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Author Topic: Dwelvers - Do more Evil  (Read 15717 times)

mastahcheese

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Re: Dwelvers - Do more Evil
« Reply #45 on: January 24, 2014, 08:56:24 pm »

This is looking better every update!
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As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

LoSboccacc

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Re: Dwelvers - Do more Evil
« Reply #46 on: January 25, 2014, 10:36:23 am »

uhm, can you get to the surface digging up?

also, how do I throw money at them?

nvm found it
« Last Edit: January 25, 2014, 10:47:27 am by LoSboccacc »
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burningpet

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Re: Dwelvers - Do more Evil
« Reply #47 on: January 25, 2014, 11:49:08 am »

Right now, in the build we have released, you cant reach the surface. in the future (and our builds) it will be possible and will consist of a slightly different challenge and purpose than expanding underground.

Thanks for the support!
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Puzzlemaker

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Re: Dwelvers - Do more Evil
« Reply #48 on: January 26, 2014, 01:53:05 pm »

So I just played the alpha, and its looking really really good.  I can't wait to see what else is in store!
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LoSboccacc

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Re: Dwelvers - Do more Evil
« Reply #49 on: January 26, 2014, 02:10:48 pm »

Took a while to understand how rooms worked.

Suggestion: add a count of appropriate construction present in the room.

Howering on a room with the mouse and having a tooltip sayng 0/0 bed in use would help understanding what each room needs/accepts
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burningpet

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Re: Dwelvers - Do more Evil
« Reply #50 on: January 26, 2014, 04:24:04 pm »

We actually had something like that but it cluttered everything on screen. maybe we should revisit this idea.

For example, hovering the cookery with 2 brewery would say you have 0/4 water available? i cant seem to understand the 0/0 beds. meaning if you built beds it says you have 3/10 beds free, or that the sleeping room needs beds in the first place?

The new build's tutorial explain a lot in detail.

How did you find the digging/mining? did it flow intuitively, or did you have to struggle to control it?

Also, rasmus has started working on improving the production system. you can see more details here:
http://forum.dungeondwellers.net/showthread.php?tid=514&pid=2399#pid2399

Basically, this image says it all:
Spoiler (click to show/hide)

What he plan, is on bringing the production a little closer to how settlers work with the flag and roads system, but on a more freeform manner. he does that by making it so that storage rooms will each have production rooms/workshops connected to them and imps dedicated to that storage room, so it will be possible to make materials hauling a bit more organized by assigning specific storage rooms and hauling imps to each production room.
« Last Edit: January 26, 2014, 04:40:42 pm by burningpet »
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mastahcheese

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Re: Dwelvers - Do more Evil
« Reply #51 on: January 26, 2014, 05:54:50 pm »

On the digging/mining. First I had trouble figuring out how to use it, but once I did it was fairly easy.
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Oh look, I have a steam account.
Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

LoSboccacc

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Re: Dwelvers - Do more Evil
« Reply #52 on: January 27, 2014, 02:48:47 am »

We actually had something like that but it cluttered everything on screen. maybe we should revisit this idea.

For example, hovering the cookery with 2 brewery would say you have 0/4 water available? i cant seem to understand the 0/0 beds. meaning if you built beds it says you have 3/10 beds free, or that the sleeping room needs beds in the first place?


a little both of them -> item in use / item in room
only show when hovering on a room, after a delay and all that, with a list of required items first and optional items after.

that would remove the guessing as to which item goes in which room - but I admit I was building the room like in dungeon keeper out of habit and I was expecting building to come up automatically as needed - my fault here, I didn't even notice there where things to build on top of the room until I watched internet videos.


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burningpet

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Re: Dwelvers - Do more Evil
« Reply #53 on: January 28, 2014, 05:20:39 pm »

Heh, guess what, Rasmus just sent me a picture of something he had in mind: you can hover a room and it has a certain glow, then you can click on it to get some details and options (which are important for the production reworking) so i instantly referenced him to your suggestion and he will add it there for sure.

Slightly unrelated. here's some of our talented modeler creations. i just love them so much i had to share them:

Spoiler (click to show/hide)
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burningpet

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Re: Dwelvers - Do more Evil
« Reply #54 on: January 28, 2014, 05:48:18 pm »

Thats a sea shell cover!  :-[
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choppy

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Re: Dwelvers - Do more Evil
« Reply #55 on: January 28, 2014, 05:56:52 pm »

1. why are you looking, and 2. it should be a clam shell.

LoSboccacc

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Re: Dwelvers - Do more Evil
« Reply #56 on: January 28, 2014, 06:17:35 pm »

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thepodger

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Re: Dwelvers - Do more Evil
« Reply #57 on: January 28, 2014, 06:23:25 pm »

Wait, you mean not everyone's penis unfurls like a spring fern?
Not that mine does.
-.-

But yeah that is definitely a fishwilly.
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Markus

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Re: Dwelvers - Do more Evil
« Reply #58 on: January 29, 2014, 03:54:11 pm »

Beyond the surprising trouble I'm having finding gold (I'm basically surviving on ridiculously hasty trap setup and imp spam, since going down seems to reveal no hidden gold still) I'm having an interesting time with this game, and it's only the .6c alpha if I am correct. . .

Post to watch.
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burningpet

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Re: Dwelvers - Do more Evil
« Reply #59 on: January 29, 2014, 04:03:04 pm »

Gold is usually found at the bedrock or from impanzees chests.

I agree though, since there's only two creatures the gap between them is too large and orcs relying on gold can have you placed in a death trap location. we will balance it further with more creatures that possess both advantages and disadvantages so it wont be a strictly linear progression and you could advance without relying on one resource.
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