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Fixes
Hey folks, the first major update for Medieval Knight (Version 0.2) is now available. I have been working on it for almost 2 months. The Game is now running on Unity Engine and I have reworked core features. Unfortunately, I forgot to mark the features and menus that are still WIP or have no functionality, which I will resolve soon with a small fix.
Hey folks, it's been some time since the last update. I have been working on a port to Unity, which has some new features and enhancements like:
Patch Notes
Hello folks! I have to share some important information for Medieval Knight with you. As you can see right now, there is not very much of gameplay in the game, I will continue my best to deliver content as fast as I can, but there is a big problem, which I have to resolve right now. Due to Windows 11 new Virtual Terminal (CMD) I've run into problems with resizing the window to the right size. Unfortunately there is no function (for now, it's in the backlog on their Github), so I only can make the game run through some workarounds. I have decided to rewrite the Game, which will take some time but I will continue updating it while I am doing so. You can join our new Discord here.
Patch Notes
Hello dear community, We have decided to start a small Kickstarter campaign (300 EUR) to get some money to expand our knowledge in the field of graphic design and game design and to buy the corresponding software. It would help us a lot if you support us. Of course, this gives you the opportunity to buy the game at a lower price. If the Kickstarter campaign is not successful, nothing will change for you or the game. Apart from the current design, this will be improved at a later date. You can find it right here. Kind regards, Maximilian Drews
Dev Diary #2
It has been a little over a month since the last developer diary. A lot has happened in this time, for example, there are now the first elements for managing a community. You can build buildings, manage resources and simulate a round. Furthermore, there are now game saves to save all progress, here we are still trying to support the Steam Cloud until the release, so that you can synchronise your game saves across the platforms. The localisation is also new, so the game will also be available in several languages. Again, I'd like to refer you to our Discord server, where you can occasionally find advance information or screenshots of the current state of development.
Administration
You can expand your community, create production buildings, manage resources and grow the population.
(Work in Progress - Resource Overview)
There is now the possibility that you can look at the resources of your city, later there will be a proper
administration to trade and regulate these resources.
(Work in Progress - Construction Overview)
In the construction overview you can find the current orders and see how long it takes to complete these buildings.
(Work in Progress - Construction Contract)
It is now possible to commission buildings, in advance you can see how much they can produce per month, how much it costs to run the building and how long it can take to build.
Localisation
As you have already seen, the localisation is not yet complete, but this will be done in the coming time. At the moment, the localisation is limited to English and German, but will be expanded to include Russian and Ukrainian by the time of release (thanks to Muphlon for this) and hopefully further expanded with the help of the community.
(Work in Progress - Localised Main Menu)
Closing
That's it for the developer diary today, if you have any questions, ask them and we will answer them.
Hey, our first giveaway will start on the 1st of June at 6pm (CEST), it will run until the 30th of June at 6pm (CEST). The grand prize is 2x Discord Nitro (1 month) and 3x Medieval Knight (Steam Key). Join it on: https://gheed.com/giveaways/g-O3oz
Introduction
Welcome to the first developer diary of Medieval Knight. Today I will introduce you to the character creation. I would like to say that you are welcome to add your ideas and that this is still a work in progress, so everything can change until the release.
Explanation
Besides the possibility to create a character by random generation, there is of course also the possibility to create it yourself. In doing so, you can determine or choose the gender, the first and last name, the month of birth, the age and the level of difficulty.
Preview
After the greeting, the first question comes up. You are asked to choose your gender. You can choose between male and female, but it should be noted that the game will be much more difficult for a female character, as you will not always be taken seriously by male rulers.
Image 1: Selecting the gender
After choosing your gender, you will be asked for your first and last name. This can be chosen freely.
Image 2 and 3: Selection of first and last name
After entering the first and last name, you can select an age. This has small advantages and disadvantages. You start as a 20-year-old character with better stats, but may have a shorter life, as people in the Middle Ages did not live very long. After selecting the age, you are asked for the desired month of birth, which does not play a relevant role.
Image 4 and 5: Selection of age and month of birth
Now comes the question of the difficulty level, this specifies the starting capital and some multipliers for the combat and construction areas.
Image 6: Selection of difficulty level
At the end there will be an overview and if necessary every entry can be revised or changed. After that you can finish the creation and you will be sent to the customisation of the first city.
Image 7: Overview of character creation
This brings us to the end of the first developer diary, more will follow. Please don't forget to join our Discord server to see occasional pictures of the development.
Welcome to the shop page and community hub we launched today. If you are interested, you can now also join our Discord server. https://discord.gg/GBAgNGhWwU
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