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

Hammerting

Dev Log September 17



Hello Dwarves! New week, new update. This time, with some small puns inside. NEATO!

General
We have signed a contract for a new office! No longer will we squeeze in eight people in a shoebox! Well, no longer, once the new place is ready to roll that is. Pictures will be coming!

Code
Combat system resurrected
First code droplets of fluid system have arrived

Content
Health bar added in three places, how many is enough?
Active Mission notifier designed, placeholder in-game.
The overworld map is now contained in a frame.

Art
Animated slime, and the slime king!
More creatures and enemies
More World Loot content
Huge freakin’ Warlock’s statue!
Map mineables (Precious metals, crystals, etc.)
Made icons for the desires system
Reworked the trait icons
More work on header art for locations

Come hang out with us, we are cool! Promise!
Discord.
Twitter
Facebook

Dev log September 12



General
We have a new coder joining the team this week! Welcome @Hericage/Daniel !

Code
Spawn system for enemies and other creatures and flora
Dwarf desires via status bars are now implemented

Content
Chests no longer using the debug box model
Treasure chests have a proper interface now
The crafting interface has gotten a big overhaul. We still have more functions to cram in there
Added polite slimes
Several missions, overworld locations, and resources relevant for those, have been added

Art
Working on animations and models for creatures and enemies
Creating interactable objects. Things/Loot the player can find in the caves
Continued working on header art for locations
Made concept art for smaller enemies

Have you seen the Hammerting trailer recently? Take another look: https://www.youtube.com/watch?v=hpC1MDmrS1E&feature=youtu.be
and don’t forget to wishlist the game here on Steam!
Also, are you aware we have Twitter and Facebook? Feel free to join us there as well!
The best place to talk with us though is on Discord. :)

Dev Log September 4

General
We have a new intern from this Monday, welcome @Marius! He will do art and animation.

Code
Overworld mission logic and rewards
Movement fixes
Scaffolding for buildings
Added some debugging features, such as being able to kill a dwarf
When all dwarves are dead, the game over screen is shown
Continued work on professions and XP gain
Fixed code UI issues with trait icons and layout system

Art
Lots of new precious metal ore (map materials) like Gold, Adamantium, Sapphires, Ruby etc.
3D models for creatures and enemies
Finalized trait and profession icons
Created UI for locations

Dev Log - August 26

** Code **
Overworld locations & missions (WIP)
Various error message improvements
Database reload fixes
Various improvements to UI layout system
Implemented currency strings

** Content **
Character window now displays the correct clan
Character window now has tabs for priorities and skills
Started work on professions

** Art **
Started to work on location banners and characters
Started to work on trait and profession icons

Dev log - August 19

There was no update last week, so you'll get all that in this weeks update. The most important one comes first though. *drumroll*
We have a new co-worker! The office is getting crowded now. :)

Now, the update from the last two weeks:

2019-08-05 - 2019-08-18

General
We have a new person working with us from TODAY! Welcome Jorb(Discord)/Björn(IRL) who will do game design and scripting, mostly.

Code
Worked on a generic key-value system, to be able to store values and stats for each entity.
Biome color grading is now up and running, giving each biome custom feel, but it still needs some artist love.
Data scripting improvements
Overworld location spawning
Overworld location window (WIP)
Overworld missions (WIP)
Movement related refactoring
Enabled hotreloading of game data
Loads of hotreload fixes
Changed data format for various game data
Biome generation, first pass

Content
New character window, now with tab icons
Overworld missions drafted
Overworld locations (WIP)
Tutorial fixes

Art
Created some icons for the Overworld map
Working on Background Caves, which will help in creating more depth in the game
Completed the first icons for currency
Worked on some more locations and also revisited some old locations
Started to work on location banner art
Made concept art for pick axes
Finalized Overworld map background
Dire tunnels biome iteration 1 complete. Most vegetation complete, needs optimizations
Grottos work in progress

Dev log July 29-August 4

** General**
Half of the team were now back on the job after summer vacation!

** Code **
Grappling hook tweaks and fixes
Notification system, plus various notifications.
Command ui tweaks
Refactored and moved various data definitions
Much needed movement related refactoring (WIP)

** Content **
New map material - Dreadstone
New map material - Tormented soil
New biome - Dire Tunnels (including lots of vegetation/decorations)
New background grottos (WIP)
Notification UI
Grappling hook no longer looks like a debug cube
Concepts for overworld map icons

Dev log July 22 and July 29

Looks like I forgot to post last week's update here! So here's both that one and the most recent week.

