet) - fixed copper workshop inactive position - various localization fixes and improvements Dont forget to reach us on Facebook, Twitter, Reddit, Instagram, and join our Discord server! Till next time!
Greetings, rulers of Mesopotamia! Update 1.3.4 (18.2.2022) is now live. Including: - fixed rare crash caused by incorrect request id Dont forget to reach us on Facebook, Twitter, Reddit, Instagram, and join our Discord server! Till next time!
Greetings, rulers of Mesopotamia! Update 1.3.3 (18.2.2022) is now live. Including: - fixed crash when using context menu on fields and pastures - fixed festival sqaure building mode - improved shrines count visualization in gods advisor Dont forget to reach us on Facebook, Twitter, Reddit, Instagram, and join our Discord server! Till next time!
Greetings, rulers of Mesopotamia! Update 1.3.2 (17.2.2022) is now live. Including: - fixed crash with japanese localization - localization improvements Dont forget to reach us on Facebook, Twitter, Reddit, Instagram, and join our Discord server! Till next time!
Greetings, rulers of Mesopotamia! Update 1.3.1 (17.2.2022) is now live. Including: - empty houses do not send festival visitors anymore - fixed possible crash when organizing festival connected with more than 0 and less than 3 houses - used https instead of http in map editor wiki link Dont forget to reach us on Facebook, Twitter, Reddit, Instagram, and join our Discord server! Till next time!
We are happy to announce that the third major update of Nebuchadnezzar is out.
We would love to thank each and every one of you for your trust and all your insights, comments and suggestions. Without your support and feedback we would not be able to keep improving Nebuchadnezzar and making it a great city builder game.
So let's take a look at the main features and improvements the new update brings.
Update 1.3 includes:
Gods, devoted monuments and shrines
Choose from more than 40 gods to worship to provide bonuses to fit and support your playstyle.
Festivals
Organize great festivals to please your gods.
Extended and colorable decorations
Extended and colorable decoration to customize your city exactly to your taste. Just choose any decoration you like and use your favorite colors to design a unique look for your city.
Events manager
Decide which events are important for you and do not get distracted by the others.
Reworked map editor
Completely new map editor which allows you to easily create new maps with a new graphical user interface.
And much more...
Extended changelog can be found here:
[expand type=details]- FEATURE gods, festivals and devoted monuments and shrines - FEATURE colorable decorations - FEATURE competely reworked map editor - FEATURE events manager - FEATURE added '-appdata' command line option to store user data in appdata folder instead of documents folder (Windows only) - added explicit production speed to the working buildings UI - added explicit house consumption speed to the house UI - added support for independent consumption and production progresses in producer worker - added inverse (from common buildings) risk range visualization during construction - added gray border for tooltips - added 5 new achievements - added trade ship UI window - added map ends visualization - improved monument price display - improved cancel action priorities - fixed non working risk advisor key shortcut - fixed missing utf16 handling in mod manager - fixed non working invalid mods reset - fixed build menu checkbox positions - lowered open trade fee in early missions - MODDING renamed definition files for working buildings (build_shrine... -> build_work...) - MODDING added fields production speed variable - MODDING added production walker indepedent consumption speed[/expand]
Important note regards save compatability:
Saves from version 1.2.x are not compatible with the current version, but campaign progress is. After the release, the latest version 1.2.x will be available through the Steam beta branch, so you will be able to finish unfinished missions. How to change Steam beta branches: [expand type=details] Right click to Nebuchadnezzar in the Steam library and then select "Properties".
Select "Betas" section and in the drop down list select required version. Chose "None" for the default (latest) version.
[/expand] We look forward to sharing more Nebuchadnezzar news with you soon. Dont forget to follow us on Facebook, Twitter, Reddit, Instagram. You can also join our Discord server! Till then! Nepos Games
Greeting, rulers of Mesopotamia!
And welcome to the last development update before the 1.3 Update release itself. And would there be a better way to conclude this series than by going back to the beginning? To the biggest feature of this update - the gods.
As we said earlier, there will be more than 40 different gods and more than 10 different pantheons. And in the image below you can find some artworks of the upcoming gods.
So mark your calendar, because Nebuchadnezzar 1.3 Update is releasing on Wednesday 16th February. We are all super excited!
Stay up to date and follow us on Facebook, Twitter, Reddit, Instagram. You can also join our Discord server!
Until the next time!
Greeting, rulers of Mesopotamia!
And welcome to the second preview of the reworked decorations from the upcoming 1.3 Update.
Decorations of all types are greatly extended in the 1.3 Update. Even to the point that we had to divide the decorations menu into the five subcategories: Roads, Flowers, Trees, Parks, and Statues.
And as promised, all the decorations are colorable. Allowing you to customize your city exactly to your taste. Just choose any decoration you like and use your favorite colors to design a unique look for your city.
In the image below you can have a look at what can be created with new decorations. All colors (except the green color of vegetation) are customizable.
For more exciting updates and news about Nebuchadnezzar, remember to follow us on Facebook, Twitter, Reddit, Instagram. You can also join our Discord server!
Until the next time!
Greeting, rulers of Mesopotamia!
As in the previous updates, we wont bring only major features in the upcoming 1.3 Update, but also many QoL improvements. And today we would like to introduce you probably the most requested one, the Events manager.
It allows you to decide whether any type of an event will be shown directly in the middle of the screen or only in the events manager in a small side panel on the right side. So no more overwhelming events.
Any event shown in the manager has its own timer and after the expiration the event disappears. Before that, you can still open it by left click or make it disappear immediately by right click.
The release of the 1.3 Update is becoming closer so stay tuned for more news and follow us on Facebook, Twitter, Reddit, Instagram. You can also join our Discord server!
Until the next time!
Hello there!
It took more time than we thought, but finally, we have an official release date for the upcoming Nebuchadnezzar Update 1.3.
So get ready to face your gods, because on February 16 Nebuchadnezzar introduces new religion mechanics, festivals and reworked colorable decorations together with many improvements and QoL changes.
Thank you all for your feedback and suggestions. We wouldnt make it here without you.
For more exciting updates and news about Nebuchadrezzar, remember to follow us on Facebook, Twitter, Reddit, Instagram. You can also join our Discord server!
See you soon with the next preview of Update 1.3.
Greeting, rulers of Mesopotamia!
Welcome to the new year 2022! After a short break during the winter holiday, we are back at work. And we have another preview of the upcoming 1.3 Update.
Today we will look at the gods and what they can bring to your city. Each city can worship up to four gods, where the first of them is the patron god of the city and the player cannot change it. The other three can be chosen by the player.
Gods can be chosen from the same pantheon as the patron god or the player can even choose from patron gods of the other cities the player trades with. There will be more than 40 different gods and more than 10 different pantheons in the game.
Each god provides two bonuses. The global bonus and the local bonus. The global one is applied to the whole city, while the local one is applied only in the surroundings of a devoted temple or shrine.
The relation with the god determines the value of the global bonus and the number of shrines that can be devoted to this god.
Bonuses can increase the production of specific industry sectors, lower various risks, increase taxes and lower wages, improve trade and prestige, and many others. There will be more than 20 different types of bonuses.
Stay tuned for more news and previews from the 1.3 Update and follow us on Facebook, Twitter, Reddit, Instagram. You can also join our Discord server!
Until the next time!
Numbers and balancing in the image are subject to change.
Greeting, rulers of Mesopotamia!
And welcome to the preview of the first major feature of the upcoming 1.3 Update. And that's festivals.
Festivals are a key component of the Nebuchadnezzars religion system because through the festivals players can keep good relations with the worshiped gods. These gods in return provide some nice bonuses to the city. But more on that in some later posts.
To organize a festival, players have to select which goods will be provided during the festival. The quantity of goods is determined by the size of the city population and the variety of goods determines the level of the festival. The higher the level the happier the gods will be.
Players can also choose to which gods the festival will be held. However, the increase of satisfaction will be lower, the more gods one festival is devoted to.
