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Feudums follows the story of your aspiring Noble House through the arc of games, from gaining rulership over your first, tiny feudum, onto your epic journey to forge your legacy in a medieval realm being ripped apart by political intrigue.

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March Update

News

March has come roaring in like a lion - and I'm not talking the weather (although I certainly could - it's been crazy in both the States and Europe!)

Server Side

  • Steve crossed the finish line of implementing the latest batch of user-related code enhancements (mostly admin shortcuts and features) and the remaining Collectibles.
  • He has then moved on to cloud-based Game Catalog implementation (on top of the Game Model & Frame we've finished in February)... at last!

Webpage

Ops: We've fixed the remaining stuffs for full SSL support, various css/html errors, the twitter feed on the footer, the wondering facebook like button on the content types, updated the text editor and other Modules, etc. We've also finished some important tweaking of the backup system (as it tended to jam, burning our time). Our goal here was to minimize chances that the site would give us extra headache during our next development phase. ("Ops" is for information technology operations, ie. maintenance, deployments, updates, etc. to keep things running smoothly.)

Shared Code

We've created a short teaser of where we stand at the moment, showcasing our Game Frame & Local Game implementation from the last report. First, you can see the small Local Game Management console at the bottom of the screen, from where a local game can be managed and the player can join or leave a game in upcoming or running status (so long there are unreserved slots in the game). The framework is actually working - game is ticking when started, handles subscriptions correctly, sends the appropriate immediate (ie. statuses) or time-based (tick) updates to participants and so on. It can be also paused and resumed on demand. This console is for testing purposes, so likely won't be part of the final product (since we're moving game logic to the cloud) but it can demonstrate the framework's lifecycle (and make it testable) correctly.


backup link (Youtube)


The game implementation is already utilizing moddable elements. The world is initialized through a World Template, the map is generated - based on the World Template's settings - by a World Builder AI test implementation. The Game Frame is handling things the attached Director AI shouldn't touch (ie. the world calendar and time processing) while ticks, participant statuses are evaluated and processed by the Director AI (defined by the World Template settings). These AIs are not overly complicated - the test Director AI, for example, just slowly uncovers the edges of the world map for the player -, but can demonstrate the layers and roles of the underlying system.

Client Side

  • The video also shows Seasons and it's base GUI implementations. Seasons will differ slightly from their Phase 1 version. The current implementation features a Game Calendar, which can be uniquely setup for each game and is fully templatable. Amongst others, Calendars have a start date (so the first tick can be anytime within the calendar year), a length (from which an end date is calculated for the default "score-based" Victory Condition). A calendar defines the cycles (seasons), while cycles have their periods. A calendar year might have less than four seasons and seasonal periods can also have different lengths, as it is demonstrated in the teaser, and the whole implementation is open for custom (additional) seasons or period types for later. The Season Indicator (in top right corner) has also been re-created, so it won't only show the current season, but can also follow the current tick within the season/active period and can correctly show the different lengths of each period. The map is also updating when seasons change (animations are not final in either case).
  • Mat also spent a lot of time dealing with additional visual clues - Weather Effects - for Seasons, something we all felt was missing from Phase 1.

Weather Effects - Rain (v1)
March Rain, v1


These effects will be generally controlled by the Running Game's AI logic and template, so when there is a blizzard, it'll hit everyone the same way (Segmenting active effects to specific locations would be a bit overkill for a "visual flavour" kind of feature, but in theory, that could be achieved as well). It's about half-done, with a few bugs to fix and some implementation logic still to be written.

Season Effects: Snow (v1)
Jon Winter Snow, v1


There is an ongoing poll for modding priorities, please take a look and cast your votes. We've also re-opened our other poll about platform priorities, don't forget to also vote there if you haven't already. Yes, both questions mean we're crawling towards a new demo.

And last, but certainly not least, Sándor is also turning his engines back on, and will continue working on arts and assets for the project.

Until next month!

Real life is tough!

Real life is tough!

News

This is the part of the development where real life gets in the way.

Feudums Releases Coat of Arms Creator

Feudums Releases Coat of Arms Creator

News

What's a knight without a coat of arms? Feudums releases its Coat of Arms Creator!

May Update

May Update

News 1 comment

All great campaigns recognize when it's time to re-group before blitzing ahead.

Feudums is Greenlit!

Feudums is Greenlit!

News

Excellent News! Feudums joins the ranks of the Steam Greenlit.

RSS Files
Feudums Preview 0.1.2.3 (x64)

Feudums Preview 0.1.2.3 (x64)

Demo

A Coat of Arms in the Feudal Age was more than decoration. It told a story and the character of the bearer through the language of Heraldry. With FEUDUMS...

