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Hammerting News

Dwarveloper Log #40 - Research System

[h2]Welcome Dwarves![/h2]



We hope everyone is keeping well and getting ready to spring into a new month!



Here are some things we've been working on since last time!



Code
  • Continued squishing bugs for the new navgraph system
  • Rails/elevator tracks can now be built by simply dragging them out and holding SHIFT pressed
  • Rails/elevator tracks can now be built by standing on an elevator platform/riding a minecart
  • Some minor improvements to the dig/mine AI
  • The map near the start location has been tweaked to look more natural and invite vertical exploration
  • Dwarfs can now dig, mine, and build while standing on an elevator, climbing stairs, or riding rail carts
  • When building tiles on the map it is now possible to do so from further away. For instance it is now possible to build a stairway of sorts downwards





Art
  • Worked on art assets for the research system
  • Made the top bar longer to fit more menu icons
  • Made stairway tower and stairway scaffold
  • Finished the art for the railway system
  • Moved all the planes for creatures closer to each other to remove unnecessary shadows


Join us next week for another Dwarfveloper log for more updates on all things Hammerting!

Dwarveloper Log #39 - Dwarves at home!

Welcome Dwarves!



We hope everyone is staying safe and well in their own perspective mines! The mountain folk are cosy in this dwarven dwelling.



Dwarves do not mind working from home. It’s just that they see the entire mountain as their home. Some parts they don’t visit that often, and some parts they have never even seen. It’s all still home though.

Here are some of the things we have been working on the past week:

Content
  • Work on Critical Hits in Crafting
  • Work on Research System


Code
  • Continued working on more complex behavior for placing rail/elevator tiles
  • Drills have been re-implemented
  • Movement fixes


Art
  • Wrapped up the first iteration of the log book ui.
  • Started to work on some more locations for the overworld.




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!

Dwarveloper Log #38 - Transport!

Welcome Dwarves!

We hope everyone is staying safe in their own perspective mines and is well!



We are gearing up for one of the last big features, which is infrastructure! This sprint we are adding minecarts, elevators, stairs (a big event in a vertical map!), and more. This should make traversing the caves a big faster, plus who knows what kind of tricks can be pulled with all of it?

Content
  • Added Rabbit, Mole, Tortoise, creatures.
  • Added support for variable looks to goblins.
  • Reworked item progression to make healing easier in the early game.
  • Added inventory with fuel/health meters and inventory to drills.
  • Reworked scaffold placement logic for building construction.
  • Building orders can now be canceled with coherent behavior.
  • Restored XP gain from crafting and building.




Code
  • Dwarves can now travel via elevators and mining carts.
  • Movement system and behaviors improvements. (Initial tests show massively increased pathfinding performance.)


Art
  • Concept art of a new railway station, elevator station, elevator rail and several variations for elevator platforms.
  • Concept, mode and animation for a new monster...
  • Started to sketch a log book UI.


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 #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!

Dwarfveloper log #36 - Wildlife Sneak Peek

Hello everyone!

This week celebrated World Wildlife Day ( Tuesday 3rd March), as such, we wanted to show off a little of the rat, lava rat and the fox.

The Rat

"Far 'neath the foreboding reaches of the Mountain cold, the things of the dark grow to terrible proportions of size and cruelty. Few yet live who have chartered the farthest extents of the tunnels winding through the fathomless depths of stone below, but old dwarves tell tall tales, of feeling watched by sickly eyes, of a maddening chittering just beyond the walls, and of cheeses, the size of wagon wheels, swallowed by the darkness."

The Lava Rat

You need to keep a close eye out looking for this creature, as it can be quite difficult to spot when it's camouflaged with its surrounding.



"Legends recall how the Rat God at the beginning of the Third Æon poured all of his burning hatred into a creation of fiery malevolence."

The Fox

Finally, a sneak peek of the fox, which you will find wandering the tunnels of the world. Whether it is friendly or not, you will just have to wait and see!



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!