• 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.

  • teutonicstudios

Which surroundings are ideal for designing a trailer for a medieval RTS game? Correct: The chilly vaults of a medieval castle in the middle of a spring-flowering park directly on a river.

We were very lucky to be able to spend some time for the colorgrading and the final processing of our new trailer in the facilities of Burg Giebichenstein in Halle, which is probably one of the most beautiful art academies in Germany. Here we were rewarded with a phenomenal ambience, the hospitality and the comprehensive know-how of a befriended filmmaker.


To edit the trailer we mainly used Davinci Resolve for colorgrading. Since Unitys built-in posteffect pipeline, the Postprocessing Behaviour Script, has a similar structure, we were able to transfer what we had learned to Empires and Tribes and revamp the game. Basically, our approach to color grading can be broken down into the following steps:

- Raising the mids and highlights to take full advantage of the entire color spectrum and to lose little of the black areas.

- Raising the saturation to get rid of our old brown-grey look.

- A slight colour shift into cooler and bluer tones to move the terrain, in which predominantly green colours dominate, somewhat into the background of interest.


And this is the direct comparison:





And since our interest has been aroused, we are already busy planning further possibilities to use Colorgrading in the game. For example, the mood of a sunrise, a heavy thunderstorm or a warm night in May can be set even more intensively in scene by correct grading.

In the near future we will take a closer look at the sounds for the trailer and will soon report on the next step here.

  • teutonicstudios

Providing your population with sufficient food is one of the fundamental principles for a successful and long-term reign in Empires and Tribes. A small fishing village does not cause any major problems, but to produce food for an entire bishop's seat requires the talent of an experienced steward. Even if the cultivation and the processing of grain is complex and you will have to build various farms and buildings, the effort will be reflected in full warehouses and a satisfied population in the long run. Provided you don't have to deal with several bad harvests...


As in the case of pottery, we were again inspired by the medieval construction of thatched roofs for the model of the grain farm. Fortunately, our head graphic designer lives close to a replica of a medieval village and is always happy to provide us with new ideas and photos. As you can see in the photo, we have to improve the corn barks and feed the new models into our terrain system. Speaking of which: Empires and Tribes uses the "Advanced foliage shader" which can be found in the Unity Asset Store. After a few adjustments, we were able to achieve very satisfactory results, especially in terms of translucency and foliage bending. Most important for us was the possibility to instantiate grass and all types of foliage directly in runtime (a perlin noise algorithm then distributes the different grass types) and to exchange the standard grass shader, since the terrain is regularly changed by the construction of buildings and the creation of fields.