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Genre: Role-playing (RPG), Simulator, Strategy, Adventure, Indie

Hammerting

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.




Art

  • Slimes can now climb.
  • Icons for the alert system.


See you next week, Dwarves!

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Dwarveloper log #42 - New Creatures!

Hello everyone!

Welcome to the Dwarfveloper log #42! We have lots to show you this week such a new creatures, a logbook & more, so dig in!



General

Content
  • Added Alert when lacking key industry.
  • Added "Mushroom Folk", creature.
  • Added "Mushroom Warrior", creature.
  • Added "Mushroom Shaman", creature.
  • Added logbook entries when researching technology, and when conflicts are won/lost on the overworld.
  • Dwarves spend less time satisfying their greed.


Code
  • Added a logbook where important events are recorded.
  • Added a command to tear down a building.
  • Dwarves will no longer haul to buildings that are full with reserved items, or are inactive.
  • Movement speed and combat damage are now influenced by stats.
  • Dwarves now prefer crafting things that are close, rather than far away.
  • Dead creatures will no longer slide on the floor, avoiding things close to them.
  • Alert system is now available.
  • Started working on filter inputs for crafting orders.
  • Global inventory can now be filtered.


Art
  • Made new art assets for the recruitment 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!

Hammerting Mountains of Mara Trailer

Feast your eyes on this brand-new trailer for Hammerting!



[previewyoutube="d7SRZ9XN9fE;full"]

Manage a dwarven mining colony as you explore and forge grand weapons for your allies to aid you in the war against evil!

Wishlist on Steam: https://store.steampowered.com/app/760650/Hammerting/

Dwarveloper log #41 - Logbook system!

Hello everyone!

We hope everyone is keeping safe and well!



Welcome to Dwarfveloper log #41 - Logbook system!

Content

  • Started on a new end screen




Code

  • 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!