Festivals are only one of the several components of the upcoming religion system, so stay tuned for more news and follow us on Facebook, Twitter, Reddit, Instagram, and join our Discord server!
Until the next update!
Numbers and balancing (in the image) are subject to change.
Greeting, rulers of Mesopotamia!
Besides the announced major improvements and features in the upcoming 1.3 Update, we are (as always) focusing on QoL improvements too. Let me introduce you to one of them, the improved work buildings UI.
You can find to improvements:
1) Separate progress bars for production and consumption, which allows us to have these two progresses independent.
2) Exact production and consumption information in each of these buildings allowing you even better optimizations.
Both of these changes are not only stand-alone QoL improvements, but they are linked to new religious features which we will introduce in the following weeks, so stay tuned.
For more exciting updates and news about Nebuchadnezzar, remember to follow us on Facebook, Twitter,
Reddit, Instagram, and join our Discord server!
Until the next update!
Greeting, rulers of Mesopotamia!
As some of you may know, Nepos Games is a studio from the Czech republic. And in a few days we will be celebrating one of our most important national holiday - The Day of the Struggle for Freedom and Democracy.
And on this occasion the Czech Game Developers Association and Slovak Game Developers Association are launching the Czech & Slovak Games Week:
The second annual event celebrating Czech and Slovak games is here. This time on the occasion of the national holiday of November 17th, which is celebrated nationwide in the Czech and Slovak Republic to commemorate the events of 1939 and 1989. The Day of the Struggle for Freedom and Democracy is primarily linked to the year '89 and the so-called Velvet Revolution, which marked the peaceful transfer of power and the advent of democracy. It represents the beginning of free entrepreneurship in our countries, including the gaming industry, which gradually developed during the 1990s to its present form.
https://store.steampowered.com/sale/CZSKGamesWeek2021
Greeting, rulers of Mesopotamia!
And welcome to the first preview of the upcoming 1.3 Update features. Today we will look at the colorable decorations.
This newest feature allows you to customize the decorations of your city exactly to your taste. Just choose any decoration you like and use your favorite colors to design a unique look for your city.
In the images below you can see examples of the new colorable roads. But dont be afraid that the feature is limited to roads only because its not. Every type of decoration will be colorable in the 1.3 Update.
For more exciting updates and news about Nebuchadnezzar, remember to follow us on Facebook, Twitter,
Reddit, Instagram, and join our Discord server!
Until the next update!
Greetings, rulers of Mesopotamia! Our latest 1.2.11 Update (27.10.2021) is now live. Including: - fixed city not unlockable when the related event is not defined (Babylon, 8th mission) - added lower consumption for easy and sandbox difficulty - fixed stone road corner texture position Dont forget to reach us on Facebook, Twitter, Reddit, Instagram, and join our Discord server! Till next time!
Greeting, rulers of Mesopotamia!
Besides regular big and small updates, we are always trying to improve the game for the modders and other creative players too.
And today we have reached a big milestone because we are ready to introduce to you the beta version of a completely reworked pipeline of creating new maps.
We have created in-game screens for creating and uploading mods, creating and editing custom missions, reworked several in-game editor tools, and mainly added a completely new tool for easy editing and generating all missions-related definition files.
Because we know that the process of creating new missions is not straightforward we wont publish these new tools to the current build yet but instead we have made it available as a beta version through the Steam beta branch so everyone can try it and give us feedback so we can publish the tuned version as soon as possible.
Detailed description and tutorial for the new editor can be found on our modding wiki: https://modding.nepos.games/index.php?title=How_to_create_new_scenario/mission You also find there how to switch the Steam branches.
We will be glad for any feedback or suggestions on how to improve the experience of creating new maps for Nebuchadnezzar. The best place for them is in the specialized channel on our Discord: https://discord.gg/UVe5MY9rKX Where you can discuss with other creators too.
Thank you all for your feedback and looking forward to your creations.
Till next time!
Greeting, rulers of Mesopotamia! After the last apocalyptic update we think its now time to celebrate together with your citizens that you successfully managed the challenges it brought. And thats exactly what we have focused on in the upcoming 1.3 Update. This will include the following:
- Enhanced gods and temples interactions
- Festivals
- Extended and color-adjustable decorations
Greetings, rulers of Mesopotamia! Hotfix for 1.2.10 Update (21.10.2021) is now live. Including: - fixed not possible to unlock Babylon city in the 8th mission Dont forget to reach us on Facebook, Twitter, Reddit, Instagram, and join our Discord server! Till next time!
Greetings, rulers of Mesopotamia! Our latest 1.2.10 Update (7.10.2021) is now live. Including: - fixed/improved localization (risks info layer description, risks graph legend) - these descriptions should now be more accurate and more relevant to the functionality Dont forget to reach us on Facebook, Twitter, Reddit, Instagram, and join our Discord server! Till next time!
Greetings, rulers of Mesopotamia! Our latest 1.2.9 Update (6.10.2021) is now live. Including: - lowered prestige requirements for trade for some cities in 5th and 6th mission - added missing library in linux builds Dont forget to reach us on Facebook, Twitter, Reddit, Instagram, and join our Discord server! Till next time!
Greetings, rulers of Mesopotamia! Our latest 1.2.8 Update (5.10.2021) is now live. Including: - added explicit tutorial button to the main menu - added separate city state for prestige unlocked citites to the trade map - added city watch building animations - increased firefighters efficiency during extinguishing Dont forget to reach us on Facebook, Twitter, Reddit, Instagram, and join our Discord server! Till next time!
Greetings, rulers of Mesopotamia! Our latest 1.2.7 Update (28.9.2021) is now live. Including: - reduced probability of strikes in critical buildings Dont forget to reach us on Facebook, Twitter, Reddit, Instagram, and join our Discord server! Till next time!
Greetings, rulers of Mesopotamia! Our latest 1.2.6 Update (27.9.2021) is now live. Including: - fixed rioters walkers spawning more often than intended - lowered number of event popups Dont forget to reach us on Facebook, Twitter, Reddit, Instagram, and join our Discord server! Till next time!
Greetings, rulers of Mesopotamia! Our latest 1.2.5 Update (21.9.2021) is now live. Including: - improved emergency buildings range computation when some of them has been deactivated - localization fixes and improvements Dont forget to reach us on Facebook, Twitter, Reddit, Instagram, and join our Discord server! Till next time!
Greetings, rulers of Mesopotamia! Our latest 1.2.4 Update (20.9.2021) is now live. Including: - lowered global risks values - increased initial money in early missions Dont forget to reach us on Facebook, Twitter, Reddit, Instagram, and join our Discord server! Till next time!
Greetings, rulers of Mesopotamia! Our latest 1.2.3 Update (17.9.2021) is now live. Including: - fixed rare case where walkers do not reduce risk in a specific building Note: in old saves the affected building needs to be removed to apply this fix Dont forget to reach us on Facebook, Twitter, Reddit, Instagram, and join our Discord server! Till next time!
Greetings, rulers of Mesopotamia! Our latest 1.2.2 Update (17.9.2021) is now live. Including: - fixed not being able to remove burned warehouse Dont forget to reach us on Facebook, Twitter, Reddit, Instagram, and join our Discord server! Till next time!
Greetings, rulers of Mesopotamia! Our latest 1.2.1 Update (16.9.2021) is now live. Including: - added special graphics for infected houses - slightly lowered global risks values - gradually lowered risks values in early missions - increased healer walker speed - improved risks adviser values presentation Dont forget to reach us on Facebook, Twitter, Reddit, Instagram, and join our Discord server! Till next time!
We are happy to announce that the second major update of Nebuchadnezzar is out. We would love to thank each and every one of you for your trust and all your insights, comments and suggestions. Without your support and feedback we would not be able to keep improving Nebuchadnezzar and making it a great city builder game. And without further delay, let's take a look at the main features and improvements the new update brings. Update 1.2 includes:
New fire, crime and diseases mechanics
Accept new challenges and protect your city from fire, crime and disease.
Fire
Hire firefighters to prevent fires. If you can't, at least hope they can put out the fire before it spreads to the whole city.
