Good progress on my new Medieval combat game

Wow it’s been a long time between posts. Not because I’ve been lazy, but because I’ve been busy! I posted a while back that my new Medieval combat game was going through the proof of concept stage where we were putting the Crafty game engine through its paces.


The good news is that we’ve finally finished all that work and as of this week we have moved into developing the game itself. What have we been doing all this time I hear you ask?


The bulk of the work has been testing Crafty’s ability to handle real-time combat. It may sound simple to say ‘when I click on the enemy, my player avatar should move up to the limit of his current weapon’s range and then begin attacking the enemy. Oh and by the way, calculate his attack speed, stamina per attack, hit chance and damage for every successful attack’. Yeah.


This ‘trivial’ exercise took us the better part of the last month and a half to test all the possible variables we think we’re going to throw at the game’s combat engine, such as:


  • Player health
  • Player stamina
  • Player speed
  • Player defence
  • Weapon hit chance
  • Weapon damage
  • Weapon speed
  • Etc.

The good news is that the Crafty engine is up to the task, and real time combat works nicely on our mobile devices. So what’s left to do? All the fun stuff! We need to:


  • Create the game world
  • Write the story
  • Create the enemies
  • Design all the weapons, armour and items
  • Draw all the artwork
  • Make all the sounds
  • Write the NPC dialogue
  • Develop multiplayer
  • Throw it all together and hope that it’s a fun game

I am really hoping to release in August of this year, my goal being to have something to show to people at GDC Europe. I’ll try to post progress screenshots as soon as we have some nice screens to show.

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