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  3. Dwarfveloper Log #37 - The Cave Farm

Dwarfveloper 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!