Crime
Establish a city watch to fight crime. Otherwise, your goods may start disappearing under the raids of thieves, or worse, your city may face riots from a disgruntled populace.
Diseases
Do you opt for folk healers or would you rather use the educated but demanding upper class population to employ highly effective doctors? The decision is yours.
Caravan improvements
Synchronization
Automatic synchronization between caravans now ensures maximal transport capacity.
Reworked routes
Goods can be now loaded and unloaded in the same warehouse.
Adjustable taxes and wages
Adjust your taxes and wages to provide better life for you citizens or to get more money from them. But beware, because all actions have consequences.
New information layers
Several new and improved information layers such as house levels layer.
And much more...
Full changelog can be found here:
[expand type=details]- FEATURE added fire, crime and diseases mechanics - FEATURE added caravan synchronization - FEATURE added houses level info layer - FEATURE added no supply penalty for not supplied houses - FEATURE added 10 new achievements - FEATURE added adjustable taxes and wages - FEATURE caravans can now load and unload in the same warehouse - added color visualization of city request goods amount - added 'log' function for lua def scripts - added caravan support into the goods info layer - added 'port unreachable' event to detect blocked port - added more info layer help boxes - added 20% initial money for easy difficulty - added changelog UI - improved ships rendering in info layer - improved building 'alert' position - improved caravan 'route changed' check to activate only when the new route takes longer - improved monument UI price visualization - improved (significantly) game starting time - improved goods filter reseting in trade adviser - fixed possible crash when setting up seller route - fixed agro range visualization - fixed rare case where it was possible to lose campaign progress - fixed context menu scaling - fixed removing bridge through the context menu - fixed missing prestige recomputation when building houses - fixed walker rendering z-order in info layers - fixed monument rendering in info layers - fixed missing loading screen in some cases - fixed rare caravan related memory leak - optimized path cache search - significat increase of trade limits in all scenarios - lowered freqency of city requests - lowered city request relation weight - increased trade history relation factor - reworked fonts data structure - reworkd info layers buttons - negative money are now in red - move in-game colors to modable configuration def files[/expand]
Important note regards save compatability:
Saves from version 1.1.x are not compatible with the current version, but campaign progress is. After the release, the latest version 1.1.x will be available through the Steam beta branch, so you will be able to finish unfinished missions. How to change Steam beta branches: [expand type=details] Right click to Nebuchadnezzar in the Steam library and then select "Properties".
Select "Betas" section and in the drop down list select required version. Chose "None" for the default (latest) version.
[/expand] We look forward to sharing more Nebuchadnezzar news with you soon. Dont forget to follow us on Twitter, Facebook, Reddit and Instagram, too, for regular updates. Till then! Nepos Games
Greeting, rulers of Mesopotamia!
Welcome to the next development update from the upcoming 1.2 Update.
One of the things we always wanted to have more of in Nebuchadnezzar were events.
Now, thanks to the upcoming features related to fire, disease, or crime, we will get that wish as many new events are added to the game. Examples of some of them can be found in the image below.
So mark your calendars, because the Nebuchadnezzar 1.2 Update is coming out next Wednesday, September 15.
For more exciting updates and news about Nebuchadnezzar, remember to follow us on Facebook, Twitter,
Reddit, Instagram, and join our Discord server!
Till next time!
Greeting, rulers of Mesopotamia!
Work on Update 1.2 is proceeding as planned, so we can share with you the next big improvement this update brings up.
One of the most common requirements after the release was that caravans should be able to both unload and load goods at a particular warehouse. And thus, be able to create a transshipment point.
And this is exactly what Update 1.2 brings. In addition to giving you more freedom to transport goods in your city, this improvement will also simplify the setup of caravan routes. It's no longer necessary to set up each warehouse, as the loading and unloading settings for each caravan are made directly during the caravan route setup.
For more exciting updates and news about Nebuchadnezzar, remember to follow us on Facebook, Twitter,
Reddit, Instagram, and join our Discord server!
Until the next time!
Greeting, rulers of Mesopotamia!
As the 1.2 Update is getting closer to its release, we can show you more of its new content. Today we have a video of what can happen when you underestimate fire prevention in your city.
Your firefighters then have to leave their regular patrol and run to the closest fire station to get water to be able to extinguish. If they dont get there in time, its possible that the fire will be too big to handle and they will have to leave the building to be burned to the ground.
Will you be able to manage the new challenges? Lets find out on the 15th of September.
For more exciting updates and news about Nebuchadrezzar, remember to follow us on Facebook, Twitter, Instagram, and join our Discord server!
Until the next update!
Hello there!
We have great news for you today. Nebuchadnezzar Update 1.2 has now an official release date!
So mark your calendars on September 15 because on that day Nebuchadnezzar introduces fire, crime and diseases mechanics as the main update feature together with many improvements and QoL changes.
Thank you all for your feedback and suggestions. We hope you are as excited as we are to finally try this update.
For more exciting updates and news about Nebuchadrezzar, remember to follow us on Facebook, Twitter, Instagram, and join our Discord server!
See you soon with more previews of Update 1.2.
Greeting, rulers of Mesopotamia!
Update status
First of all, we would like to assure you that work on Update 1.2 is running smoothly. The only issue is that this update requires a large number of new assets, so the development takes more time than the previous one. But it also has some advantages. We have more time to bring some requested features and QoL improvements in the meantime.
Caravan Synchronization
And today we would like to introduce to you one of the two major improvements of caravans. And thats the caravan synchronization. This automatic synchronization ensures that all caravans sharing their route and goods maintain a constant spacing between them, maximizing the total transport capacity. Stay tuned because we have even better caravan improvement prepared for you. Can you guess what it will be? For more exciting updates and news about Nebuchadrezzar, remember to follow us on Facebook, Twitter, Instagram, and join our Discord server! Until the next update!
Greeting, rulers of Mesopotamia!
As we are working hard on the new features of the 1.2 Update we also do not forget to improve the present features based on your suggestions.
So, let me introduce one of the several requested QoL improvements we will bring in the 1.2 Update - House level visualization layer.
No more searching for underdeveloped houses and a fast and clear overview of your city's development!
Dont forget to reach us on Discord, Facebook, Instagram, and Twitter. We would love to hear your feedback!
Till next time!
Greeting, rulers of Mesopotamia!
We are really excited about your reception of the 1.2 Update announcement, so we are happy to show you the first tasting of the new content.
And lets start with the hot one - the fire illustration.
For more exciting updates and news about Nebuchadrezzar, remember to follow us on Facebook, Twitter, Instagram, and join our Discord server!
Until the next update!
Greeting, rulers of Mesopotamia! We are happy to announce a second major update for Nebuchadnezzar, which aims to deepen the city life simulation. This will include the following:
- Fire
- Crime
- Diseases
In Nebuchadnezzar, a rulers kingdom is never finished! Which is why were proud to introduce our latest 1.1.6 update (20.04.2021). Including: - improved save menu - small map fixes - localization fixes and improvements Dont forget to reach us on Discord, Facebook, Instagram, and Twitter. We would love to hear your feedback! Till next time!
Greetings, rulers of Mesopotamia! Our latest 1.1.5 Update (16.4.2021) is now live. Including: - Fixed market characters not showing sometimes - Added full soundtrack to authors/credits - Increased starting money in 4th campaign mission Dont forget to reach us on Discord, Facebook, Instagram, and Twitter. We would love to hear your feedback! Till next time!
Greetings, rulers of Mesopotamia! Were back with another update. Update 1.1.4 (14.4.2021) includes:
- Do not show market characters and ships when building is not working
- Fixed rare case where walker path could break because of map rotation
- Fixed some of unnecessary route changed warnings
- Fixed wrongly displayed population prestige in adviser on easy and hard difficulty
- Localization fixes and improvements
Greetings, rulers of Mesopotamia! Were delighted to introduce Nebuchadnezzars brand new 1.1.3 (12.4.2021) update! Including:
- Added move screen speed to settings
- Added option to not accept any goods in warehouses by default
- Fixed stats from last year on the Stats Advisor tab
- Show hero types directly on an empty shrine slot
- Increased starting money in all scenarios
- Added at least one lower class produced good to trade for each scenario
- Lower first trade partner prestige in all scenarios
- Added sandbox difficulty level for scenarios
Greetings, Rulers of Mesopotamia, 1.1.2 (9.4.2021) update is here! This time, we've added more river terrain variety to campaign maps. Reach us on Discord, Facebook, Instagram, and Twitter for more Nebuchadnezzar news! Until then!
