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Dwarfveloper 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!

Wishlist now!

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Dwarfveloper log #19 – Of Slimes and Dwarves

Hello everyone!

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.



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Dev Log October 1

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


You can also find us here:
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And don't forget to wishlist!

Partnership Announcement [New trailer inside]

We are thrilled to announce that we’ve partnered with Team17 to bring Hammerting to Steam!

[previewyoutube][/previewyoutube]

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.

Add Hammerting to your Steam Wishlist!



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