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DevLog 04/22

/English in grey/

/Français en italique bleu/


Task Manager v1.1
– Monsters have a limited amount of tasks they can remember to do automatically
– Some are better at certain tasks (on a scale from * to *****, each star = an extra 20% efficiency)
– Direct orders exception : Any Creature can be ordered to do any specific task right away («clean this particular blood stain» for instance) even if it isn’t selected in the Task Manager.
Gestionnaire de Tâches v1.1
– Les Monstres ont une quantité limitée de tâche qu’ils peuvent se rappeler d’effectuer automatiquement,
– Certains sont plus compétents pour certaines tâches que d’autres (sur une échelle allant de * à *****, chaque étoile correspondant à 20% d’efficacité supplémentaire),
– Exception des ordres directs: on peut ordonner à n’importe quel Monstre d’effectuer une tâche spécifique immédiatement (“nettoie cette tache de sang précise” par exemple), même si elle n’est pas sélectionnée dans le Gestionnaire de Tâches.


Fog of War
2 levels of Fog of War:
–  Full where no Creature has been
–  Half where Creatures have been but that is not currently visible by any Monster
We are writing a more comprehensive article about its interest and programming, so stay tuned for more on that subject ICON_Happy


2 niveaux de brouillard:

– Complet là où les Monstres ne sont jamais allés,
– Partiel là où ils sont allés, mais qui n’est plus dans leur champ de vision.
Nous sommes en train de rédiger un article plus long sur les aspects game design et programmation, à bientôt pour plus de détails sur le sujet  ICON_Happy


Dining set 
– Creatures can sit on chairs,
– Eat at a table,
– It improves their loyalty.
Table à manger 
– Les Monstres peuvent s’asseoir sur les chaises appropriées,
– Manger à table,
– Ceci augmente leur loyauté.


Bugs fixes 
– Mutant spiders disappearance,
– Creatures not featured in the task manager,
– Mummy attacking without orders,
– Mummy special Wrap attack not using any stamina,
– Victims fear not diminishing,
– Right click not working in a Fog of War zone.

Correction de bugs :
– Araignées mutantes absentes,
– Disparition de certains monstres du Gestionnaire de Tâches,
– Momies attaquant sans en avoir reçu l’ordre,
– Attaque spéciale « Bandelettes » des momies n’utilisant pas de points d’action (Stamina)
– Peur des victimes ne diminuant jamais,
– Clic droit ne marchant pas sur une zone de « Brouillard »

Kickstarter ended successfully !

The Kickstarter ended successfully, thanks to your support, pledges, sharing, tweeting !
We are more dedicated than ever to make the best game we can, for and with you !

A massive thank you all for enabling us to make MachiaVillain ! 


And a special shout out at Tavrox ( our Community Manager during the campaign ! We’ve been all so caught up in the campaign that we forgot to formally introduce him, and he’s been a tremendous help !
He’s working on Double Kick Heroes now, it sounds like a very fun game !


When it comes up to designing a new item/furniture, I usually give Zimra (the artist) some technical guidelines. For instance, since our Monsters can get hurt following our orders, we need a way to patch them up. This nursing station requires a place for the patient and a part for the monster-nurse-operator as it doesn’t work alone.
I also wanted it to be more than 1 cell (or tile), and max 3*3 cells.

Sometimes we discuss inspirations and looks, but in this case since she had worked in a hospital for a bit, I knew she’d come up with scientifically accurate designs.

Here are the first roughs:


What did I tell you, scientifically accurate 🙂
She gathers inspiration from anything and everything, horror movies, of course, but also fishes, 60’s decoration items, and body parts as you can see.

We then discuss and chose together the design that would read the more clearly as a nursing station while still being weird enough to fit the game spirit.


The nursing-station is on the right side, along with a desiccated yet competent mummy-nurse and its crossword and cup of (let’s say it’s) tea. 


MachiaVillain Game loop

Hello everybody, we continu to share some behind the scene info.
Here is a simplified game loop just to give you a quick overlook on how the game works.


