Tech Update from Medieval Empires CTO, Moritz Voss

14

November 2022

Team Medieval Empires

Medieval Empires is moving further along its journey to the much-awaited game launch as it gets closer to the token generation event. The tech team has been working tirelessly to make sure that all functionalities and user interactions work smoothly throughout the TGE and beyond. Our Chief Technology Officer, Moritz, has some interesting updates from the tech side of the game that would get our users excited!

Enhanced UI Management System

We are currently extending and standardizing our UI as more and more game modules become a part of the game. We decided to use the fantastic Doozy UI Manager 4.5 in Medieval Empires to improve the creation, management and animation of the user interface. Game designers will have a lot more design flexibility and much less code to deal with, which means a faster and smoother process to create views, buttons, popups and more. The widespread functionality of the multiple systems within the Doozy UI makes the game design and UI flows and behaviours easy for game designers, resulting in a better more enhanced user experience for the gamers!

One of our current UI concepts we are exploring - a clean, high-usability look optimized towards playing the game on a PC or Mac

Additional Data Layer for Improved Development Processes

In order to make things simpler and improve the overall structural complexity of the product, we have worked hard on our data layer – almost a version 2.0. This will remove a lot of repeated code and reduce boilerplate by nearly 50% right off the bat from, for instance, anything you want to show on the world map or the towns. The game loads quicker and has more relevant information available to the players from the get-go! It also allows the tech team to better deal with over-fetching, which is currently not a problem we have but might run into as the user base increases. We want to keep this game running smooth no matter how many thousands of new users we get every day.  

The new data layer also gives us a chance to provide users with an improved onboarding experience, where new players automatically receive a crypto wallet that simply just works in the game. This happens before they even need to create their password or connect their personal Metamask or Discord accounts to authenticate, making our blockchain game more fun and accessible!

World Map Module

The World Map module is already live, and users can access it through the showroom on the website. We are constantly updating the look and feel of the world map with, for instance, better, nicer, and smoother borders. We are also using lighter weight data formats for updates in the world map, which will help decrease the floating times and reduce the building and rebuilding times.  

Updates are in the works where the current theater - Turkey, Byzantium, and the Crusader States – is shown embedded in the true game world, opening the way for us to add new and interesting regions to visit and conquer in the future!

Another update is improving the nesting and loading of Prefabs in Unity which will help reduce the required manual checks and creation code on a lot of factors. So, for instance, if anything is missing or incorrect, it will automatically be identified in editing and can then be manually fixed, saving precious developer and designer time. This helps us streamline our processes and improve the overall output in terms of product functionality.

In addition to that, the tech team has also been working on the Unity Addressable system, which will give a lot more control to the players in terms of the amount of content they want to download when playing the game. For a game as big as Medieval Empires, it is important that at any given time, the players’ devices only need to load and display the parts of the world that matter to them.

Internal tests show that these changes improve the user experience by reducing the time to drop into the game by a huge margin. For example, if you want to expand your realm into Mongolia in the future, that Theater will automatically load via the internet, only adding exactly what you need to your local install of the game!

Smart caching of these downloads can make sure you won’t need to download twice, and your game keeps itself up to date.

Upgrade of the Town Builder Module - Look and Feel Prototype

Towns are the slots on NFT Land where players can settle and build, design and grow their economy and build a military. This is where some of the most integral parts of the gameplay take place, including training troops and resource collection.  

Each player-owned land, also called a county, has between 4 and 16 town slots, and the land’s owner, the Clan Lord, can assign these to other players to settle and build on, collecting taxes from them as they play the game.

We are currently implementing Town Builder gameplay in two tracks: First, a Visual Vertical Slice that our Art Director and Visual Development team are working on. This will provide us with the visual target that the game development team is shooting for! At the same time, the tech team is already working on a Look and Feel Prototype. The latter explores rendering, camera angles, and lighting. The real focus, however, lies with interaction and playability. It just needs to feel right to plan, place, and upgrade your buildings.  

A significant part of our tech and art team is dedicatedly working on this part of the Town Builder, taking care of the user experience, game play, and visuals. As seen in the recent AMA, they do this working in a game development process called Greyboxing – where shapes matter more than textures, and the designers can ensure every building and game object is instantly recognizable and fits the bigger picture.

Eventually, updated models, textures and details such as faction flags, particle effects, and additional lights would be added to give the town builder its final, beautiful look. We want to show the community that we are creating a game that feels good and has smooth functionality. Both the tech and art teams are working hard at the back end to ensure flawless user interactions with great aesthetics, giving you all the feel of a modern and well-rounded game based on a medieval era!

To learn more about the extraordinary process of the creation of the Town Builder Module, hear it from the architect himself – Moritz Voss, our Chief Technology Officer.  

As MoonGaming grows to over 40 team members working tirelessly on Medieval Empires, the tech team is doing its part by continuously working hard to improve internal processes that, at the end of the day, affect how users get to interact with the game along with the functionality and feel of the game world.  

Stay tuned for more exciting updates on the tech, product and art side of our amazing journey to bring you a compelling blockchain gaming experience, Medieval Empires!