• teutonicstudios


Game of Thrones is about to end in the foreseeable future?

Then let's finally start to rewrite the history of the Middle Ages ourselves. We are making good progress with the development of Empires and Tribes and are starting to reach a point where the essential game mechanics have either already been written and will soon be unlocked (keyword: combat mechanics and artificial intelligence) or will find their way into the game in the near future. So now we can and will start planning the campaigns and the story of Empires and Tribes. After all, whole kingdoms are waiting to be built, defended or defeated, kings to be crowned and intrigues to be spun...

But what do we have in mind for the campaigns? Empires and Tribes is on the one hand a city-building game with a strong economic component. So we're planning different scenarios in which the player has to deal with a lack of resources, an economically malplanned city which has to be renovated or the construction of a certain building like the cathedral. On the other hand, the game thrives on the warlike and tactical components. Therefore, scenarios in which alliances are forged, cities attacked and defended, and entire sieges must be held are virtually mandatory. And last but not least the RPG component should not be missing. Diplomatic campaigns that focus on tactics between different parties such as the church and the royal family or RPG campaigns where the player goes behind enemy positions at night to raid a valuable transport, for example, should make it into the game as well. The Empires and Tribes game concept gives us a thousand possibilities. Therefore our current task is to collect and categorize all options in order to achieve a reasonable and equal distribution of the game mechanics in the campaign and to increase the game depth step by step in order not to put the player in front of this abundance of possibilities right at the beginning. On the other hand we want to keep some new options in our campaign planning, especially for the late game, in order to make the world of Empires and Tribes still varied and unpredictable even after a few hours of gameplay.

  • teutonicstudios


One of the most sophisticated and feared siege weapons of the Middle Ages has been the trebuchet. Thanks to a relatively simple system of counterweights, which impressed by its sheer size, whole boulders could be fired at enemy positions and ramparts. Fortunately there are a lot of medieval-enthusiastic people these days, who are not afraid to build and test siege weapons on a grand scale.... Like this one here:


Finally, it was the task of our programmer to calculate and implement the ballistic trajectory of the projectile. Actually not such a difficult task, but since we had to start from a perfect trajectory to a fixed target, among other things for the AI, the whole thing became a little more difficult. Wikipedia could only help us with this rather less revealing formula:


Yes, this was not exactly what we were looking for. Some hours in mathematical forums and a lot of trial and error attempts later the trajectories now had the desired shape, so our trebuchet is finally ready for use.



  • teutonicstudios


Timing is everything in our new combat system in Empires and Tribes. On the one hand, the classic attacks like sword thrusts and slashes are one possibility to keep your opponents at bay. On the other hand, if you act at the right moment, you will have the opportunity to prolong your attacks and cause considerable damage within a very short time. Similarly, if you act at the right time, you can block enemy attacks with the shield or with an evasive step. Remember your stamina, though, as it can not only save your skin with a long sprint, but is also crucial to your defensive combat tactics such as shield defense. There are three basic types of attacks available for now, which can be activated by different movements with the mouse or by double-clicking:

Sword strike to the left: LMB and dragging the mouse to the right

Sword stroke to the right: LMB and drag the mouse to the left

Slash: Double click


Each attack activates a short time window at the end in which the attack can be extended. Furthermore we have improved the attack animations a little bit by adding more motion to the game. On the one hand we have added a swing animation to the hands, which is based on the movements of the player in order to make the animation less static. On the other hand, the camera movement is now influenced by the animations. For example, the camera pans upwards for a short time when swinging out to strike and then rushes down with the sword.