Greetings, Rulers of Mesopotamia, Another update is here! In this 1.1.1 (9.4.2021) update, we have:
- Added Ukrainian language
- Improved walker line selection randomization
- Fixed pause switching during platform overlay
- Various localization fixes
Greeting, rulers of Mesopotamia! Today is a historic day for Nebuchadnezzar as we release the games very first major update! We would love to thank each and every one of you who supported the game before and after the release. Without your support and feedback, this update would never have been possible. Were excited to share what immersive new features and mechanics weve now added to the already rich world of Nebuchadnezzar! Update 1.1 includes:
Sandbox, Freeplay Scenarios, and Difficulty
Taxes and Wages Mechanics
New Buildings
Clickable Walkers with Voice-overs
In addition to those, the Nebuchadnezzar experience is localized in Japanese, Korean, Portuguese, Brazilian Portuguese, and Turkish! Our full change logs too can be found below: - FEATURE wages and taxes - FEATURE clickable walkers with voiceovers - FEATURE scenarios - enlarged mission 6 map - enlarged mission 7 map - enlarged mission 8 map - enlarged mission 9 map - added more tooltips - added grid feature atom - added UI scale to settings - added 'hard' difficulty - added automatic save on mission completion - added support for data driven production speed - improved trade ships start and finish positions - improved z order of general UI items - improved difficulty selection UI - improved esc menu - improved unemployment rate coloring - fixed missing ships in info layer - fixed amenity recompute command - fixed some numbers formatting - fixed game run with disable audio on OS level - fixed Chinese language text wrapping - reworked authors screen But development wont stop there, so make sure you join us on Discord to get exclusive access to news and updates. Important note: Saves from version 1.0 are not compatible with the current version, but campaign progress is. After the release, version 1.0 will be available through the Steam beta branch, so players will be able to finish unfinished missions. Heres how you can choose the Steam beta branch: Right-click on Nebuchadnezzar from the library > Properties > Betas > Select version 1.0 from the combobox. We look forward to sharing more Nebuchadnezzar news with you soon. Dont forget to follow us on Twitter, Facebook, and Instagram, too, for regular updates. Till then! Nepos Games
Greetings, rulers of Mesopotamia! We need your help to finish our localization of Nebuchadnezzar! Register here to check which languages are still needed to complete, and select the translation youd like to improve for us. Once the translations are finalized, we will be a step closer to launching our upcoming major update on April 8. All we need is your help to get there! Technical notes: Our localization project is fulfilled through Crowdin and here some notes to consider: There are 3 files in Crowdin for localization; base, general, and voice-overs. Base and general files are what we need to accomplish first as they contain all the game text except the voice-over lines. The voice-over files contain quite a lot of texts but they have a lower priority compared with the base and general files. We look forward to working with all of you on the base and general files and welcoming you to the exclusive localization team that will bring Nebuchadnezzar closer to the world! You can always join us on Discord if you want to hang out and chat with the team or have any localization queries. You can also follow us on Facebook, Instagram, and Twitter to be the first to hear of our April 8 update! Were looking forward to working with all of you soon! Nepos Games
Greeting, rulers of Mesopotamia! Nebuchadnezzars first major update is set to release on April 8! So, be sure to mark the date on your calendar because were releasing the following with it!
- Sandbox/scenario maps
- Taxes and wages mechanics
- Clickable walkers with voiceover
Greetings, rulers of Mesopotamia!
Are you tired of constantly buying copper from other cities? Well, now you wont have to!
Along with plenty of small improvements and features that will come with our upcoming major 1.1 updates, it will include a new structure where your city, given the map has copper deposits, can excavate copper - Copper Mines!
Were currently working on some amazing features to include in the 1.1 updates so be sure to join us on Discord for more Nebuchadnezzar news. You can also follow us on Facebook, Instagram, and Twitter to hear about such future updates too!
Greetings, Rulers of Mesopotamia, Were delighted to unveil our latest 1.0.17 (15.3.2021) Patch! This includes: - Fixed shepherd production computation. - Fixed shepherd not removing pasture properly during paused game (may cause crash on loading saved game). Reach us on Discord, Facebook, Instagram, and Twitter for more Nebuchadnezzar news! Until next time!
Greeting, rulers of Mesopotamia! To show our appreciation for your helpful feedback, we're proud to announce Nebuchadnezzars first major update! This will include the following:
- Sandbox/scenario maps
- Taxes and wages mechanics
- Clickable walkers with voiceover
Greeting, rulers of Mesopotamia!
Were on the lookout for players from all over the world to join the Nebuchadnezzar localization project and translate the game into your preferred language! You can be part of this great effort by registering here. Then, once registered, simply select the translation youd like to improve and request to join that project. You can also propose to translate the game in a new language by contacting the project administrator through Crowdin and we'll gladly add it for you.
So come be part of the team and join the localization effort to spread Nebuchadnezzar around the world!
https://crowdin.com/project/nebuchadnezzar
Greetings, Rulers of Mesopotamia, Here is another update! In this 1.0.15 (25.2.2021) patch, we have: - Fixed a rare case when it's not possible to finish a mission due to a badly initialized Gilgamesh guide. Get in touch with us on Discord, Facebook, Instagram, and Twitter for more Nebuchadnezzar news! More updates coming soon!
Greetings, Rulers of Mesopotamia, Another update is here! In this 1.0.14 (24.2.2021) patch, we have:
- fixed text rendering artifacts on Linux systems
Greetings, Rulers of Mesopotamia, Another update is here! In this 1.0.13 (23.12.2021) patch, we have: - fixed trade ships that cannot go through bridges in some rare cases - fixed rare crash when rotating the map Reach us on Discord, Facebook, Instagram, and Twitter for more Nebuchadnezzar news! Until then!
Greetings, Rulers of Mesopotamia, Since Nebuchadnezzar's release, we've been updating the game with player-led feedback, and this latest update is no exception! In this 1.0.12 patch, we have:
- fixed Hanging Garden monument achievement.
Dear Rulers of Mesopotamia, This has honestly been the most exhilarating week of our gaming careers! Your reactions and enthusiasm for the game so far have been overwhelming and it makes our small development teams collective hearts swell with excitement, pride, and motivation! Were really writing this to thank you all for your support, interest, and feedback. Were hard at work taking note of all of your crucial comments and suggestions. We know that there are other fixes and added features that you would love for us to deliver and experience in-game. It may take time but rest assured that we are currently working on them and they will be part of updates in the near future. For now, with Nebuchadnezzars first major update, (date to be announced soon), we will swiftly add several sandbox scenarios, with all the buildings unlocked, where you can freely build to your hearts content! We hope that you keep sending us your suggestions, report any bugs, or share your cities with the developers and fellow empire makers. This really inspires the team to continuously work on improvements, fixes, and bigger updates in the future. You can do this by joining our Discord server where everything Nebuchadnezzar is welcomed. You can also send us a message, share your content and tag us on Twitter, Facebook, or Instagram! Again, we are truly grateful for all of your support this week and together, going forwards, we can make Nebuchadnezzar even better!
After the anticipated launch of Nebuchadnezzar yesterday, we're back with a brand new list of player-inspired fixes and features to make city-building even smoother! As always, please remember to restart Steam before you can download the Patch. Fixes and Features include: - Added option for monitor selection in settings menu - Removed invalid history start for the first mission - Fixed minor bug in lua scripts - Added atom_reset_property function for modding. If you'd like to discuss the above or gain more support from us, come join us on Discord where developers and seasoned city-builders are on-hand to help. You can also chat, share screenshots and tag us on Twitter, Facebook or Instagram too! Till then, we hope you enjoy our latest patch!