**__2019-07-22 - 2019-07-28__**



** General**
Anders (@srekel) working, everyone else slacking.
But this week Daniel (@otto) and Axel (@fury) are back in action!

** Code **
Wrote an icon export script that exports icon in all sizes so they can be used inline in text strings.
Dwarves will no longer stand on the tile they are digging on unless it’s the only option.
Map visibility fix that could cause torches to not light up properly.
Shift is now used for keeping the command active instead of CTRL. “Thanks”, @Xaviien, for your “feedback”. (Pretty sure there a bug or two with this feature that’ll need tending to at some point)
Torches and grappling hooks now “transition” properly between various “states” (in inventory, lying on the ground, on the wall).
Grappling hooks will now fall to the ground if the wall they’re attached to is removed.
Resources in the map (e.g. copper) are now cleared when building a wall. The error when placing a building over resources has been downgraded to a warning.
Icons for the command tooltip.
Torches and grappling hooks should no longer be buildable if there’s already something there. You can still place an order on top of another order. This is ill-advised.

** Content **
Small tweaks for various assets related to tutorial





**__2019-07-15 - 2019-07-22__**



** General**
Anders (@srekel) working, everyone else slacking.
Ongoing work with making the random map playable.

** Code **
Visibility system is now modifier based (but needs some polish there)
Torches are now placeable
Dwarves will no longer wander idly onto a cliff wall…
Hauling fix
Autocleanup of placed objects (torches, platforms…) when building a room
Cancel order command fixed
Entrance now has a chest with some supplies. It might look a bit like a debug cube..
Player can now hold CTRL to issue the same order multiple times
Dwarves will no longer walk off a tile and then miss the next one just below
Grappling hook is in the game. It needs a bit more love. By a weird coincidence, that has nothing to do with the fact that only Anders is working, it ALSO looks like debug cube…
Random weekly map should now actually be WEEKLY…
Dwarf idling crash fix
Dwarves can now jump horizontally over small holes in the map.

Dev log July 15

General

  • Anders (@Srekel) working, everyone else slacking.
  • Ongoing work with making the random map playable.


Code

  • Improved random map generation a bit.

    • Now a bit more “horizontal”
    • The starting area is a bit friendlier
    • Added the Basalt material.

  • Fixed logic for all the small rooms.
  • Platforms can now be built. (Again) Still WIP!
  • Digging is now faster.

Dev log June 26-July 5

General

  • Anders (@srekel) still on vacation
  • First (very basic) iteration of “Overworld” is now in the game
  • Developed the first 16 Dwarf Clans
  • Re-design of dwarf Character Interface is underway


Code

  • Added support for tabs
  • Added support for scroll bars
  • Added support for UI canvases, i.e. zoomable UI which can be dragged around (similar to Google maps)
  • Added support for icons in the modifier system


Art

  • Concepted and modeled Grappling Hook
  • Worked on more points of interests for Overworld Map
  • Made new icons for Character Interface and Dwarf Clans
  • Experimenting with different artstyles of the Overworld map
  • New jump animations for the dwarves
  • Finalized small rooms
  • Begun working on next biome: Dire tunnels
  • Created two new map materials for Dire Tunnels

Dev log - June 26

General

  • Tweaked text output for modifier system


Code

  • Added support for custom mouse cursors
  • Added support for emissive map materials
  • Random map generation
  • Basic AI avoidance
  • Modifier system now has support for customized calculations and user-scriptable stats
  • Added support for randomized modifiers on entity spawn
  • Fixed crash when new UI windows were spawned while mouse cursor was over them


Art

  • Continuing on overworld map
  • Starting to work on points of interest for world map
  • Update to the crafting interface
  • Working on a new character interface
  • First iteration of new biome: Underworld
  • Begun working on Tier 1 buildings. Foundry, Smithy and Quarry.