Dwelvers Forum

Full Version: 2018.01.30 - Dwelvers development is now going faster than ever!
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
2018.01.30 - Dwelvers development is now going faster than ever!


Hi all Smile
These last weeks have been really productive. We have revamped the surface world, got a level editor in there and started on the campaign levels! It is all going really smoothly Smile

Here's a screenshot of what levels can be created with the upcoming level editor:

[Image: C52A9F7629FB839BC5F91F4F7CE99841F9D60D7F]

Divine Robot enters the game


[Image: divine.png]

Here comes the big news! The company I work full time at (Divine Robot) have agreed to help me finish Dwelvers. So now I'm back to working a lot more on Dwelvers with the help of graphic artists and project managers.
The main plan now is to focus all the resources on getting a fully functional level editor into the game so that we can start making campaigns. And with these campaigns we need new enemies and more game content.

What has been done so far since the last update

  • We have revamped the surface world with new trees, grass, rocks and more. Just so that it all will look more pretty (Which gives more satisfaction when destroying it Tongue).
  • A Dwarf creature has been added which will replace the Rogue as a human creature, and instead the Rogue gets spawned by the player just like the other creatures owned by the player.
  • The first version of the editor is almost finished. This version will give the player the possibility to build the dungeon exactly as he or she wants. All the event handling will be easily customizable using XML sheets.
  • The first campaign level is almost finished. I've been getting a lot of help at the Dwelvers forum from Mello Tonin and Sebt with designing the campaigns. They have saved me a lot of time, so a big thanks to them Big Grin
  • The translation XML in the game has been cleaned up. So now we have all the text in the game ready for translation inside on XML file being all categorized and pretty Smile

We are looking for help! We need translators


As the translation XML now has been cleaned up we want to start translating and proofreading the game texts to different languages. If you have the time and will to contribute, please let us know in this thread: http://steamcommunity.com/app/276870/dis...871229609/
Your efforts will be rewarded with a permanent spot in the game credits and a testimonial for any future translations if requested.
Translating the game to other languages than English will broaden Dwelvers visibility here on Steam, and non-English speaking people will also get the opportunity to play Dwelvers. So if you want to help with this it would mean a huge deal for me and for the development of Dwelvers.

So what's next?


I will try to get a new version out there next week with a couple of campaign levels, and from there we want as many of you as possible complaining about any little issue you may find so that we can fix it as soon as possible Smile

If you have any questions or suggestions please let me know in the comment section below Smile


Dwelvers Alpha v0.11.19.4 is available for download at the Dwelvers Website and on Steam.

Follow us!
[Image: Steam.png]  [Image: IndieDB.png]  [Image: Facebook.png]  [Image: Reddit32.png]  [Image: YouTube.png]  [Image: Twitter.png]

The new look of surface-related textures judging by how do they look on the picture above looks promising, kind of Minecraft-esque and certainly fits Dwelvers ascetics. Smile

BTW: If we take a Dwarf from Prison to Dark Mother will she spit out a Dark Dwarf? :'D
Ah good times Big Grin
[Image: DarkDwarf.png]
Yeah, the first creature after Imp in DungeonDwellers. Smile

I wonder if you introduced a Dwarf will it have ability to dig walls? Will rogue keep that ability too?
Hmm, good point... There is no real reason why a rogue should be able to dig walls.
If that would change than I assume what will claimed portals "attract" will be Dwarves instead of Rogues? If yes, than I assume to spawn a Rogue I will need to do the same like to spawn a Knight.
Ah Dark Dwarves, that brings back memories. Back then the problem was too much wood Tongue I did like having to manage the roots tho. Was a good way to corral your troops too.
Wow, if not the Lemonhead review on Steam I wouldn't know that with that news 0.12 version was released. O.o
I didn't have the time to finish the newspost yesterday Tongue
LOL, yeah I loaded up the game last night to show a friend, and I was like oh, the interface has changed a bit...hmmm. To the bugs list!