The Thrill of Combat - State of the GameMay 11, 2023 - Community AnnouncementsGreetings once again, Great and Mighty Netherlords! We return to you at long last, with the first of several important updates on the development of Lords of Nether! It has been some time, as we have been immensely busy behind the scenes. We have been working on a number of big features, while also making tweaks, adjustments and improvements to other things such as dungeon layouts, lighting and more, but more on those in the next update. Today, we focus on the first of these features – Combat! Developing our combat system has by far been the single biggest task we have undertaken in Lords of Nether. Combat is a very prominent and important part of LoN's gameplay, as you can naturally expect to be doing a great deal of fighting while conquering the world! We must therefore make sure that the experience is fun and engaging. https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExY2UyNTc1MWU2N2I1NmQ3OTM5NWQ1NmJiYzdhYzQ0MTcyMzU2NzAwMSZlcD12MV9pbnRlcm5hbF9naWZzX2dpZklkJmN0PWc/zAqQr21RKBRdTASRID/giphy.gif In addition to the regular challenges making a combat system for a real-time strategy game would present, Lords of Nether is at its heart a simulation game, where your orders are only a part of the equation when it comes to what your minions do in combat. As such, we are presented with a rather unique, but exciting challenge – how to make combat fun, with units autonomous enough for the player to feel like they are in control of (mostly) living, thinking creatures – a sort of loosely directed chaos! As no tried and tested solution for what we are doing exists, we have to design and build this entire mechanic and all its systems completely from the ground up. So, here are the first steps we have taken in that direction! 1. Awareness Knowledge, my Lord, is power! And the first step in acquiring knowledge of one's foe is by using one's senses! Therefore, your minions (as well as your enemies) are now equipped with several: Vision – A cone-shaped field of vision that allows units to perceive each other. This vision can be blocked by certain obstacles, such as walls, making it possible for units to lose track of each other. https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExMGE4YmEzNjQ2NGRlZGE3YjRhOWI3NDc2NDFjZWI3NDdlY2IyMWI5OSZlcD12MV9pbnRlcm5hbF9naWZzX2dpZklkJmN0PWc/KzNNu62n43zdayLrVs/giphy.gif Sound – Units are equipped with a hearing radius in which they can perceive loud sounds, such as the chaos of combat or the heavy stomping of trolls and armored foes! https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExN2Y3Yzg1NzM2OGRlYTJlZWQ2OWQ3MmYyMDBiZGMzZjRhMDdjMzg3YiZlcD12MV9pbnRlcm5hbF9naWZzX2dpZklkJmN0PWc/qdWlOaTnoar2j5Aiiu/giphy.gif Proximity – Standing too close to a unit will alert them to your presence, in order to prevent units being caught entirely off guard, unless certain abilities are used to nullify this sense. https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExZDkyNTdjNTMwOWZhODhmMWUzNTEyZDlmMDQ4YTNjYmY5ZGY0MGI5YyZlcD12MV9pbnRlcm5hbF9naWZzX2dpZklkJmN0PWc/np2B...Lords of Nether Dev-Stream #1Dec 13, 2021 - Community AnnouncementsGreetings, Netherlords! We are excited to announce that we have decided to do our first ever dev-stream for Lords of Nether on the 18th of December, at 4PM GMT! A bit of an impromptu and last minute decision brought on by our passionate Discord audience, but we are more than happy to begin this next step in engaging with you all more directly! Join us at the platform of your choice! Twitch - https://www.twitch.tv/lordsofnether YouTube - https://www.youtube.com/c/LordsofNether We will reveal concept art for a brand new playable Netherlord, previously kept a mystery! We will showcase the game as it stands currently and we will take questions from our wonderful, malevolent audience! To participate in the QA round, we ask you to join our Discord channel via the link bellow and use the designated channel! Discord Server - discord.io/lordsofnether As we have had to do all this rather last minute, we have not had the time to figure out the setup for Steam Broadcasts, so we will not be broadcasting directly to Steam for this one. We do however intend to do so for the next Dev-Stream! We apologize for any inconvenience this may cause. We look forward to seeing you there and sharing many dark daliances and secrets with you, Lord!Dev Log #1Sep 18, 2021 - Community AnnouncementsGreetings, aspiring Netherlords! Welcome to the first ever Steam development update for Lords of Nether! We wanted to kick this whole thing off officially, as Lords of Nether's store page has now been live for a little over a month! And what a turnout it has been! We have been watching the wishlists flow in and we are absolutely humbled by the response we have received from you all! Thank you so much! So, to start off, we would like to introduce the game more intricately and describe the pillars of it's design, to give you a better idea of what Lords of Nether is all about! So let's dive in, shall we? {STEAM_CLAN_IMAGE}/41034308/0be65867f83a532a31542d48cfa8282ab00b0c2a.gif Introduction Lords of Nether first began many many years ago as the side hobby project of one young teenager, drawing little line-ups of characters for a game he dreamed he would get to one day make. Now, all these years later, that dream is fast becoming a reality, having become a project worked on by a small but incredible and dedicated team! We have all poured our love, dreams and passion into Lords of Nether and we look forward to the day when it is in your hands, as we envision it to be! But just what is Lords of Nether? Well, as is likely obvious to many, the initial inspiration of the game began with Dungeon Keeper, those many years ago. A fascination with being a dark power, moldering in the dark, dank depths of the earth and amassing armies of evil creatures to soak the earth with the blood of goodly heroes. In the years since, many, but not -so- many games have come and gone who have shared the same inspiration, each attempting to do something different to one another. So from that initial seed that was Dungeon Keeper, sprouted a niche genre that we in the community have come to call Dungeon-Managers. This genre however, is a bit poorly defined, given the various entries that have come and gone. To us, Lords of Nether is a hybrid of the traditional God-Game genre, which Dungeon-Managers are a subset of, as well as Real-Time Strategy. We have long since longed to have a greater degree of control over what goes on in games like this, be it greater level of customization while building your underground domain, or more intricate control of your units, to allow for cunning strategies and the ability to react to events during combat as they unfold. So, to put it succinctly, Lords of Nether is a hybrid God-Game/RTS that leans more heavily on direct, rather than indirect control. It puts you into the role of a powerful dark entity, an ancient and nearly forgotten evil known as a Netherlord, one of four such beings, who seeks to return to the world and wrest control of it from the forces of Light. You will get to excavate and build intricate dungeons, more suited to your tastes and needs than ever before, as well as lead armies of varied creatures from folklore, myth and popular fantasy culture. From Goblins and Hags, to the very Living Dead and Demons brought forth from the B...