Nebuchadnezzar is finally here!
Experience the mysterious civilization and culture of ancient Mesopotamia by building bustling cities brimming with life, commerce, and magnificent monuments.
- Enjoy the traditional gameplay of a historical city builder.
- Discover the forgotten history of ancient Mesopotamia.
- Forge an empire while you lead the manufacturing of various agriculture and goods for your population.
- Solve problems, prevent population loss, trade with other cities, handle foreign relationships, take care of varying population classes and employee types across various industries and services, and much more!
- Design and build magnificent monuments yourself; a feature that catches our fans' attention the most.
- Expand your experience with full mod support including new buildings, new goods, production chains, new maps, missions and even campaigns. Were proud to say Nebuchadnezzar is almost entirely moddable.
So visit the Steam store page now and start building your glorious cities!
https://store.steampowered.com/app/1157220/Nebuchadnezzar [previewyoutube=xNLv2tpnp1c;full][/previewyoutube]
Greetings, Rulers of Mesopotamia!
We have a unique update for our players today! Here is another fully customizable monument that will surely add grace, splendor, and beauty to your cityThe Hanging Gardens of Babylon!
Show off your citys wealth and abundance by building this monument consisting of different gardens full of luscious greens!
Bring life to your city by setting a personalized design of this magnificent structure.
For more exciting updates and news about Nebuchadrezzar, remember to follow us on Facebook, Twitter, Instagram, and join our Discord server!
Until the next update!
Greetings, Rulers of Mesopotamia!
We have a very exciting development update for you today! We added a new type of customizable monument you can place in your city - the palace.
Flaunt the extravagance of your city by placing a personalized design of this historical marvel right in the middle of your bustling city!
For more exciting updates and news about Nebuchadrezzar, remember to follow us on Facebook, Twitter, Instagram, and join our Discord server!
Until the next update!
Good day, Rulers of Mesopotamia!
We have prepared another update for all of you just in time for the holidays!
We are bringing you another batch of QoL improvements based on the recent beta test. Today, it's the Context Menu.
You can use this menu to access all the essential features that you need to design your city.
May the true spirit of Christmas shine in your heart and light your path!
Remember to follow us on Facebook, Twitter, Instagram, and join our Discord server!
Until the next update!
Good day, Rulers of Mesopotamia!
We have been swamped lately with the beta testing, and the feedback that were getting from our testers already brings great improvements to Nebuchadnezzar. But for now, we have a great update and addition we want to share with all of you.
We included bridges! These structures are added so you can build on both banks of a river and create a truly Mesopotamian metropolis.
Let us know your thoughts about bridges and how you'll utilize them in your city!
Remember to follow us on Facebook, Twitter, Instagram, and join our Discord server!
Until the next update!
Good day, Rulers of Mesopotamia! We are glad to announce that we have a release date! February 17, 2021, Nebuchadnezzar will be available on Steam. Enjoy footage of new and updated gameplay and design shown in the new trailer. Add Nebuchadnezzar to your Steam wishlist for more updates upon release. You can also join our Discord for more news and updates about the game. If you have any suggestions and questions, you can reach us on our Facebook, Instagram, and Twitter pages. Mark the date, share the news, and get ready to rule your city in Nebuchadnezzar! [previewyoutube=Og4nIQFaVAY;full][/previewyoutube] https://store.steampowered.com/app/1157220/Nebuchadnezzar
Rulers of Mesopotamia, The development of Nebuchadnezzar has once again progressed greatly! And we call on all of the Beta Testers who have helped us prior and also ask for new ones! We are looking for active community members who would like to help us with the development of Nebuchadnezzar and to take part in the second public beta testing. As a beta tester you will receive: [olist]
Rulers of Mesopotamia!
As we said from past updates, rich mods support is one of the key features you can enjoy in Nebuchadnezzar. Upon the games release, players can expect Steam Workshop to be supported from day one! Nebuchadnezzar will also support local mods if you dont want to use the Steam Workshop.
Be sure to stay tuned for more updates and news about Nebuchadnezzar. Join our Discord server for more updates and announcements. You can also get in touch with us through our Facebook, Instagram, and Twitter pages.
See you all on the next update!
Greetings, Rulers of Mesopotamia!
We added another animal you can take care of within the game! By introducing these hairy chinned animals, your city can produce goods that can help with its development. We chose goats because it was assumed that they were domesticated as livestock about 8000 b.c. in the area of Mesopotamia.
Let us know what you think of this new livestock farm animation!
Remember to follow us on Facebook, Twitter, Instagram, and join our Discord server!
Until the next update!
Greetings, Rulers of Mesopotamia!
We've posted a short update last Friday to give you a glimpse of what we've already worked on and guess what the update was about.
Many of you were correct.
The new factors are pollution and aesthetics. Pollution is typicaly caused by industry and aesthetics is generated by decorations.
Although they are independent, there are some buildings which may influence both of them.
As always, these updates are subject to change.
Greetings Rulers of Mesopotamia!
We have another development update for you this week!
We have created another new feature based on your feedback from the recent beta test.
Can you guess in the comments which two new factors you will have to consider when designing the layout of your city?
Both of these factors are represented by the new visualization layer shown in the image.
Greetings, Rulers of Mesopotamia!
For this update, we'd like to show you how we have reworked homes using your feedback.
Our aim was to create a more city-like feel and to address one of the most common requests of the community which is the variety of homes.
How do you think it looks?
Greetings, Rulers of Mesopotamia!
Weve come up with an update that reworks diplomacy and city relations to be more dynamic based on the feedback from our beta testers. Though everything is subject to change, this update aims to have a bigger impact on in-game economy and trade.
To get the latest news, be sure to follow Nebuchadnezzar on Twitter, Facebook, Instagram, and Discord!
Greetings, Rulers of Mesopotamia! Our team is excited to introduce three added Quality of Life features based on the feedback we got from the recently closed beta testing. We appreciate our testers input and we are not only focused on adding new features, but we also want to improve the currently existing in-game systems too. [olist]
Greetings, everyone!
We have an exciting update development for you all, the decorations are here!
Let your citizens bask on the glorious splendor of your cities with these available decorations! Use these ornate buildings to fully customize your cities.
There are more attractive decorations coming so be sure to follow Nebuchadnezzar on Twitter, Facebook, Instagram, and Discord to get more updates!
Rulers of Mesopotamia,
We would like to remind you all that the closed beta application period ends this Monday, August 10th, at 11:59 CEST. Apply now to be considered!!
Please fill out this form if you would like to participate:
https://bit.ly/2ECB7IO
Rulers of Mesopotamia, Nebuchadnezzar development has greatly advanced and now is the right time to engage the community in the development process to achieve a great city building game from ancient Mesopotamia. We are looking for active community members who would like to help us with the development of Nebuchadnezzar and to take part in the first public beta testing. As a beta tester you will receive: [olist]
Greetings everyone!
Today we have another development update for you all! We have added warning symbols for various problems that can occur during building your city, this way, you can fully focus on designing your city and not worry about forgetting to do anything important.
See if you can guess what each warning could mean by replying to this post.
Hello everyone!
Today we have another update development for you all, the Goods and Services Stats!
This feature will allow you to view all production, consumption, and trade statistics for all goods and services in the current year.
Make sure to follow us on our Twitter, Facebook, Instagram, or Discord to learn more about Nebuchadnezzar!
Lately we have been working on creating a new Discord for all things Nebuchadnezzar, and we are happy to share it with you all. So without further ado we would like to invite you all to join our Discord server where:
- Developers actively communicate with the community
- Chat with an amazing group of Nebuchadnezzar fans
- Participate in community programs
- We will be hosting many events!
- And many more!
Hi there! We have another improvement for you today. This time it's not based on beta feedback but your feedback from the first hours after Nebuchadnezzar announcement. Yes, it's a walker size. We already mentioned that there will be a choice and today we have comparison for you.
