Legends of Eisenwald - Game Engine Update

Couchpotato

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Aterdux Entertainment posted the next Developer Diary update for Legends of Eisenwald with information on the game engine, and cost-effective development.

Differences about writing engines in ancient times & now

Volumes of processed content in games grew significantly unlike the principles of games architecture.

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What is “Legends of Eisenwald”


  • Indie Project

  • Huge premise

  • Small team, very little (or not at all) money

  • Creative development (many changes along the way)

Why does a project need a new engine?

Why did we need our own engine:


  • To do everything with a minimal amount of man hours

  • Minimal requirements to hardware

  • To get highly manageable visualization

  • To reach specific technical requirements

  • Not to depend from alien closed paid code

  • To have flexibility for constant development and upgrade

More information.
 
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I hope they've been successful...
 
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They created a reasonably nice product judging from this video:
https://www.youtube.com/watch?v=AFxchgKGQXE

- Good color usage
- Nice enemy targeting solution during combat
- GUI is nice graphics-wise, but the
- description and story spaces are compressed, sizes not uniform
- using 2D top-down view for the world map makes it less clear, they should have done amazing hand-drawn style for the map, but that takes lots of time, especially if random map generation involved

Minuses:
- the engine stutters in a way stop-motion cartoons play.. claiming x time acceleration is a weak excuse
- written information is poorly communicated thru display
- Battleground is poorly lit, they should have learned basics of 3D lighting from Kings Bounty.. this way its hard to make out what the heck is happening in the dark of shadows
- combat idle animation appears to be stuttering, its a let down
-
 
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Don't find those arguments for using their own engine very convincing... minimal man hours? yeah right, think I played the first beta over a year ago. Some developers just have to reinvent the wheel every time they write some code.
 
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Starting to wonder if this game is going to be finished. Backed it buy for a small amount.
 
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Starting to wonder if this game is going to be finished. Backed it buy for a small amount.
It will be released early next year based on a developer reply on another thread.
We tried to push for release now, in October. But that would have amounted to what some other games on Steam did - just proclaimed the game ready despite not being done. DF9 is a particularly good example to that. So, we keep working and will release early next year. New interface is almost done with fixing bugs, and other tasks are also in process. All chapter content is ready in Russian and mostly in English and being translated into other languages.
 
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Cost effective development… wait, didn't they run out of money? Hmm…
Yes they did run out of money at one point. It seems Steam Early Access and a new investor allowed development to continue. I'll have to try and find the news-bit .:)
 
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Starting to wonder if this game is going to be finished. Backed it buy for a small amount.

Devs are not silent and the game is closer and closer to release. Its better to postpone it than rush anything. After all the buggy budget games (understandable, they lack money to correct everything in time) and "not-understandable" buggy AAA games (from old Gothic3 to EA titles like BF4, Sim City, now AC Unity have some problems with frame rate…) people should accept it more easily when developers admits the game is not ready. Indie devs are not guided by strict business plans like EA/Ubi, thankfully.
 
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