We gave zimra an hugly diagram, ans she made it awesome 🙂


They’re heeere

A quick break from our Kickstartering to introduce you to some of your future minions!

In MachiaVillain you’ll order around classic horror movie creatures, monsters from modern spooky legends, and new evil beings straight from our twisted minds.
The first 5 we’ve programmed to the game are our “oldie but badie” monsters, there is so much more to those monsters from classical western culture, we thought you may like to know where they actually come from. Even if our monsters are cute and fun, they were still born in horrific tales from all over the world.




The word zombie come from the haitian voodoo culture where people were brought back from the dead with specific rituals. It first appeared in western culture in a book called The Magic Island in 1929. Later they appeared in books by authors such as Matheson, Lovecraft and  film director Romero who created this legendary living dead craving for brains.

In MachiaVillain, Zombies are the most basic and stupid worker and fighter. Have you seen a zombie with PhD ? Neither have we. We thought having loads of zombies would be fun for the players and participate in the evil lord mindset.
They have a very clever disguise (well more clever than the average horror movie victim),
they can grab and retain visitors from escaping,
and contaminate victims that can turn to zombies… or possibly rot.


The process of conserving human bodies was spread all over the world for millennials. There’s been mummies in Africa but also in Europe, Asia, America and Polynesia. The first mummy to appear in the horror western culture was in a novel published in 1827. It became really mainstream in 1922 after the discovery of Tutankhamun by archaeologists, and the popular beliefs that they could have been cursed.

In MachiaVillain, the mummy is a little more evolved than the basic zombie and he’s quite an efficient worker and fighter.
They can wrap like an egyptian (wow, this is a terrible pun. Sorry).
And they will be able to place a curse.




The vampire myth takes its root from legends of people drinking the blood of their opponents. There were many legends about them before being mainstream. This change happened with Bram Stoker’s Dracula in 1897. This story featured the count Dracula who had to drink blood to stay healthy, couldn’t be seen in mirrors, and could impose his will. Since then, vampires inspired a lot of people ranging from Twilight to Interview with a Vampire.

In MachiaVillain, vampires are very powerful and very demanding, those classy monsters have high needs. But in exchange they’re powerful fighters that attack swiftly. They can also hide by turning into bats or hypnotize victims that will turn against their old friends.
They’ll also be able to drink their victim directly, stealing some of their life for themselves.



Frankenstein’s creatures


Frankenstein or more accurately Frankenstein’s monster was created in the book of Mary Shelley, Frankenstein or The Modern Prometheus in 1818. In the book, a scientist makes a creature that’s actually smart and capable of speaking, unlike the clichés of Frankenstein. This is one of the first horror story to also feature science fiction in literature.

In MachiaVillain, Frankenstein’s creatures feels really heavy and belongs to the “tank” category. They move slowly but can take lots of damage and will be a perfect frontline for your expeditions. Besides a powerful close ranged attack, they can also stomp the ground and create a small earthquake, causing damages to everyone around, including allies.





Werewolves or Lycanthropes are human that can turn into wolves and vice versa. Wolves, as they were hunters that could eat men’s herd, were considered like demons. Men chased wolves as much as they could and all along history there were legends about people that could shapeshift into wolves. It mostly happened in Scandinavians country where it’s said that in order to become a werewolf, you had to be naked and wear a belt made of wolf skin. Kids, don’t try this at home, it’s just legends…. or not.

In MachiaVillain, the werewolf is a fierce fighter made for combat. He will help you overcome every monster hunter coming and pushing the spiders back. But his hunger for meat is insane. Damn big wolves. They can also howl, paralyzing victims within a certain range around them.



Fangferatu is a type of Vampire that will be exclusive to backers from our Kickstarter, to thank them for their early support.

Nosferatu is one of the first horror movies and it’s a direct adaptation of the book Dracula, however, the director didn’t have the right and the film was sentenced to get it’s copies burned. The film’s aesthetic was quite impressive and it remained legendary.

In MachiaVillain, Fangferatu is a vampire with the ability to jump directly to his enemies to deliver a powerful blow. Take that, silly visitors!