If you want to know more about Nebuchadnezzar, follow us on our twitter or facebook.
Hello again! Here is another showcase of the improvement based on the tester's feedback. We added another farm building as a crop farm. The original building now serves as an animal farm only. As you can notice some reapers so the fields are no more reaped by the god's will.
If you want to know more about Nebuchadnezzar, follow us on our twitter or facebook.
Hello! As we promised last week, today we start with the presentation of improvements based on the feedback. We will kick off with the graphical improvement of the Info layer. We shifted the original technical style of the feature to something more pleasing to the eye. Enjoy.
Hello and welcome to our first true dev diary post. Today wed like to inform you about developments from the last two and a half months. Particularly, the beta testing phase of Nebuchadnezzars first fully playable version and the results from the testing.
The first of our big milestones was to have a version of Nebuchadnezzar containing the first five missionsincluding all the features, graphics, UI screens and tutorials. It was important for us to have all these elements in place because we wanted our beta testers to get the game in a state that was close to the final release, so the feedback could be maximally relevant.
By the middle of March everything was ready. As you may know from our social media, the beta testing was limited. Mainly for our friends and colleagues from the game industryincluding some experienced testers. We didnt want them to fill out any forms, but rather to write down as much feedbackthe good and the badas possible.
In following weeks we will introduce to you what we had changed and implemented based on the feedback. Today we will show you how we dealt with Nebuchadnezzars tutorial.
Tutorial
The tutorial is one of the elements of the game that drew many different opinions. In Nebuchadnezzar, we decided to implement a form thats both a tutorial and in-game help. All the game mechanics are divided into about 20 topics. In each of the first five missions, several topics are unlocked and the player is notified by a graphical UI element. Unlocked topics always explain a feature appearing for the first time. Most of our testers appreciated the fact that the tutorial is not scripted and that the player is not locked down to any specific gameplay or layout sequence. The player can even completely ignore the whole tutorialbut, of course, we strongly discourage that ;)
An aspect of the game that was heavily criticized was the fact that the first mission introduces an excessive amount of mechanicswhich can overwhelm the player. Unfortunately, due to the nature of the games rules, even the first mission (although very simple) must explain a lot of how the game operates. But still, we felt we could do something about it. We felt the tutorials form was the right choice, so we didnt want to change it. Instead, we decided that some topics wont be unlocked right away, but rather theyd be revealed after certain triggers: like building a specific building. Thats all for today. Next time we will show you many other changes which we have implemented based on the feedback. See you soon! And as always, you can also read and discuss this blog post on our websites, forum or reddit.
Hi and welcome to our next blog post. Like the last one, this post will focus on graphics. Well show you the evolution of one of our in-game menus: the Warehouse menu. Its an example of the game making process thats not straightforward. Rather, it goes two steps forward and one step back. Its constantly re-evaluated and reworked.
In the first picture you can see part of a prehistoric version of our Warehouse menu. Except for the goods icons, it was not yet touched up by our graphics department. Well breakdown the menu here now, so we can focus on graphics later in the post.
The first column represents warehouse storagespecifically, the current number of goods in the warehouse and its maximal storage capacity.
The second column features two arrows for each of the goods. These arrows alter the duties of the transport units (the delivery people) within the game. The first and second arrows activate/deactivate the ability to carry goods either to the warehouse or from it.
The last column contains a 3-state button that determines the activity of caravans. Caravans may export goods, import goods or do nothing with the goods in the warehouse. What exactly are transport units or caravans is not important for the following text.
The second image shows the first design of this functional prototype. The last columns buttons changed from single, 3-state buttons (none) to three 2-state buttons with exclusive states. So now theres the ability to change the activity of caravans in a single click. We also added triangle-shaped buttons to alter the maximum storage capacity of current goods, and we replaced the basic arrows with triangle-shaped buttons. We added small dots to improve button indication. We also added a stripe on the top of the menu with descriptions and icons for all the columns. Additionally, we added decorative elements throughout the menu for more aesthetic appeal.
The next picture shows some minor tweaks of the background graphics to improve readability. We also added more goods to the right side of the menu to give an impression what well have when we further develop the menu. Youll notice some of the goods icons on the right side are just copied to the left: they serve as placeholders for now, as were working on developing the rest of the icons.
Minor tweaks of the background in attempt to lighten the whole menu a bit.
the next tweak was to reduce big contrast gaps between background stripes to let the players focus more on the information layer instead of the background graphics.
which worked well, but the end result was too flat and boring.
The next iteration was quite big. We replaced the triangle storage capacity buttons with plus/minus buttons to better represent their function. We also added an arrow button to remove all assigned goods. Background graphic decorations were replaced along with the icons for the transport units and caravans.
On the bottom part of the window we added buttons for the easy setup of all transport units and caravans. And on the very bottom, we placed a shield icon to represent the warehouse building (using a picture of the bakery as a placeholder). We also removed some of the redundant indication dots.
We also tweaked the plus/minus buttons, which we found too small.
We added a background stripe behind the rows of each of the goods: the stripe disappears for goods with zero storage. The shield was removedwe decided to use it for production building menus only.
Caravan buttons proved too small for comfortable clicking and reading, so we replaced them with a single 3-state button. Essentially, we returned to the original system in the first version!
In the latest iteration, we changed the function of the disappearing background stripe. We really liked the idea of highlighting important goods for specific warehouses, but the capacity of current storage was not the right indicator. Now the stripe disappears when its goods have deactivated both transport units and caravans. This means that there cant be any interaction with these goods in the warehouse, so the player doesnt have to bother with them.
During development we also added features to let players change the number of columns. It helps for having a better layout considering the varying number of goods during the campaign, varying screen resolutions and, of course, future mods.
Here at the end, wed like to mention this it the final stage of this menu. At least for now. But there can be a revision at any time, based on our or some players experience. If its necessary, well make the fix.
This topic is an example of the development process for a partial feature of the game. The point being that you can consider the whole game as a sum of partial features like this one. So maybe now you can imagine that development of a game isnt always straightforward: from the idea to the final product. Theres usually a lot of hidden work and from time to timedead ends.
We hope you liked this post. Wish us a minimum of dead ends and stay tuned!
And as always, you can also read and discuss this blog post on our websites, forum or reddit.
Hi and welcome to our next blog post - How to create game content so it conforms to the players point of view within the game screen. This one is less about programming and more about graphics so its written by the best artist in our graphic department (who also happens to be the only artist in our graphic department).
Many grid - based world games use axonometric projection. Axonometric projection is a type of orthographic projection used for creating a pictorial drawing of an object, where the lines of sight are perpendicular to the plane of projection, and the object is rotated around one or more of its axes to reveal multiple sides. One of subtypes of axonometric projection is called isometric projection. You might already be familiar with isometric projection because it was used in many well-known older games E.g. Fallout 1&2, Baldurs Gate 1&2, Sim City 2000, Age of Empires, Pharaoh etc. And now its making a comeback in many indie games.
But here we have to confess that we mispoke to you a little bit in the previous paragraph. Often, many games that claim to be isometric are not really isometric. This word is frequently used but typically it only means that a game used axonometric projection. There is another subtype of axonometric projection called dimetric which is more commonly used. And thats the case with Nebuchadnezzar, too. We also use dimetric projection.
So, how does dimetric projection work? Imagine a grid-based game with a top down camera. The grid and two buildings placed on it would look like this:
Everything is well-arranged but most players would like to see more than the roofs of buildings. Lets see how it looks if we used dimetric projection:
See the difference? We can clearly identify both buildings, which is usually crucial for strategy games. And on a visual level, to see the whole of a building is nicer than just the roof. So what exactly does dimetric projection do? In dimetric projection, vertical distances on a grid are halved.
This is important if we create game content in some 3d package (software). Because we need to find a proper position for the camera according to the grid in order to render a tile exactly in dimetric projection.
