1. Hammerting
  2. News

Hammerting News

Dwarfveloper log #30 – The Overworld Expands!

Hello everyone and a Happy New Year!

Welcome to the Dwarfveloper log #30 – The Overworld Expands!

A lot of the past two weeks were lost in a haze of Yuletide, so today's report from the mines might be a bit more meager than usual. We’ll try to make it up to you in the update for next week!

Content
  • Added "Goblin Standard", loot.
  • Added "Goblin Yurt", loot.
  • Added "A Feast of Boar", loot.
  • Added "Goblin Spear Banner", loot.
  • Added Stonemasonry skill to Miner's Pickaxe.
  • Room "Dwelling" has proper icon.




UI

We now have a gloriously wide overworld map to show you more of the holdings and the bigger world outside of the mines. Not that we’d ever GO there.



Art
  • Made 7 individual ingot models.
  • Made art for a new location in the world map.
  • Reworked the art for various overworld locations.
  • Made more loot models, such as crabshell, scroll, bones and most importantly - beer stein.




Code
  • Fixed some hitbox issues, so weapons on dwarves are clickable now, not just the dwarf body.
  • Added support for autosaves.
  • Crash fixes.



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!

Dwarfveloper log #29 – Custom Dwarf!

Hello everyone and happy holidays!

Welcome to the Dwarfveloper log #29 – Custom Dwarf!

Most of us are off from the 20th. Next week our devlog will be short, but like being short will be full of dwarven spirit, but enjoy a big dev log for now!



Content

  • Added the Sly Fox.
  • Added mushroom icons.
  • Added more lootable items.
  • Added descriptive texts to several buildings.
  • Significant internal work on cleaning up and redefining data. Not the shadow of a pixel’s worth of visible difference.


UI

  • The world is too small - so we made the Overworld map bigger and added a new nation!




Code

  • We’ve added a “dna”-system that can give each dwarf a unique look by selecting different bodies, heads, hairstyles, and beards. The dwarfs’ armors can also get some custom coloring for even more variety!
  • Minor pathfinding optimizations.
  • Inventory system refactored.
  • Many small animation/movement fixes.
  • Fixed bug where dwarves would sometimes target innocent granite blocks as combat targets. Also fixed where they’d target enemies in the deepest depths rather than the one gnawing at their feet.
  • Increased base vision range for dwarves. (Temporarily larger than what they will have in the end, but at least they’re not all nearly blind!)
  • Many small bug fixes.
  • Rendering speed improvements.
  • Misc code fixes for Overworld map.




Art

  • Improving Dawnlit Caverns biome with grottos and new vegetation




Happy holidays again from the team, we hope you will all have a great festive time above ground! :)

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!

Dwarfveloper log #28 – The Overworld!

Hello everyone!

Welcome to the Dwarfveloper log #28 – The Overworld!



The save feature is one of the last big systems we need to implement, after this is done, we can focus more on making the game more fun, get rid of bugs, fix UX issues, fill up with content and more. Wait aren't we supposed to be roleplaying a Dwarf? Ahem - ah yes the mines have had a bountiful harvest this year and we need a way to stockpile it, our Dwarfvelopers have been hard at work creating this very stockpile!

We chose to make an in-house engine we get a lot of flexibility, but the game takes a bit longer to get off the ground! We firmly believe it will be worth it, especially with the kind of skillsets we have in the team!

Code
  • Continued work on save/load, now almost complete.




UI
  • Continued work on the Overworld map plus it is now fullscreen!
  • Mission window now fits into a small-ish laptop screen.
  • Dwarf states got some new icons (for example melee combat, moving towards combat etc.)


Art

  • Finished a new splash art / loading screen.
  • Updated the base UI (Actionbars, Top bar, Log, scrollbar).
  • Made concept art for props found in the Dire Tunnels Biome.
  • Finalized Verdant Grotto biome.




Happy holidays from the team, we hope you will all have a great festive time above ground! :)

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!

Dwarfveloper log #27 – The Snowdwarf

Hello everyone!

Welcome to the Dwarfveloper log #27 – The Snowdwarf! Welcome back Anders/Srekel from his month-long absence from the mines! We are also beginning to feel festive, here’s a concept of our ice biome - look out for the frosty mountain dweller!



Content
Added lore text to enemy lairs.
Added several lootable props and spawning logic for them.
Reworked internal reference components for graphics.



Art
Fountain god room almost finished, started with jackpot mine.
Two troglodyte sculpts finished.
Created Concept art for a new frosty biome.
New biome Verdant Grottos in a presentable state.
Returning to older biomes to add improvements and optimizations.



UI
A new notification window instead of having notification over half the screen.
Updated build menu to fit the notification window. Now also with buttons that look…like buttons.

Code
Continued work on save/load function.

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!

Dwarfveloper Log #26 - Verdant Grotto

Hello everyone!

Welcome to the Dwarfveloper log #26 - Verdant Caves!

It’s cold in the mines this week. We keep the fires burning, but still, our hands grow cold and our fingers blue. Send us warm thoughts please!


(Just like this warm dwarven room!)

Art
  • New biome in the making - Verdant Grottos.
  • Finished creature concept art for Verdant Grotto.



  • Made icons for mushrooms.
  • Started making models for food, hide, machine parts and lumber loot.
  • Dwarf god grotto added, with first room fountain god.
  • Added storage room building.


UI
  • A “Load Game” menu, for all your saves!
  • Top bar now shows total amount of Mountainhome gold.
  • Load/save/pause menu now in-game.




Code
  • Continued work on save/load.
  • Optimized attachment system to scale better for large worlds.
  • Users can now select “Return to Main Menu” from in-game, and start new games/load old save games.


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!