Aah, the temperate winds of October. To get the obvious out of the way – as predicted in our last newsletter, we haven’t hit the target we set ourselves of summer 2017. It’s now autumn / fall 2017, no matter how you spin it, but there’s no point looking backwards. We’re not making excuses, and we’re going to try to be as transparent as we can be. A recent internal audit of the work left to do to get the game to beta stage revealed that we’re likely several weeks out; in short we’ve underestimated.
We’re not the first developers to do so and we won’t be the last, but that doesn’t make it any less frustrating for everyone involved. We’ve opened our big optimistic gobs too soon and are a bit annoyed at ourselves for that. That said, development continues more intensely than ever.
To talk realistically about release dates – if everything goes as planned (and honestly that hasn’t been the trend recently) we’re talking closer to the end of this month for closed beta. Still, we refuse to rush it through and give you something unworthy of your time.
There’s an adage that more seasoned developers than us are very familiar with – the last 10% takes the longest, and we now understand that. If Empires of the Undergrowth were a piece of Ikea furniture we’d now be at the point where it’s basically assembled, but in tightening one bolt you realize another one needs more work, then that you’ve put a piece in the wrong way round, then another loosens – and boy do we have a lot of bolts to tighten!
That doesn’t mean there hasn’t been progress – there has, some of it really beautiful to look at – so let’s crack on.
Rise of the Colony
This short cinematic view of the rise of a colony was made by John. We had to ask him to double its length and make it a video rather than a GIF because we thought it was so good. A Formica fusca (black ant) colony rises from its humble beginnings.
Day / Night Cycle
As the sun sets and day becomes night, the shadows lengthen and the creatures of the Undergrowth stir. Many are more active after dark, meaning more danger for the colonies that live here. Perhaps it is best to stay hidden in the safety of the nest until dawn comes – as it always will, heralding a new day and new opportunities. The ever-changing landscape of the Undergrowth breathes as if it’s a living entity itself.
A lot of levels will have a day-night cycle that signals changes to the creatures you’ll be facing, in some cases making it safer to stay in the confines of your nest until day breaks. But sometimes desperation means you’ll have to venture out into the night – this is the balance you’ll have to strike if you hope for your colony to survive.
Victory / Defeat
Will you be leading your colony to defeat… or victory? Either way, you’ll have these to look at! A traditional part of RTS games and we wanted ours to be comprehensive and satisfying. You’ll get stats on your activity during the level, an overall score and an overview of the level’s achievements. Please note that the score screen itself is made up of placeholder information since it is a work in progress – sadly, there will be no dinosaur god in the game!
Think a game about insects carving nests out of the dirt can’t do drama? Think again. As a progression from the above victory / defeat screens, Liam and John thought it was all a bit impersonal. So they went about giving you a decent excuse for having a little cry about losing a level.
It’s all over. The queen is dead; her enemies are feasting on her corpse and some beautifully dramatic music is playing. If you don’t succeed in a level of Empires of the Undergrowth, you will at least be caressed into oblivion by a wonderfully mournful composition.
The music in Empires of the Undergrowth is responsive and modular – if your colony is engaged in conflict, it’ll sound more military than it will when they’re at a temporary ceasefire with the neighbors. This means there’s a lot of music to compose, and it’s been immensely satisfying for us to hear this as Liam completes it. Here’s 11 minutes of a track, which shows just how much has to be done.
Well now – look at this dapper young chap, off on his morning stroll along the beach, greeting his neighbors as he goes, dressed in his best top hat! “How d’you do?” he seems to say, in finest received pronunciation.
A brief look at one of the more whimsical features we’re including in Empires of the Undergrowth – arachnophobia mode! Off by default and completely optional, of course. We’re hoping the charming selection of headgear will make the spiders a little less threatening for those who don’t like them – and unlike Team Fortress 2, we’re not going to make you unlock them!