Those are just first monsters, and their first set of skills, we’re aiming for at least 30 different types of creatures with a variety of villainous attacks, defenses, poisons, and of course curses.

If you want to help us reach that goal, you can support MachiaVillain Kickstarter by sharing the campaign!

Procedural World in Machiavillain

In MachiaVillain, we want every play to be different, a new experience. That’s why the world is randomly generated.

A world is generate from something coder name as: a seed. This seed is just a number, any number. From it a unique world can be generated.

Example with Seed =  30, 625 or 1




We want to get a different seed number each time the player start a new map. But how do we ask the computer to get a random number ?
A computer can only calculate. It can’t give you something  random. So the solution is to get the random element from the Human !
The coder tricks to get a random number, is to record the time when the player start the game (or click on a button).
And from this recorded time value, he will took the number a human can’t reproduce, even if he wants, which is he number of milliseconde of the time value when the player clicked.

For example the player, let’s call him Joe. He clicks on the start button precisely at february 16th at 10:42 pm and 156 ms. We then take this 156 ms as the seed to make a random world. Seed = 156 !  If Joe starts a new map the day after, he will click on  february 17th at 10:30 pm and 589 ms. We will use then 589 as the seed number  and it will generate a completly different world.  Even if Joe wanted it, he couldn’t click again at exaclty X month X day X hour X min  and 589 ms to get the same world.
Joe just gave a random number to his computer 🙂

So we have our random seed.

Perlin Noise
We will use this seed as an input for a function we call Perlin Noise. Perlin noise is function that can generate a texture. From a position X, Y, it gives you a value between 0.0 and 1.0.
If we consider a value of 1.0 to be white, and 0.0f to be black, you obtain this Texture:

It is usually use to give an organic look to random world. If we don’t change any parameter of the perlin noise texture, we got a round, blob look texture.
But we can combine and modify this texture !

We can scale it:

And we can also combine several textures with different scale to get something new !


We now have something with a mountain kind of look. We have lost the round blob look.
So with this Perlin noise texture, we can get round/blod, and sharp mountain like texture.

Generating our world ground:

We start from a Perlin noise texture:

We decide that any value above 0.5 (grey to white), is grass. And value between below 0.5 (0.0 to 0.5, black to grey) is dirt.
This will transform our Perlin noise into this ground :

We have a ground !

Generating our world rocks:

For the rocks, we are using another technics, because it needs to be less spread out on the map. I call it the “splash technics”.
We are just drawing random circle of hills of different size on the map.
The number of circle and their size are choosen arbitrarily to make things look good and fun to play 🙂

Example with 1 big circle of rocks:

Example of several circles of different size of rocks:


Generating our world vegetation:

Then let’s add some Tree. We use the Perlin texture (the one with a mountain kind of look.) like we used previously, to add trees:


But, they all look the same. Se we randomly change tree look as well as their growth stage:


Now transform some of the trees into evil trees !


A little touch of long grass:


At last, add 3 types of poisonous Mushrooms. Useful to make any kinds of potions 🙂


Generating our cimetary:

Our Cimetary will provide energy to players. We place it randomly on the map, but with the constraint of being accessible (not in the middle of a Rock):
(upper right of the picture)


Adding the Road:

In the current version, we choose to add a road not too close to border,
and in straight horizontal line. Of course we need to remove close rocks and trees:


Later in the game, you will be able to upgrade the road. We will talk about it in another article.

Adding minerals (gold and iron):



Adding Spiders:

At first we added a spider nest in a random free position. But we soon realized that sometine, when the spider nest is too close to the road, spiders were killing every victims passing by.. 🙂
So we added a constraint not to spawn spider nest too close to the Road.


Of course, we will not stop there. We will add in the futur the swamp (non buildable but provider of new resources), wendigo, chupacabra (steal your food), tree monsters etc…

And now it’s your turn!

Build your own mansion on this freshly made world. Raise your monster and be the ultimate evil lord!


You can take a look at our Kickstarter if you’re interested.