Long time without hearing from us, huh? But these couple of months away doesn’t mean we were not working on Anthropomachy… we just really needed some time to get everything in order. And now it’s time to show you some results of these efforts! 😀
Redesigning stuff
While we were away we made several changes in our art assets making them not only prettier but more intuitive. Actually, even the game’s logo is a bit different. We felt that while everything looked nice, it was not really worthy of such marvelous Gods. So, much of our time away was spent designing changes to how the game looks and feels. There were a few other things, as I’m going to show you in a bit.
New map, new world
Today I want to focus on our beloved new map! <3 Isn’t it amazing? As before, there are 72 interactive areas in the map which will be labeled accordingly. Don’t worry about the labels, they will disappear as you zoom otherwise the screen would just get too crowded.
Before we continue, let’s briefly talk about why we decided to join two or more countries under one single area. Well, there are several reasons.
The first is that if we were to use every country on the planet every match would take too long (There are, after all 195 countries in the world). Also, some countries are so small that interacting with them would be highly frustrating (trying to click on Monaco and not getting France would be challenging, to say the least). Finally, we have our own limitations in personnel and since we want to make sure that every country is completely up to date in its political scenario, having every country on the planet would make the whole ordeal almost impossible. And making sure that the political scenario is realistic is one of our biggest concerns – Remember how import it is for us to have real information about all countries included in our game?
But back to the new art, look at those colors and the little details that help to better describe nations! Since our main screen is a map (as many RTS games) we needed something special enough to Gods and players to enjoy. Let me highlight some of these elements:
At the end of the day we wanted a design that would instantly be recognizable (with the vegetation being where it should be) but also with a certain “it” factor that shows that while this is undoubtebly our modern planet Earth, it is being viewed by a different kind of being.
Making blessings and curses visual
After some months studying about greek mythology, UN reports and GDP data, all 500+ powers are finally written! Each one of major and minor Gods got their own set of abilities and are ready to start conquering Earth! But is not just a nice text that will make a great impact, huh? So we started right away to develop some VFX effects and plan how we’re going to apply them to best show the God’s consequences over our planet.
What’s next?
Well, we’re working on so many things that I’m not sure which one is going to be ready first. We intend to show you all the UI elements or explain how to work on the ability tree screen soon, but who knows what may come up first? There’s really a lot being finished and most of them make us so excited and happy! 🙂 The only thing we can promise is that we do not expect to be away for so long again. Anthropomachy is coming out in the second semester and we’re going to do as much as possible to keep improving it without delaying our target date.
See ya!