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Blog RSS Feed Report abuse Latest News: Dwelvers - Improved Creature Creation

About Dwelvers with 0 comments by RasmusLjunggren on Apr 20th, 2014

Dwelvers - Improved Creature Creation


Dwelvers Alpha v0.6c

Trailer video

Hi All


Time for another journal to be written :)
Besides improved creature creation, the last two weeks have been mostly about finishing up some of the almost finished features in the game. This have been the creature modding in particular that has taken a lot out of the development time, but now I can say that it is 100% complete finally :) So today I also want to show how it will be possible to add new items and languages to the game.

Creature Creation


If we start by taking a look at this first screeenshot we will see that the Orcs now require new items to be created.

Image has been scaled down 9% (940x529). Click this bar to view original image (1024x576). Click image to open in new window.

[Image: CreatureCreation.png]

These new items are called "shards" and the player can also see how many he have in possession at the top of the screen. There are four levels of these shards:

  • Shard of despair (lv1)
  • Shard of agony (lv2)
  • Shard of death (lv3)
  • Shard of ??? (lv4) (We still haven't decided 100% on the names)

The higher the level of shard, the harder it will be for the player to obtain it. And that takes me to the next screenshot:

Image has been scaled down 9% (940x529). Click this bar to view original image (1024x576). Click image to open in new window.

[Image: ItemFeedingAndCrafting.png]

Here we have a wooden club selected in the items menu, the player have the option too feed this item to the dark mother to be able to obtain the number of shards the wooden club is worth, and these shards can then be used to create creatures as explained above.

All items can be feed to the dark mother through the items menu, and all items have some shards value, some less than other, and the more common and is easy the item is to obtain the lower shard value the item will have.

We have been discussion this here: Forum.dungeondwellers.net

The main upside with this system is that the player don't have to worry about overproducing one item type and have it fill all the storage rooms because all items can be used for creature production and not go to waste. One other thing is that even if the player can't find gold, he can always use other items to produce creatures, even if it will take a longer amount of time.

In this screenshot I also have a crafting menu visible, but I will not go into details about that one until the next week Wink

Dwelvers Launcher


Something that have been bothering me for a long time is the inability to choose the game resolution, and now with the ability to choose language I got more and more drawn towards making a launcher for the game.

[Image: Launcher.png]

Besides being able to select resolution and language the player will also get the latest news from the Dwelvers website displayed in the launcher, this will probably make it a lot easier to be up to date with the development. I have also added so that the player can select to run the game in debug mode, what it does then is to open "DwelversDebugger" if it is not already opened before launching the game, this should make the debugging a little easier I hope.

I may as well include this

[Image: SplashScreen.png]

Instead of having a full-screen loading screen I made it so that all the initializing of the game appears through a splash-screen. I don't know how much of a difference this makes for people in general, but it looks a little nicer and the player will not be forced to look at a black screen while waiting for the game to start up.

Left to do


I have finally put up a left to do list of the things that is needed to be done before the next release. Why I have been avoiding this for so long is because I have been forced to make so many new features and changes to the game that it has been very hard for me to be able to say what is left and what is not. But now when almost all the heavy work is behind us I can focus on just adding new features.
Link to what is left to do:



Language Modding Tutorial


I have added a tutorial here on how to create a new language for the game:



Item Modding Tutorial


I have added a tutorial here on how to add new items into the game:



Next week I will add a creature modding tutorial.
This will be a really big topic so there is not enough time for me to introduce it with these news.

Dwelvers Alpha v0.6c

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Post comment Comments  (10 - 20 of 124)
FRiiZY_DuDE
FRiiZY_DuDE May 20 2013, 7:01pm says:

Where can I download this engine, the features sound amazing?

+3 votes     reply to comment
Bassnova
Bassnova Aug 22 2013, 3:01am replied:

No comment.

+5 votes     reply to comment
Nikolaii
Nikolaii Aug 6 2013, 11:42pm replied:

its not...a *sigh*

+5 votes     reply to comment
Yhozen
Yhozen Jul 13 2013, 12:31pm replied:

Lol xdddd

0 votes     reply to comment
Ausländer
Ausländer Apr 30 2013, 9:48pm says:

it's quite scary, all of the people who can't realize what this is. Also scary, how most people who try and describe it refrain from calling it by it's name, "Custom Built", and instead call it things like "Custom Build" and "Custom Engine". *shakes head depressingly*

+6 votes     reply to comment
mescalin
mescalin Jul 18 2013, 8:28am replied:

did you include using cbe at the top so it points to the right libraries?

also did you write the appropriate libraries?.... don't get me wrong the cbe can potentially be the most powerful game engine there is, it's just getting it working can be quite long winded

-1 votes     reply to comment
Arethrid
Arethrid Jun 3 2013, 5:08pm replied:

Here's what you should do: Create a text file and call it "my_engine.cpp" and immediately delete it! When it's in the recycle bin restore it back to it's original directory, count to six and then open the file. If it doesn't instantly contain all the codes of a custom engine repeat the process again. It works most of the time, if not try it with "MAH_ENGINE.jar". That's how minecraft came to being.

-1 votes     reply to comment
ThePC007
ThePC007 May 10 2013, 3:36pm replied:

This isn't a real engine. This is just there so that people who submit games here who have actually made their engine themselves can also mark their engine as their own engine.

+4 votes     reply to comment
MrTaxikiller
MrTaxikiller May 9 2013, 12:52pm replied:

error on line 27, and the issue is a invalid syntax. also the syntax does not seem to exist, and it seem your game cant find the engine.

Ohh yeah I dont know nothing about this engine but when I take a look at your error and use my brain it seems that when you think about it all the errors are giving for example in your code like I said before with line27, here are my answers i can give by only thinking and reading your error log.

error14:main.cbe "I think that the error14 have something to do with your main.cbe ?"

Line27: Int void main (){ "It seems there is something wrong on line 27 of your code maybe with your int not sure because I dont see your code."

issue: invalid syntax. also, syntax does not exist. btw, engine not found. "it says that the syntax is invalid plus your syntax doesnt even exist and it cant find the engine directory"

+1 vote     reply to comment
sondrebot
sondrebot May 7 2013, 4:50pm replied:

Lol!

+2 votes     reply to comment
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