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Author Topic: King under the Mountain - Fantasy simulation-based strategy  (Read 63643 times)

forsaken1111

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Well I'm a dog owner and that comic is spot on :) Hopefully I'll include some DF-style cats and dog pets into the game at some point.
What role would these pets fill within the game, mechanically? A control to help your dwarves cope with their terrible existence perhaps? Positive mood bonus? Beard Snuggles?

Or would they be practical pets, learning to carry things or helping on hunts?
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Zsinj

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More likely the first one - much like beer, a cause of and solution to terrible mental breakdowns ;)
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forsaken1111

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Excellent.

Are draft animals also within the scope of your planning? While the current 'chop tree and it becomes a neat stack of lumber' system is pretty common in these sorts of games, in a real production chain the felled tree is often dragged off to a lumber yard for processing. I can imagine a dwarven lumberjack with his ox hitching the ox harness to the newly felled tree and dragging it back to the lumber area to cut it up in safety, making firewood or planks or whatever else
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Zsinj

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Absolutely one of the next steps is for the logs to be taken to a lumber yard for processing into planks rather than the usual direct usage of logs in crafting. One of the main gameplay inspirations is The Settlers (I and II) which feature both this and using pack animals to help haul more resources around, that I'll be planning to add as well. These production chains are a huge focus for me to distinguish it from a survival sim like Rimworld into a larger, functioning economy.

Just at the stage of getting initial workshops set up, I'm wondering if I should have a large sawmill station that requires more than one dwarf to work at it (to spin the saw blade and feed logs through) in preference to just a simple carpentry table with a saw and other tools. Probably going with both as initially you won't have enough dwarves for that amount of manpower (dwarfpower?), until later. So in short, yes!
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forsaken1111

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Awesome! I was actually thinking of Settlers when I mentioned that, so spot on.
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Zireael

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Draft animals rarely make an appearance in such games, so I'm all for them showing up in this!
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TD1

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PTW. Looking good!
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Zsinj

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Thanks! Small update in that we've had the logo animated to stand out a bit on Steam Greenlight :)

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forsaken1111

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Love it. Especially the subtle little runes
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Scripten

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That is an absolutely gorgeous logo. Very excited to see where this goes.
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nenjin

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Doubled down then, I see.
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Zsinj

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Been quite busy with other responsibilities recently but I should have a dev update soon.

In the meantime, what do you think of this music track composed by http://www.jordanchinmusic.com/ as a background piece for the game?

https://soundcloud.com/jordanchin/start-anew
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Mephansteras

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I like it!
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Persus13

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Sounds good, the opening theme reminds me a bit of the opening to the Hearts of Iron IV soundtrack
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Zsinj

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Thanks a lot for liking it guys! Good news and bad news this month, though nothing *too* bad fortunately.

I'll start with the good news - Anthony Avon (the concept artist for King under the Mountain) has finished the second major piece of concept art, this time depicting a dwarven settlement in one of the massive caverns that make up the underground sections of the world. Although this concept mostly focuses on dwarven structures and underground flora (like the giant mushrooms), you may notice a small party discovering the settlement on the left side of the image. This both introduces orcs as one of the other playable races and the concept of dispatching small teams of heroes or champions to go on an adventure to other player's creations. These adventures can be thought of as classic RPG-style dungeon crawls through player-generated content that will make up one of the major gameplay goals of King under the Mountain, so watch out for more info on this in the future! Check out Anthony's concept of an orc in this world for a sneak peek of what might be next :)


Concept art of a subterranean dwarven settlement

There's more good news in that the extremely talented Jordan Chin has composed and produced his first track for King under the Mountain, hopefully with more to follow! You may recognise Jordan's work from his contributions to the Materia Collective such as MATERIA: Final Fantasy VII Remixed which I'm a big fan of, and it's a delight to have Jordan contributing his talents to the game! Start Anew is intended as a piece of background music to be played while the player is peacefully building up their settlement. Let us know what you think!

http://soundcloud.com/jordanchin/start-anew

The bad news is that Dave Rigley, the animator and artist responsible for the in-game character sprites (and upcoming resources) has had to pull out of the project due to personal commitments. We're in the process of looking for a replacement sprite artist and it looks like we're close to finding the right replacement. Along with the fact that development has been a little slow in November, it means the existing prototype release timeline has had to slip a little. It's unfortunate, but better to wait a little longer for the right vision of the game, rather than a rushed release to meet an arbitrary deadline. This means we're now aiming at February for the first playable prototype of the game, with a view to launching on Kickstarter around April - May. If you haven't already, it would mean a lot to us if you sign up to our Kickstarter notification list and we'll let you know the moment we go live. We'll only email you once from this email list - we all hate spam as much as you do! That being said, signing up to be notified in this way means we'll have the momentum we'll need to make a success out of Kickstarter, and ultimately, the game itself. So if you want to get your hands on the game you know what to do!

In terms of development updates, I'm working on having the dwarves carry around resources such as stone and logs. This will unlock the ability to haul items such as these to workshops for processing into other resources, forming the basics of the economy and production chain. Hopefully I'll have more to share on this topic in the near future, including an example of how easy it will be to mod your own assets and resources into the game. Modding is a key "pillar" in the design of King under the Mountain and its important to get these basic systems correct before adding the polish and more complex systems that will make up the game proper.

Also, for a bit of a behind-the-scenes look at the design process, I've put together a short document describing how the initial setup and gameplay might play out that you can read here. Let us know if you've anything to add or any questions!
« Last Edit: November 28, 2016, 09:37:13 am by Zsinj »
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