So how do we achieve this? Less programming doesn't necessarily mean no math. Even creating a games graphics requires some elementary knowledge of math. So we will calculate it as you can see in the next image. To get the halved vertical grid on the rendered image, we need to set up the camera angle to 30 degrees (fig. B) compared to the top down view (fig. A) where the angle is 90 degrees (for 90 degrees the grid is rendered as is).
Now we knows the correct angle so we can setup the render camera to get our buildings in dimetric projection. But when we do that, we usually get something like this:
As you can see, its not what we wanted. The grid lines go towards the vanishing points that are placed somewhere out of the image. So what does this mean? It means that the camera is in perspective mode. To get proper dimetric projection we need to switch the camera to orthographic mode. And the result is:
So thats the trick to get a desired diametric picture. In a future blog post, we will return to this topic from the perspective of guidelines for creating content for mods.
So stay tuned and thanks for your support and sharing!
And as always, you can also read and discuss this blog post on our websites, forum or reddit.
Hi there. Today we have an example of a mission screen for you. In each of these screens, you will find mission objectives in the upper part and some historical context in the rest. It will cover both the historical period and the city where the mission takes place.
Share your thoughts on our forum, twitter, facebook or reddit and help us to make perfect game.
Hello and welcome to part two of our blog post about map coordinates in Nebuchadnezzar. Today well go over the difference between screen space and world space, as well as how theyre converted into each other. Last post we discussed the map-tile coordinate systembut the coordinates described only represented an internal arrangement and didnt show outward appearance. So the user cant tell if the game is using the Staggered or Diamond coordinate systemor a completely different one. However, what we want from the game is for the player to see where all the tiles should be. Before we can show how its done, we have to explain a few concepts.
Screen space
The screen space is the area where the player can see whats on screen. Object positions in this space are in relation to the screen. Typically, this space has a screen resolution size and its units are pixels. The origin (zero) lies in the upper left corner. [x] coordinates move to the right. [y] coordinates move to the bottom. This differs from the typical space in mathematics, where the origin tends to be at the bottom left corner and [y] coordinates moves upwards.
World space
World space is the space of all objects in a game that describes their position in the world of a game. From the players point of view, its irrelevant where this space starts and what coordinate system it uses. An example would be the position of the place where the main character is standing. However, whether the player sees the hero depends on the positioning and setting of the world-sensing camera. Thats because the camera determines how the worlds objects are displayed on screen. This transfer between the world and the screen is called projection.
If we have an isometric game where each object is always on a specific tile or group of tiles, and its fixed to this positionthe coordinate system of the tiles described in the previous blog post would sufficiently represent the whole game. But this is not an example of a typical isometric game. Nor is it typical in Nebuchadnezzar. An example being: the movement of walkers moving smoothly from one tile to another. This requires walkers to sometimes be in the middle of a tile and sometimes to be between two tiles. Therefore in Nebuchadnezzar, as a world space, we must consider not only the individual tiles, but also the absolute position of each object. Yet the space of isometric tiles provides many advantagesabove all, legibility and clarity for players. Because Nebuchadnezzar is a 2D isometric game, the transformation between screen space and world space is relatively simple. The only transformations our camera applies are translations (the world will move around on the players screen) and scale (the world is rendered larger or smaller on the players screen). Whats a little more complex is figuring out which tiles belong to a given position in the world space. Of course, Nebuchadnezzar supports rotation, too, but its not done at the camera level (as is common in 3D games)but rather by rotating the entire world space and its coordinates. Well have more on this in another blog post.
Screen to world
Heres an example of a situation where we need to convert from screen space to a specific map tile: The player wants to make a building and clicks on a specific location on screen. The game must first determine the cursors position in the world coordinates. And so it applies inverted transformations (opposite to those used in rendering) to the cursors position in the screen. This will give us a position in the world space and from here we will then calculate a specific tile of the map. Again, the calculation is more complicated in the Staggered system than in the Diamond system. Now we have a specific tile and we can build the required building on itbut only if all the conditions for construction are met, of course.
World to screen
The conversion from world space to screen space is mostly applied in rendering the game, because for the player we need to depict the world as seen by the current camera. We hope you enjoyed the post. Feel free to share any thoughts, ideas or questions. Below you will again find some samples from our source code related to the operations described. Feel free to try them out in your projects. And as always, you can also read and discuss this blog post on our websites, forum or reddit.
/**
* @brief Get tile coordinates from world space coordinates.
*
* @param pos Coordinates in word space.
*/
N_Point Tile_Scene::pos2tile(const N_Point pos)
{
const int base_x = pos.x / TILE_WIDTH;
const int base_y = (pos.y / TILE_HEIGHT) - (pos.y < 0);
const int off_x = pos.x - ((base_x * TILE_WIDTH) + TILE_HALF_WIDTH);
const int off_y = pos.y - ((base_y * TILE_HEIGHT) + TILE_HALF_HEIGHT);
const bool inside = (std::abs(off_y) != TILE_HALF_HEIGHT) && ((std::abs(off_x) / (TILE_HALF_HEIGHT - std::abs(off_y))) < 2);
if (inside) {
return {base_x, base_y * 2};
}
else {
return {base_x - (off_x < 0), (2 * base_y) - 2 * (off_y < 0) + 1};
}
}
/**
* @brief Get world space coordinates from screen space coordinates.
*
* @param pos Coordinates in screen space.
*/
inline N_Point screen2scene(const N_Point pos) const {
return {
(pos.x / scene_zoom_factor_inverted_) + scene_offset_.x,
(pos.y / scene_zoom_factor_inverted_) + scene_offset_.y};
}
/**
* @brief Get screen space coordinates from world space coordinates.
*
* @param pos Coordinates in world space.
*/
inline N_Point scene2screen(const N_Point pos) const {
return {
(pos.x - scene_offset_.x) * scene_zoom_factor_inverted_,
(pos.y - scene_offset_.y) * scene_zoom_factor_inverted_};
}
Hello and welcome to another blog post about the development of Nebuchadnezzar. This time we will look at the core of almost every isometric game: the map. Specifically, well go over two different map coordinate systems and show you the one we use.
Typically, isometric games take place on a tile map. There are two basic coordinate systems for these maps: Staggered or Diamond. Games usually use one or the other. We use Staggered in Nebuchadnezzar. Although it looks complicated at first sight, we have several good reasons for choosing this system.
Lets take a look.
From the beginning of Nebuchadnezzars development, we knew we wanted the maps to have a rectangular shape because its much more immersive. If all tiles are in range (0 - [map width], 0 - [map height]) then the Staggered map system retains a rectangular shape where as a Diamond map would have a rhomboid shape, and therefore, wouldnt fit the whole screen.
If all tiles are in this range, then we can store them all in the matrix data structure. This provides fast access to arbitrary tiles. This is very advantageousmainly during rendering, when in each frame we need to iterate over many tiles.
Its connected with another big advantage. Because rendering is one of the most compute consuming parts of a game, we only want to render whats necessary. This typically means: only the tiles visible on a players screen. In the Staggered systems rectangular cutout of the screen, all the tiles will be in range ([x1] - [x2], [y1] - [y2]). Thanks to this, we can exclusively iterate over this sub-matrix of tiles. Notice the diagram of the Diamond systemthere isnt a simple way to describe its range.
Of course, this system has disadvantages too. Mainly, its ineffective at interpreting coordinates. This is a problem, for example, when moving objects. If we want to move in the four main directions, the Diamond system makes computation of neighboring tiles very simple. Just add or subtract 1 in the [x] or [y] axis. This gives us all four directions. In the Staggered system, its more complicated, and also the formula differs for odd and even rows.
In general, most of the operations in the Staggered system are more complicated. Another example being the distances between two tiles (with limitation to the four main directions) or even the rotation of the whole system, which in itself can be a separate blog post. In the end, we have transformation functions between the Staggered and Diamond systems. And for more complicated operations, we may use the more convenient one.
With ongoing developments, theres a growing number of coordinate operations we need. Although none of the operations are complex, it can be difficult to invent and test them. Under the text, you will find snippets of our source code with some of coordinate operations. You can use the code in your own project or to test your spatial orientation.