Feudums Preview 0.1.2.3 (x86)

Feudums Preview 0.1.2.3 (x86)

Demo

A Coat of Arms in the Feudal Age was more than decoration. It told a story and the character of the bearer through the language of Heraldry. With FEUDUMS...

Comments  (0 - 10 of 16)
Sasuna_Tenachi
Sasuna_Tenachi

question... is this game like one of those games for your phones? like clash of clans and such? or something more along the lines of crusader kings? can i play by myself with a bunch of ai?

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markjohnelliott
markjohnelliott

Hi Sasuna!
Great question. This game is being designed so you can play on your PC, Mac, tablets and phones. You'll use one password and account name for access across all platforms. Initially, it will be released as a MMO but eventually multi- and single-player versions will be released. So, yes, you'll be able to eventually play as a single-player against AI opponents but you'll have to wait just a bit longer for it. :)

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Guest
Guest

when we can test it??? Looks great!

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markjohnelliott
markjohnelliott

The complete playable game will not be ready for a little while yet. But, we have just finished the Map Creator, and are planning to let our early backers take a look at it as soon as we can verify its "bug-free" ... probably another week or so. After that, we'll allow everyone to take a look at it. Our programmers have moved on and are currently working on adding the different modules needed to make the game run -ie... economics, diplomacy, and warfare. Right now, we're hoping we'll be ready for a beta test in mid-December or so. I'm sure we'll need additional testers so if you haven't liked our Facebook page, you should since we'll post invitations to join the beta test there. As of right now, we're still on schedule for a February general release.

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markjohnelliott
markjohnelliott

Looking forward to this adventure!

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Fruziek
Fruziek

i signed up today for the 1$ backing today is it not to late? IS it still active yeat?

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.MM. Creator
.MM.

Hi Fruziek, of course it's still active :)

Reply Good karma+1 vote
Thraxas44
Thraxas44

I love some of the ideas in this game, theres enough thats familiar that it feels comfortable but with enough new twists that it's something new

When comparing to games in a similar genre the graphics are nice, and fits nicely with the music to give a good atmosphere - I thought it interesting that the once youtube with no music felt far flatter than the rest.

I love the idea of gifting land in return for vasslage / alliance, I dont know how it will work in practice - it might be nice to give a friend a leg up into the game but beyond rl friends I'm interested to see how the social aspect will work ... for me the best online games get strangers working together as a team building personal and team loyalties.

I'm a little chilly on the name though - its sounds like baby feudalism - a portmanteau blend of feudal and diddums perhaps ...

I cant wait to see more details of the actual gameplay mechanics ...
- is there any game objective other than conquest & world domination?
- what will be the non-militaristic aspects to the game
... theres obviously some resource gathering element & levels of diplomacy
... will there be non-battle magic?
... will there be espionage aspects?
... will there be any requirement for governance of your population?
-Am I overthinking this in asking these questions? :)

Thraxas

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.MM. Creator
.MM.

You aren’t overthinking anything - these are great questions, which I’ve tried to briefly answer in the forum section: Slidedb.com

Please check them there and feel free to comment!

Reply Good karma+2 votes
Thraxas44
Thraxas44

It all looks very exciting and impressive.

I'd agree that many many in the past have promised F2P and even meant it but ended up delivering P2W ... that said none of those developers were MM, my memory of MM is that he's a man of his word and I trust him.

I'm definately going to show my support and be a donator.

Thraxas

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.MM. Creator
.MM.

Thanks for your trust. But don’t just take my word for it - we’re completely committed to genuine F2P, and we’re already making efforts to make sure this happens. Letting our community discuss our monetization strategy and suggest changes if they have better ideas, offering votes to all our Backers on design choices and generally having all our cards laid out on the tables are fundamental parts of the guarantees we developed to keep the game on the right track.

It is our understanding that - even accidentally - turning FEUDUMS into P2W is as disastrous to us as our players - we know that would be a fast-track to losing our community, erasing our small studio from the game-makers’ map and losing all the time and assets we’ve so far invested into the title. Guarantees serve both the players and us. We’re in this together! :)

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Feudums
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Creator
.MM.
Engine
Unity
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Check out #Feudums latest public #DevBlog: Feudums.com #indiegamedev #gamedev #unity T.co

Apr 15 2018

The weather is wild in #Feudums too! Feudums.com #ScreenshotSaturday T.co

Apr 14 2018

Calling all #Feudums' Vanguards! Get the news before everyone else -- Read some great news in the Barracks!… T.co

Mar 20 2018

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Mar 18 2018

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