Dwarveloper Log #43 - New Audio, Fall Damage & More!
Happy Friday! We're back with more updates on all things Hammerting! Check it out!
Content
Lofs of new audio.
Alert when lacking key industry (Farm, Quarry, Foundry)
New starting gear for dwarves.
Code
Introduced fall damage.
Dwarves can now steal jobs from other dwarves if they feel they are better suited for it.
Dwarves would sometimes run very far away to dig, if that spot was higher. They now prefer spots that are high in their local vicinity, in order to still make sure they dig top-down.
Fixed bug where dwarves would drop off a cliff, fall… and continue falling through the ground.
Mining now takes the material, the equipped tool and various dwarf stats into account.
Optimized GPU usage when many lights are illuminating the same area.
Various optimizations to the game simulation speed.
You can now click multiple times on a dwarf's portrait to make the camera go to them.
Fix: Creatures who are dead should no longer be targeted.
Crashfix.
Improved performance.
When hauling an item to a full inventory dwarfs will now replace an unclaimed item in the target inventory instead of dropping the hauled item on the ground.
Dwarves can now be idle while climbing on a wall. Move orders can also be assigned to a wall and making vertical cave exploration easier.
Started working on ‘Sell Item’ action.
Started working on global inventory/ledger, so one can see all items and dwarves in the Mountainhome.
Started working on a Log Book system where you can see new and old events that have happened in your colony.
Added a notification for when dwarves acquire Mountain Lore.
Dwarves and enemies now play a death animation before despawning.
A dwarf can now get a dwelling assigned to them. When their pockets get too full, they go there to stash their gold.
It’s now possible to recruit more dwarves for gold.
Art
Started to work on new art for Research and Dwelling UI.
Continued to work on icons for the Research system.
Plus, check out our unofficial work-from-home song! https://www.youtube.com/watch?v=ytWz0qVvBZ0
Join us next time!
Dwarveloper Log #40 - Research System
Welcome Dwarves!
We hope everyone is keeping well and getting ready to spring into a new month!
Here are some things we've been working on since last time!
Code
Continued squishing bugs for the new navgraph system
Rails/elevator tracks can now be built by simply dragging them out and holding SHIFT pressed
Rails/elevator tracks can now be built by standing on an elevator platform/riding a minecart
Some minor improvements to the dig/mine AI
The map near the start location has been tweaked to look more natural and invite vertical exploration
Dwarfs can now dig, mine, and build while standing on an elevator, climbing stairs, or riding rail carts
When building tiles on the map it is now possible to do so from further away. For instance it is now possible to build a stairway of sorts downwards
Art
Worked on art assets for the research system
Made the top bar longer to fit more menu icons
Made stairway tower and stairway scaffold
Finished the art for the railway system
Moved all the planes for creatures closer to each other to remove unnecessary shadows
Join us next week for another Dwarfveloper log for more updates on all things Hammerting!
Dwarveloper Log #39 - Dwarves at home!
Welcome Dwarves!
We hope everyone is staying safe and well in their own perspective mines! The mountain folk are cosy in this dwarven dwelling.
Dwarves do not mind working from home. It’s just that they see the entire mountain as their home. Some parts they don’t visit that often, and some parts they have never even seen. It’s all still home though.
Here are some of the things we have been working on the past week:
Content
Work on Critical Hits in Crafting
Work on Research System
Code
Continued working on more complex behavior for placing rail/elevator tiles
Drills have been re-implemented
Movement fixes
Art
Wrapped up the first iteration of the log book ui.
Started to work on some more locations for the overworld.
Join us in the great hall next week for another Dwarfveloper log by the hearth where we’ll have more exciting news to share on what’s to come!
Dwarveloper Log #38 - Transport!
Welcome Dwarves!
We hope everyone is staying safe in their own perspective mines and is well!
We are gearing up for one of the last big features, which is infrastructure! This sprint we are adding minecarts, elevators, stairs (a big event in a vertical map!), and more. This should make traversing the caves a big faster, plus who knows what kind of tricks can be pulled with all of it?
Content
Added Rabbit, Mole, Tortoise, creatures.
Added support for variable looks to goblins.
Reworked item progression to make healing easier in the early game.
Added inventory with fuel/health meters and inventory to drills.
Reworked scaffold placement logic for building construction.
Building orders can now be canceled with coherent behavior.
Restored XP gain from crafting and building.
Code
Dwarves can now travel via elevators and mining carts.
Movement system and behaviors improvements. (Initial tests show massively increased pathfinding performance.)
Art
Concept art of a new railway station, elevator station, elevator rail and several variations for elevator platforms.
Concept, mode and animation for a new monster...
Started to sketch a log book UI.
