Gross! Who Put Data in My Scene?!

“Data management” might not be the sexiest term to throw around, but it’s proven to be one of the most important considerations in the development of our past two games, Mythos Unbound and Saeculum. It is fundamental to game development and can drastically affect how quickly and easily a team can implement and modify ideas. But what exactly […]

Stick Them with the Pointy End: Combat in Saeculum (Part 2)

In my last post I talked about the new combat system for our game about Roman history, Saeculum. However, I left out one of the most important pieces to the puzzle: the player’s entourage. As I discussed last time, the concept of an entourage was an extremely important learning goal, so we made sure to […]

Stick Them with the Pointy End: Combat in Saeculum (Part 1)

Rome was a dangerous place. I’m not just talking about Rome’s many wars and conquests or the games at the Colosseum, but the actual city streets of Rome itself. Mob conflicts and political assassinations were not uncommon at the time. In fact, the threat of street violence was so high that an upper-class patron would […]