Hey guys, so have an update today detailing the beginnings of the world map and challenge/tournament mode. Tournaments are an integral part of core gameplay although they only appear mid-game and are used to determine the power structure of the kingdoms and domains. They are mid-game because there are precursor events that lead up to triggering tournaments, so challenge mode just skips the first part of the game and focuses on the tournaments themselves. There will be a tournament ranking ladder (which I've nearly finished) that showcases the participating groups and will update as you progress further up the ladder.
Each fight in the tournament is more or less a death match between two groups putting everything at stake to have a shot at obtaining lands and wealth. Between each tournament round you will complete tasks to gather intel on your opponent, such as who their leader is, their group strategy and classes. You will also have time in between each fight to train up your mercenaries and explore the map outside the village. You will also have to deal with the day to day struggles of just trying to survive until the tournament fight day, you will be able to receive contracts from various questionable individuals and when interiors are implemented, you will be able to "plunder all sorts of holes", in the ground like caves and dungeons.
The combat UI has also gone through another update, although it is a small one. Also a note on the world map, the towns are represented on a 1:1 scale, I've decided to go with this route because the overall scope of even the largest cities won't be so large that they are unpractical to portray on the world map. The world in Dead Monarchy is more or less recovering from a crisis which decimated most of the population, so the towns and cities are built around to cater a smaller population. This will help add more detail on the map, because the overall detail will be kept to a minimum. The finer details of the town will be abstracted like roads inside or people, but the layout is the same. There won't be grass on the world map but trees are presents and hopefully rivers in the future. I think this is more or less a nice balance.
The map is fully nav-meshed and a model will represent the player allowing you to traverse the map. As you traverse the map you will encounter random events and at all times the world clock will keep on ticking. Each day at 12pm, food and gold are deducted and if the requirements are not met, morale will drop. The further morale drops the higher chance members will leave.
While the clock has been implemented, time of day lighting hasn't yet, nor weather which I hope to implement as well later. Shadows are "disabled" or to put in better words not implemented yet as I am implementing shadows differently to how you would project them in default Unity workflow.
The demo is shaping up to be:
1. One town, that hosts the first tier of tournament or tourney. It determines the local champion of that specific town. There are 3 rounds or 3 battles. Tournaments are not to be underestimated, a lot is at stake, like your own life. You can prolong the fight date of your tournament fight by bribing officials.
2. A small portion of the map surrounding the outlying areas of the town.
3. A few dungeons and caves to plunder.
4. 10 armor sets, weapons which are hosted in a shop in town.
5. Random events on the world map.
As usual things are subject to change, but at this point this is what it is shaping up to be.