Next time, well look at another type of coordinate system as well as other operations. For example, an important element is the transformation between screen space and game space. We hope you learned something new about isometric games in this post. Feel free to ask any questions about this topic or any other.
See you soon!
And as always, you can also read and discuss this blog post on our websites, forum or reddit.
/**
* @brief Get neighbor tile in the given direction.
*
* @param pos Cooridinates of origin tile.
* @param direction Neighbor direction in range <0, 7> for NE, E, SE, S, SW, W, NW, N.
*/
N_Point Tile_Scene::neighbor(const N_Point pos, const int direction) {
const int x = pos.x;
const int y = pos.y;
switch (direction) {
case 0:
return {x + std::abs(y % 2), y - 1};
case 2:
return {x + std::abs(y % 2), y + 1};
case 4:
return {x - std::abs((y + 1) % 2), y + 1};
case 6:
return {x - std::abs((y + 1) % 2), y - 1};
case 1:
return {x + 1, y};
case 3:
return {x, y + 2};
case 5:
return {x - 1, y};
case 7:
return {x, y - 2};
}
n_assert_msg("Invalid parameters.");
return N_Point();
}
/**
* @brief Get direction between two neighboring tiles.
*
* @param from Cooridinates of origin tile.
* @param to Cooridinates of destination tile.
*
* @return Direction in range <0, 7> for NE, E, SE, S, SW, W, NW, N.
*/
int Tile_Scene::direction(const N_Point from, const N_Point to)
{
const int x = to.x - from.x;
const int y = to.y - from.y;
if ((x == std::abs(from.y % 2)) && (y == -1)) {
return 0;
}
else if ((x == std::abs(from.y % 2)) && (y == 1)) {
return 2;
}
else if ((x == -std::abs((from.y + 1) % 2)) && (y == 1)) {
return 4;
}
else if ((x == -std::abs((from.y + 1) % 2)) && (y == -1)) {
return 6;
}
else if ((x == 1) && (y == 0)) {
return 1;
}
else if ((x == 0) && (y == 2)) {
return 3;
}
else if ((x == -1) && (y == 0)) {
return 5;
}
else if ((x == 0) && (y == -2)) {
return 7;
}
n_assert_msg("Invalid parameters.");
return 0;
}
/**
* @brief Get diamond coordinates for given staggered coordinates.
*
* @param pos Staggered coordinates.
*/
N_Point Tile_Scene::to_diamond(const N_Point pos)
{
return {((pos.y + 1) / 2) + pos.x + (((pos.y + 1) % 2) * (pos.y < 0)), (pos.y / 2) - pos.x + ((pos.y % 2) * (pos.y < 0))};
}
/**
* @brief Get staggered coordinates for given diamond coordinates.
*
* @param pos Diamond coordinates.
*/
N_Point Tile_Scene::from_diamond(const N_Point pos)
{
if (pos.x % 2) {
return {(pos.x / 2) - ((pos.y - (pos.y < 0)) / 2) + ((pos.x % 2) * (pos.x < 0)), pos.x + pos.y};
}
else {
return {(pos.x / 2) - ((pos.y + (pos.y > 0)) / 2) + ((pos.x % 2) * (pos.x < 0)), pos.x + pos.y};
}
}
Hi and welcome to our next blog post about the more slightly technical side of game development. In todays post, well cover almost the whole game because well be looking at the game loop: what it is and how it looks.
Game loop is the main part of a game program, where the game spend most of it's time. It is a basic logic which manage the whole run of a game. Of course there are step which are taken before and after the game loop but these are not important for this article. The basic architecture of a game loop may have many forms, but the the most simple and often sufficient looks like this:
Thats it. But dont forget, under each of these parts there may be thousands or even millions of lines of source code. So lets look at these parts in more detail.
At the beginning of a game loop its necessary to handle all the inputs which may affect the state of the game. Typically this input comes from the players devices like a keyboard, mouse or controller. But in a multiplayer game, input may come from the server as well. In VR games input may be derived from the position or movement of the VR controller. There are also other sources for input. This is the simplest function of a game loop but no less important.
The second part is simulation of the game world. Each pass of a game loop moves game time forward and its task, at this point, is to compute how the game world is altered during gameplay. Typically, this means: go over the games objects, compute their mutual interaction ( i.e. a bullet hitting a wall) and also compute interactions with handled inputs from the previous part of game loop. ( i.e. player press key to move forward) After the computation the game stores this new world state and goes to the third part.
The last part is rendering. In this part, we render the current state of the world to output devices. In modern games, this part of the process is the most performance consuming. But in games focusing on advanced simulation, the simulation part may be more demanding.
Parallelization
The biggest disadvantage of the mentioned model is that it doesnt use modern hardware in an optimal way. Thats to say, the usage of multiple processor threads. The most straightforward multi-thread model is to compute inputs and simulation on one thread and render on another simultaneously, or in parallel. But theres a problem. If we simultaneously change the world state in the simulation phase of game loop and render the world state in the rendering phase, then we will often render parts of the world before computing the next state. So the game loop process will get ahead of itself, and we dont want that.
One of the solutions would be to wait until the simulation thread is finished before moving on to the render thread but that would bring us back to the original model and with a useless thread. The better solution is to compute only the simulation in the first iteration, and to store the results. Then in the second iteration, we can compute both simulation and rendering concurrently, because the rendering phase uses data computed in the previous iteration and does not collide with the running simulation thread. The only disadvantage is that the rendering is one iteration delayed, but players wont notice in most situations. Even in this little problem you can see that, in general, the parallelization in computer games is complex and difficult because in games you typically have many dependent computations that are not easy to parallelize. Of course, even the mentioned parallel model is very primitive and modern games use very complex game loops consisting of many threads with different degrees of dependency to one another. Or even multiple parallel game loops where each one computes its own part of simulation or rendering. And that is, in short, a basic explanation of the function of a game loop: the process running in the background of every game, including ours. We hope you enjoyed the post and that you learned something new. Share your thoughts with us and others on our forum, Twitter, Facebook or Reddit. See you soon! And as always, you can also read and discuss this blog post on our websites, forum or reddit.
Hello and welcome to another UI update.
Today we would like to show you Nebuchadnezzar's latest UI screen - world map screen. In this screen you will manage all trade and diplomacy. All is subject to change. Mainly the placeholder cities :)
Do you like it? Share your thoughts on our social sites or here on Steam. See you soon.
Nebuchadnezzar
Nepos Games
Nepos Games
2021-02-17
Strategy Simulation Singleplayer
Game News Posts 115
🎹🖱️Keyboard + Mouse
Very Positive
(1300 reviews)
http://nepos.games/
https://store.steampowered.com/app/1157220 
Linux Depot [24.74 M]
Gameplay
From plowing fields to creating products, players must oversee the manufacturing of agriculture and goods for the city population. Players have an arsenal of tools to optimize their objectives. In addition, a maximum overview of their city helps players to solve problems and prevent population loss. Nebuchadnezzar’s gameplay is geared towards all types of players: from beginners of the genre to experienced strategists.Campaign
Nebuchadnezzar’s main campaign contains 16 historical missions covering the colonization of ancient lands to the conquest of Babylon by Persians in 6th Century BC. Each mission summons a different time period in Ancient Mesopotamian history. Players must carry out tasks important to the specific time and place of each mission, including the construction of historical monuments.Monuments
During the campaign players will not only build complex ancient monuments, but design them too. Nebuchadnezzar features an in-game “monument editor” giving players complete control over their buildings. From structural design to color scheme to final details: it’s in the hands of the player. Will you recreate history or make history? It’s up to you.Mods & Localization
Nebuchadnezzar was created with mods and localization in mind. Modders will be able to create their own buildings, goods, and monuments. And in addition, they can invent new missions and campaigns. All definition files are written in the easy to read Lua language. Localizing mods will not be a problem. You can create mods in multiple languages and/or add languages to existing ones. This applies to the base game as well.- OS: TBA
- Processor: TBA
- Graphics: TBA
- OS: TBA
- Processor: TBA
- Graphics: TBA
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