Trailer video
Dwelvers has been accepted to Steam
Yes, we got the confirmation a while ago that Dwelvers can now be sold on Steam, and with this we will reach a whole different audience and hopefully this will lead to more public interest in the game.
As you all may have figured out Dwelvers will be sold on Steam Early Access, meaning that we will sell it as a alpha version and make it very clear to the buyer that it is not the full game we are selling. I would like to point out that I am not interested in upgrading the game to Beta version as the definition for Beta is:
"A development status given to a program or application that contains most of the major features, but is not yet complete."
And there is still a long way to go until I would say that the game have reached that point. I will try to not add to many new features in the future because I think it is better that we get a game that is fully functional with the basic intended features before we start adding new once. I will soon make a list of what features I have planned for the game before I will call it Beta.
I have also been dragging out on the latest release of the game because the next version will not be free to the public, and therefore I want to progress the game to such an extent that it will be a very noticeable different from the last version.
For those of you that have pre-ordered the game, you will be able to download it from the website as well as get a free steam key if you rather want to play it there.
With the next release there will also be a demo for people to try out before they decide to buy the game.
Equipping creatures
This is something I have had planned for a long time, and with the modding possibility it have gotten a lot easier for me to add and remove equipment to creatures. The basic idea is that the one that "makes / design" lets say a leather armour should be able to make all the creatures equip it without having to making the same leather armour for all creatures. This is a common problem as all creatures have different bone-structure and form, and only making one leather armour model will not fit all creatures.
But I have come up with a solution for this, it is the same solution as used in WoW, I paint the leather armour on the creature bodies and then I have models like shoulder-pads for example being attached to a predefined location for each creature shoulders. It may sound a little complicated or "ugly" but the result got a lot better than I expected, here is a preview of the Impanzee switching between different armours:
And with this I would also like to add that we are aiming towards making a blacksmith in the game that can create these armours for the creatures on the players request.
Curse have agreed to make a Dwelvers wiki, I really want to thank them for all their help and their engagement helping us out with this. It is a little thin atm, but with the release I will make sure to flesh it out
Game Modding
The last month I have gotten some requests to make the game more mod-able. This was something I actually had planned to make later in the development as I knew that it were going to be time demanding for me without having that much to show for it, but with the acceptance to Steam I wanted to make the game as dynamic as possible before I released it, and anything I don't do now will only be harder to do in the future. This is the reason I have been working somewhat in the dark for the last month.
The goal is to make every object in the game externally loadable through xml files, which means that only the basic gamemechanics in the game will be hardcoded. So the result will be that any new object I add to the game anyone else can add as well as long as they understand the basic principle in how to do it. If the interest for this get high enough the player will be able to download and add new buildings, items, creatures, spells etc. into the game to give the game some extra variation.
This is what is completed and fully modable at the moment:
- All items
- All particle effects
- All projectiles
- All creatures
- All equipments for creatures
I still have to make the buildings modable, but this will take some time for me because some of them have taken a real deep root into the source-code. So my plan for this is to make the building modable after the steam release. But once the buildings are modable then anyone can actually add anything to the game.
-- Read more about particle modding here --
-- Read more about item modding here --
-- Read more about equipment modding here --
And a BIG Thanks
A big thanks to all of you that have supported me during the development, both financially and with ideas and feedback. I would not have come this far without the support from all of you.
But there is still a long way to go, the journey continues and will keep on going, this is a lot of fun
This is awesome news! Congrats Rasmus. Keep it up
Nice game, but the soundtrack sounds a bit childish. Just my humble opinion.