Dwelvers Alpha v0.6c -------------------- This is a minor bug fix version since the 0.6b version. See the description for more details.
Dwelvers is a real time strategy game inspired by the old time classics Dungeon Keeper and Settlers. The player needs to guide their minions in digging out paths and rooms, and claiming them for themselves, growing their dungeon. The game will be based on creating your minions and keeping them pleased in various ways. Then you will lead them into battle to defeat your enemy and claim victory! The most challenging part for the player will be creating advanced production chains so as to have enough food to keep their creatures well fed, enough weapons and armour to outfit their army as a force to be reckoned with, and of course enough beer to keep them satisfied with you as their master. A drunk minion is a happy minion! The theme of the game will have a lot of dark humour, and each creature will have its own personality, demands and fighting style; forcing the player to handle all the creatures in different ways in order to max out their potential.
Hi everyone, it has been a while since the last update, and that is because I have been working on the imp priority system. This is a pretty big game-changer that affects the whole production chain, therefore I have been forced to change and update a lot of code.
Instead of my just showing pictures and description on how it all works I have also prepared a little video that can be seen here :)
As seen in the video the player are able to link and unlink rooms together or apart by dragging the chain between them. The storage rooms can be connected to a unlimited amount of storage rooms and ordinary rooms. But the ordinary rooms can only be connected to one storage room. In the future some rooms like the bedroom and the training room that don't need workers at all will not be a part of the room linking.
The storage room workers job are to fetch items from other rooms they are linked to. They can only fetch items from other storage rooms, but from ordinary rooms like the farm room the workers can both fetch and deliver items. The main reason for this is that I want the items to be pulled towards their destination, not pushed. Buildings that gives items but aren't assigned to any room (like the well) are worked by the workers in the storage room closest to it.
Workers in ordinary rooms like the farm room can only do jobs that are in the same room. They both fetch and deliver items to the room flag in their own room, and from there it is the storage room workers job to fetch and deliver item to this flag.
There are only two categories of workers, those that are assigned to a room and those that aren't. For every worker assigned to a room there is one less worker that are assigned to miscellaneous jobs.
Those workers that aren't assigned to a room do all the miscellaneous jobs that don't count as room jobs. This includes:
- Transporting wounded allies to the bedrooms.
- Transporting wounded enemies to the prison.
- Feeding the Dark Mother.
- Fetching items that aren't dropped in rooms and delivering them to the closest storage room.
Ordinary rooms like farm rooms and cookery rooms will only produce items if the storage room they are connected to have storage space available. So if the player wants a limited amount of beer for example, he can connect the cookery room to a storage room that only have a storage space for 50 items, thereby limiting the number of beer being produced by the cookery room to max 50. Having a full storage room will not stop the deliveries between the storage rooms as the deliveries are done between the room flags.
To avoid problems like only having items being delivered in one direction to the farm room for example, the room flag has a max limit of 3 items per item type. Which mean that no more than 3 water buckets can be stored in the farm room at once, and no more than 3 antroots can be stored either, if the antroots exceeds this limit the workers will not harvest the antroots.