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
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.