Caput septimum: Renaissance
Salve Internet,
I am Carmine Siena from Corvo Bianco Entertainment. Welcome back to the devlog series regarding the development of Villanus: Imperium Romanum. Huh? A new set-up! What a nice occasion to open chapter number seven then.
First of all, let me tell you how sorry I am that it was so quiet the last couple of weeks. Due to my move from the south to the west of Cologne, the whole February and also the end of January were completely filled with moving, buying and building furniture. One might not assume that two small student apartments could be so stuffed with things. So, carrying around all the belongings of me and my girlfriend took way more time than expected. Maybe you are asking yourself where I am, since this is not the usual devlog scenery. This is my workplace in my new apartment.
Of course, this also meant that the development of Villanus has been reduced to a minimum, due to all the other work that needed to be done first. Nonetheless, it did not stop and for the last two weeks now, I am already increasing my daily workload again. So, what is the current state then? Well, since the core mechanics of the game are already done – at least in their first version – I am currently working on creating the first building models that actually show what they are supposed to be, instead of being mere coloured blocks. This is obviously a very time-consuming task for one person on his own.
Additionally, I am still refining the menu UI as well as having to overhaul the in-game UI, to match the newly designed menu. Simultaneously, I am figuring out which other functionalities to put into the settings, both, generally speaking as well as for configuring the endless games themselves. If you have any specific wish, feel free to leave a comment, so that I can have a look into that. There is no better feedback than yours, from the community, since I want to tailor the game specifically to your needs and wants.
In case of the development efficiently progressing, I am planning on finishing the “first playable” at the beginning of the second half of this year. This would also mean that the first playtests will start. Since the “first playable” is still a pre-alpha version, feedback in these playtests is of utmost importance. You will receive further information on how to participate in these tests in the course of time.
I hope that you are happy to see that the game and I are still alive. Expect some cool new info in the next weeks. If you have any further questions, make sure to leave a comment in the comment box below! Connect with us on Facebook, Instagram and Twitter – both, Villanus: Imperium Romanum and Corvo Bianco Entertainment are on these channels.
If you want to support the development of this amazing project, head over to our Patreon page and become a patron. I am very grateful for each and every one of you aiming to help me realising this game. And don’t worry: you’ll get some pretty cool benefits for pledging!
I am looking forward to hearing from you guys! Have a very merry yuletide and a happy new year! ‘Til then: happy gaming and “in vino veritas”.
Cheers guys!
Villanus: Imperium Romanum
A singleplayer RTS set in the ancient Roman empire
Status | In development |
Author | Corvo Bianco Entertainment |
Genre | Strategy, Simulation |
Tags | ancient, City Builder, Endless, Real time strategy, roman-empire, Singleplayer, Unity, villanus |
Languages | German, English |
Accessibility | Subtitles, Configurable controls |
More posts
- Caput nonum: QUO VADIS '19Apr 27, 2019
- Caput octavum: InsightsApr 11, 2019
- Caput sextum: Recap 2018Dec 08, 2018
- Caput quintum: IndependenceNov 17, 2018
- Caput quartum: BuildingsOct 28, 2018
- Caput tertium: ResourcesOct 08, 2018
- Caput secundum: SocietySep 15, 2018
- Caput primum: IntroductionAug 26, 2018
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