Welcome to the Dwarfveloper log #24! The coffee machine at our halls now has hot chocolate. I repeat, chocolate! This is not a drill… or a pickaxe. Productivity is now up approximately 250% - which is a good thing seeing as half the dwarfveloper force is off sick or out of the mines currently!
Moving on to the spoils of our toils.
Art
Creature Lairs: the Slime Pool, Rats Nest and Graveyard are currently being worked on.
(Can you guess which this is?)
Most art for the Plants system is ready.
Added a whole lot of icons related to the new content.
Made Concept art for Creature lairs and World rooms.
Code
Improvements to the randomized scenarios.
Biomes will now have different amounts of ores and other goodies.
Special rooms, such as caverns and creature lairs, will also be added to the randomized scenarios this week.
Started working on serializing state for save/load
UI
Main menu has been improved.
Content
More food recipes in the game
Added several missions, and updated mission formats
Added Chisel & Hammer tools.
Added Spears
Added Ingot Recipes
Reworked loot drop tables for monsters and missions.
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 #23 – Underground Farming!
We had snow today. Snow! It’s ok though, we just fashioned our pickaxes into ice-picks!
Enough about the conditions outside of the mine, this is what we have dwarfgineered this week:
Art
Worked on new art for empty inventory slots.
Made concept art for vegetables, roots, fruit and edible mushrooms.
Made icons for light & heavy pickaxes, meat, hide, recipes, vegetables and more.
All imp animations finished
Code
Whether a dwarf can craft a certain item or not is now based on the dwarf’s tools and modifiers.
Slight changes to combat in order to make it work with the new crafting system.
(Dwarves need somewhere to do their business!)
UI
A save/load interface implemented
Content
Added crafting recipes and loot drops (Parchment, Pickaxes and Parts, Swords and Parts, Green Slime, &c )
Began adding support for taste modifiers to food crafting.
Rebalanced dwarven status bar drains
Began adding descriptive texts to items and recipes
Reworked missions to use the new crafting input format.
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 #22 – That Slime’s on fire!
Hello everyone,
We continue to improve our new dwarfvelopment halls, we have now fitted whiteboards successfully for improved dwarf related brain storms!
Enough about our offices, here's what we've been crafting this week.
Art
We have added icons for axes and swords.
All skeleton animations are finished.
Slime animations are finished.
The Lava Slime has been added. (Be careful of lit rooms dwarves, sometimes it won't be the glistening of gold!)
Code
Healing has been added - dwarves can now get unhurt after a fight!
New crafting mechanic improvements.
Inventory system is being updated to better meet the demands of both the production and toolbelt systems.
Tools can be assigned to dwarves. (Dwarves will use their new tools to speed up crafting!)
Content
New interface to move equipment to dwarves.
Crafting interface rework to fit the new item system.
The dwarves have been gifted toolbelts to better perform their tasks.
Recipes upgraded to match new item systems.
Recipes for sword blades and axe types added.
Dwarveloper log #21 – It Stirs in the Deep
Dwarfveloper log #21 – It Stirs in the Deep
Hello everyone!
Happy Halloween and be careful dwarves of things that stir in the deep dark!
Without further a-do, welcome to the Dwarfveloper log #21! This week we are thrilled to share that we have finally moved into our new dwarfvelopers hall! (No pictures of our new offices yet, we need to get things in order first!)
Here are the treats we have been crafting:
Art
We have added concept art for this scarily festive Dread Lich! (You definitely won’t be in for a treat if you accidentally mine into their lair!)
Finished the three rat models (named fat, skull and lava for the time being).
Started to create concept art for even more enemies!
Content
‘One slime to rule them all and the deep darkness bind them’ – We have added the ultimate basic mob the Slime King.
Code
Finalizing crafting rewrite.
Inventory rewrite in progress.
Animation importer fix that should cause less headache for... everyone.
Started on a toolbelt system.
More workflow improvements for Visual Studio users.
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 #20 – Treacherous Mountains
Hello everyone!
Welcome to Dwarfvelopment log #20! This week we are thrilled to share with you a hearty helping of changes and some new concept art too!
In other news one of our dwarfvelopers unfortunately broke their collar bone after touring mountains on a two wheeled dwarfvention. They are however, currently in good-spirits and recovering, to quote: "at least it was the last afternoon of the vacation, so I got a lot of cycling done!"
