Hello everyone!
Sorry for the period of quiet lately, we've had an exceedingly busy few weeks. In case you haven't heard we've had a number of new people join our band of creatives here at 22cans, including our new CEO - Simon Phillips!
We've managed to pull Simon away from his busy day to say hello:
“Hi, Simon here. It’s been an incredibly exciting and an incredibly busy few weeks here at 22cans. I’ve recently joined the company as CEO and part of that role includes looking at all the ongoing ways we can work smarter, more dynamically and produce better results."
Within this we solidified our company mission statement and that is ‘To create world changing ideas’, something that I genuinely believe we can do with the incredible talent we have in the studio. Godus is still very much part of our plans and will continue to be developed with the support of our, rather passionate, community."
"I hope to interact with the community as much as time allows and look forward to the team bringing high quality, meaningful updates on progress."You can read more about Simon's arrival and the rest of the new staff on
Develop OnlineRight, what's been happening on Godus recently?
Well today we're starting something new, fresh, snazzy with the way we deliver information to our community and players! (That's you!)
Producer Anthony - another of the new 22cans members - has laid out our Sprint plan for Combat over the next few weeks and going forward we'll be giving you and idea of what we'll be working and how we're doing it.
A sprint is a period of time, usually one to three weeks, where the development team are all focused on completing specific elements. We use sprints internally to set reachable goals and targets to further the often tricky development cycle.
In Sprint 1, we'll be looking at the work done by the programmers, artists and designers. Here's our plan for the next three weeks.
Anthony - Producer"In this sprint the team is busy working on the archers units. As one of the brand new addition to combat in Godus, it is really important that controlling and killing of these characters feel awesome. The team has been hard at work to make sure the basic combat interactions feel just right when put into players’ hands: from improving the pathfinding to iterating on the archers 3D models, this first sprint will all be about what players will see and manipulate when combating in Godus."Over the coming week's we'll be sharing insights from the Art, Programming & Design team about their Sprint progression, challenges and impressions. Next week we'll be featuring Annah's upcoming artwork.
Thanks and catch up soon,
22cans team!