Join us in the great hall next week for another Dwarfveloper log by the hearth where we’ll have more exciting news to share on what’s to come!
Dwarveloper Log #37 - The Cave Farm
Hello Everyone!
Hammerting is really coming together now. The dwarves have needs, can eat and drink for example. So it’s very gratifying to finally get in the CAVE FARM! It also looks super cozy, just take a peek below where you can compare the concept with the finished thing.
Content
Lots of new sounds for notifications etc.
Added three missions through which you can acquire additional War Missions.
Added "Cave Farm", crafting room, and moved relevant recipes to it.
Polished several in-game texts.
Reworked internal representation of materials & content tiles.
Adjusted early missions to make better gameplay sense.
Reworked Mushrooms to more selective spawning.
Reduced Brazier fuel drain.
Added support for re-colouring item models.
Added support for value costs (Fuel, &c) for recipes.
Reworked crafting progress to advance per animation hit.
Code
Slimes now play slimey attack sounds instead of swordy ones.
First part of the rewrite of the foundation of the navgraph is done. Goal is for the navgraph to be better integrated across various systems, such as elevators and rails.
Added a comma at just the right place.
Dwarves and buildings now have a limited inventory.
Game will no longer crash after playing about 60000 sounds.
Art
Made more icons for mechs (such as gate, stairs and railway).
Made more art for crisis messages.
Added goblins, intended to have exchangeable parts just like the dwarfs.
Added the cave farm crafting room.
A lot of different first draft mech models.
Concept of Cave Farm:
In-game model of Cave Farm:
That's all from us today!
Dwarveloper log #36 - Wildlife Sneak Peek
Hello everyone!
This week celebrated World Wildlife Day ( Tuesday 3rd March), as such, we wanted to show off a little of the rat, lava rat and the fox.
The Rat
"Far 'neath the foreboding reaches of the Mountain cold, the things of the dark grow to terrible proportions of size and cruelty. Few yet live who have chartered the farthest extents of the tunnels winding through the fathomless depths of stone below, but old dwarves tell tall tales, of feeling watched by sickly eyes, of a maddening chittering just beyond the walls, and of cheeses, the size of wagon wheels, swallowed by the darkness."
The Lava Rat
You need to keep a close eye out looking for this creature, as it can be quite difficult to spot when it's camouflaged with its surrounding.
"Legends recall how the Rat God at the beginning of the Third Æon poured all of his burning hatred into a creation of fiery malevolence."
The Fox
Finally, a sneak peek of the fox, which you will find wandering the tunnels of the world. Whether it is friendly or not, you will just have to wait and see!
Join us in the great hall next week for another Dwarfveloper log by the hearth where we’ll have more exciting news to share on what’s to come!
Dwarveloper log #35 - Enemy Waves
Hello everyone!
Welcome to the 35th instalment of the Dwarfveloper log. We've been hard at work on fighting off those pesky enemy waves to bring you this bunch of changes:
Content
Added Enemy Wave Records to internal database, added Enemy Wave specifications
Added Health and Faction information to buildings.
Added Fuel & Building Health to relevant buildings.
Added statusbars for Fuel & Building Health to crafting interface
Added in world GUI statusbars to buildings, creatures, &c.
Reworked Statusbar Modifiers and Thresholds
Added World map entity near entrance
Made Braziers buildable
Fixed a bug by which unlocks were set improperly
Added "Mushroom Stew", food recipe
Added several Infrastructure buildings.
Added support for dropping loot when excavating tiles
Enemy waves with graphic alerts
Tweaked crafting related tooltips
Code
Enemy waves now spawn in the cave every now and then. These contain enemies that don’t just roam around. They’ll go for your buildings!
Buildings can now be destroyed by enemies. We’re still working on letting you repair them.
Added a shader effect when something takes damage.
Improved tooltips for what the dwarves are up to.
UI indicator and tooltip for when an item is reserved for use, for example when it is going to be used for crafting.
Various fixes for issues that could cause dwarves to idle rather than do something useful.
Moved starting position to be centered in the Dawnlit Caverns biome.
Started work on pathfinding rewrite.
Added a block_cull_system, to allow for further optimizations
Started working on CPU optimizations, to allow better FPS
Reworked how objects are built on map
Various bug fixes
Art
Made new UI art for Storage and Chest.
Started to rework the dwarf character UI.
Made concept art for underground farm and infrastructure (railroads, elevators, mining carts, drills and doors).
Models and animations for Machinery (railroads, elevators, mining carts, drills and doors).
Made art for fuel and health bars dedicated to the rooms.
And here comes the images:
Join us in the great hall next week for another Dwarfveloper log by the hearth where we’ll have more exciting news to share on what’s to come!