(Above image has been stretched to make Dwarfveloper appear human)
Moving on what we have carved into code this week: Content • Added a mission notice in the game to show you available missions • Recipe rework for the new crafting mechanics • Designed a new biome
Art • Made several faces, beards and hair from the concept art. • Added an ancient stone statue! (Good dwarves honor their forebearers) • Finalized all new rooms we were working on last week. • Added textures to world loot objects. • Made new models for meat and slime loot. (Dwarves love meat!) • Started to work on rat models. • Made icons for the new crafting mechanic.
Code • More work on new and improved crafting mechanics! • Worked on improving our unit tests and coder tools integration.
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!
Welcome to the Dwarfveloper log #19! This week we’re thrilled to share with you that we’ve visited our new great hall which after mining upwards have forged a mighty high ceiling! In the tongue of men - we removed old unused ventilation pipes and thick layers of nasty insulation in the ceiling of our new offices. We can’t wait to call it home!
Moving on to the fruits of our labour.
We have toiled hard to improve our UI experience to make it as easy as possible to manage your dwarven enterprises. A few of these efforts include: • Work on a top bar with handy shortcuts. • Adding a list of missions in the overworld for easy overview.
You call this an enemy?
We have now added support for enemy loot drops, here’s a drop from one of the classic cave dwelling monsters - the slime!
Our dwarven rune scribes have also been hard at work with more art which we hope to preview soon, including: • Concept art for small foundry and smithy, with alternative workstations. • Concept art for faces, hairstyles and beards (what would dwarves be without beards?). • Updated build icons for all rooms. • Textures for almost all new rooms plus some buildings have simple animations.
Tinkering with core mechanics we have: • Improved animation management, added validation. • Fixed order of entity creation at map load. • Combatants can now attack non-combatants, provided they are enemies.
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!
Dev Log October 7
The super nice people over at Team17 made a new logo for our studio, check it out in the screenshot! Thank you guys! :heart:
Code Implemented a classification system to be able to assign items different classes Crafting progress updated correctly (currently lacks UI) Improved starting location, should be a more welcoming start to the game Camera can now be moved closer Removing something from an inventory will now leave a hole, rather than moving the “last” item there. Brazier will continue to burn even at super high play speeds Explored switching database format for content entry Bug fixes
Content The map got a tab where you can get an overview of all available missions Craft window now has an inventory tab, plus you can cancel an order. Work on redefining database structure and export functions for the same.
Art Made concept art for workstation upgrades Progress to new small rooms. Textures added to some of them Workstations for rooms are in the making.
Churning out lots of new things this week. I know you are in a rush to play, I get questions, but we only have a handful of early testers in right now, you can not buy the game anywhere yet. :) If you want to be a tester at some point too, our Discord is the best place to be.
Code Grappling hook fixes Notification improvements Simple random loot drop from enemies Health fixes Improved content generation tools, to ensure data is valid and that designers don’t need to enter data in more places than necessary AIs will now raycast to check if they should attack. Preparation for performance profiling Dwarf AI now tries to avoid standing in water Hungry dwarves will find delicious cake and eat it Fluid improvements
Content New crafting Interface in the works More missions Better structure in the item database, so adding becomes easier. More stuff for everyone! Buildings and recipes added.
Art Made concept art for rooms such as cook house, tavern and brewery. Building models for level 1 rooms, we have the following so far: Tavern, Cook House, Whitesmith, Arcane Workshop, Infirmary. New torches Some tweaks to creatures and enemies
We are thrilled to announce that we’ve partnered with Team17 to bring Hammerting to Steam!
[previewyoutube="nxYSDF0q7kU;full"]
Manage a Dwarven mining colony in the unexplored mountains of Mara. As a war rages in the Overworld, you will need to craft, explore and fight as you provide your allies with the finest weapons and gear to assist in the war against evil.
New word from the mines! We are going to have more news for you already tomorrow. Exciting news! Nooo, it's not that we are releasing the game. But still good!
Code Worked on fluid rendering Experience gain notifications when mining and crafting
Content Expanded mission structure Added recipes Exported item and recipe definitions to database.
Art Finished header art for locations (examples here at the top and down below) Added more details to the world map Started to make concept art for more rooms