Drohtin – Tales of an old Kingdom is a medieval real time strategy game. Building up a successful economy is the foundation of a thriving culture, advanced technology and a powerful army. Force alliances, trade resources and destroy your enemy.
Economy
In your medieval village are many different buildings to cover all the needs of your citizens. Each building provides one or more production cycles to produce goods. You can optimize the production cycles to get the best results. So one building can produce different goods depending on the needs of your citizens. The population grows depending on the fulfillment of their needs.
Culture and Technology
The technology advance is the corner stone of the development from the small settlement to a powerful city. The technology progress empowers you to build better and more complex buildings which produce high valuable goods.
Territory
The random generated landscape appears authentic with mountains, valleys, rivers and lakes. Wildlife acts naturally.
The landscape is structured in regions. Each region is individual, which means it has different pros and cons like size, available resources, shape and profile. A village is bound to a region and cannot grow over its borders. It is not possible to found a village at a neighboring region. The selection of the region is an important aspect in the further development of the village, because the village has only access to the resources in the region or the neighboring regions.
Military
The military helps you to defend your village or conquer new ones.
Game modes
Endless game (Singleplayer / Multiplayer)
You can set up all world parameters to generate the world or use self-created maps from the editor.
Campaign (Singleplayer)
Follow a predesigned story.
For more information's visit the dev-blog.
Vote for the game on Steam Greenlight.
Hi folks,
we finally updated our ingame gui. We tried some new styles and finally we find a good one. The menu itself is not ready, but we want to show the current status of the development.
At the moment we have the 3 parts "top menu", "build menu" and "unit menu" in our gui. Lets have a look in detail:
Top Menu
The top menu shows the current amount of the basic resources in the village you are looking at. It is possible to change the displayed resources and adapt it to your needs. Furthermore the top menu shows the resources available in this area of the map. With this information you can find a good spot for your village.
Build Menu
The build menu shows all buildings. Each level of your village has a set of buildings. As soon as you reach the next level of the village you are able to build a new set of buildings. As you can see, we are planing 4 level. Each level will have 10 until 15 different buildings. That means the final game will have approximately 50 different buildings.
Unit Menu
The unit menu has 3 parts. The first part includes the name of the unit (in this case the name of the building), a picture and the health of the unit. The second part contains unit specific information. In this case it contains the resource in this building (1 bole, 1 firewood). The third part of the unit menu contains buttons to interact with the unit. In this case it is a button to force that a carrier collect the resources stored in the building.
Outlook
We are planing to add a mini map and some kind of information strip with important information for the player.
We hope you like the new style of the gui. So feel free to comment and share your ideas with us.
Please do not forget to support us on Greenlight.
The artilce describes why we implementated tents as buildings in Drohtin. Furthermore we want to present 3 new buildings (the Smoker, the Residential...
Drohtin is now on Steam Greenlight. We also added some new buildings of the next city level.
We are very proud to finally present out first trailer. Watch, enjoy and feel free to give feedback for us. We are also finished the main features list...
More and more building becoming ready. Now the chapel is also done. We would like to show you the result.
New Gameplay Video available after a long long long (way toooo long) time:
Bored as hell, got anything?
Tracking as hell. =D
Well done, Mate
The game's concept seems terrific!
May I ask if the grafics shown in the trailer is close to the final product or not?
The graphics in the trailer are ingame. This is how the game looks at the moment. It should give you a idea of the style of the game. We definitely want to add more details to the world (e.g. gras, mushrooms, more textures on the map, more animals, more plants) but we also want to keep the game playable at normal computers.
Probably the game will never look like a AAA title but we try to come as close as possible.
This comment is currently awaiting admin approval, join now to view.
And soldiers will work how?
At the moment we do not have a full concept for military. We are playing with some ideas:
- probably we have guards (associated to a building like tower or barracks) and soldiers (not associated)
- guard/soldier is a profession, that means people has to learn it
- guard/soldier have needs (like food)
- you can group soldiers (in different levels)
- there will be different kind of soldiers (e.g. sword or bow)
We are very open for every new idea about this topic and we want to discuss different possibilities.
Like go to barracks and train soldier for some resources aka command and conquer style?
Or something more sofisticated like create armor/weapons from resources, equip your soldier and train him -set of skills or just simple experience system, some simple inventory system showing what your soldiers have when you click on them
A blacksmith will create the armor/weapons from resources. If you want a soldier you need a human (at the right age),the necessary equipment (depends on which kind of soldier you need) and a barrack.
Now you have an inexperienced soldier. He will get experience by two ways:
- to train in barracks (experience limited)
- fight against a real enemy
Maybe we will split the experience in general war experience, weapon specific experience, offensive and defensive experience.
An inventory System for soldier is not plan because every swordsman (or archer, or..) will have the same inventory (e.g. sword, shield, armor).
But we really want to create a system to transform soldiers (e.g. change a swordsman to an archer).
Or you can do what dungeon keeper done
Creatures in DK trained until 5lvl and gained experience above 5lvl only from fighting
But I really like that weapon/armor specific exp idea