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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.

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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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Dwelvers Alpha v0.6c

Dwelvers Alpha v0.6c

Dec 23, 2013 Demo 5 comments

Dwelvers Alpha v0.6c -------------------- This is a minor bug fix version since the 0.6b version. See the description for more details.

Dwelvers Alpha v0.6b

Dwelvers Alpha v0.6b

Dec 21, 2013 Demo 0 comments

This is a big update with many new changes since the last version. This is the first public release of Dwelvers where you can dig in more than 2 dimensions...

Dwelvers Alpha v0.5d

Dwelvers Alpha v0.5d

Oct 7, 2013 Demo 8 comments

Bug fix version of 0.5c. See description below for details.

Dwelvers Alpha v0.5c

Dwelvers Alpha v0.5c

Oct 2, 2013 Demo 6 comments

Dwelvers is a real time strategy game inspired by the old time classics 'Dungeon Keeper' and 'The Settlers'.

Dwelvers Alpha v0.5

Dwelvers Alpha v0.5

Sep 21, 2013 Demo 0 comments

This is a very early alpha demo of Dwelvers showing some minor features of how the game will be in the future.

Dungeon Dwellers Alpha v0.4

Dungeon Dwellers Alpha v0.4

Jun 30, 2013 Demo 0 comments

This is a very early alpha demo showing some minor features of how the game will be in the future. As it is in a early alpha state please note that there...

Post comment Comments  (0 - 10 of 31)
clmorris30 Feb 10 2014, 1:25pm says:

i have downloaded and installed no problem but every time i click to load it loads for a few mins the says it's not responding i have tried so many times :( is there a problem with the game or could you suggest anything if it maybe my laptop.thanks

+2 votes     reply to comment
RasmusLjunggren Feb 10 2014, 9:13pm replied:

The game is very demanding at the moment as it still is in alpha and haven't been optimised, I figure the loading time comes after the "Present screen"? If that is the case it is the game level that is generating, and it isn't the most optimised atm. It will be better in future versions. My recommendation is to just wait it out, the level should finish loading at some point. But I am pretty confident that you will experience a laggy gameplay because the long loading time may suggest that the game is to demanding for your laptop.

Sorry for this, I am working on it and it will get better in the future :)

+2 votes     reply to comment
trexium Feb 10 2014, 4:34am says:

I really like it, been playing for several hours now ^^

+3 votes     reply to comment
RasmusLjunggren Feb 10 2014, 8:03am replied:

Thanks, I am very glad to hear that :)

+2 votes     reply to comment
grzechotnik1984 Dec 22 2013, 8:34am says:

It would be great if it could run on OpenGL. Some people don't have Windows Vista/7/8 and I don't know of anything that can be made on D3D and can't be made on OGL. Such sad, much can't run, but still Wow!

+3 votes     reply to comment
Sebt Jan 20 2014, 7:03am replied:

Nie martw się, wszystko się może zdarzyć i jeszcze pozmieniamy kilka rzeczy w grze, na pewno i z tym coś wymyślimy. :P

+2 votes     reply to comment
RasmusLjunggren Dec 22 2013, 12:46pm replied:

** I'm almost sure I answered you.. I must have forgot to press save :/ **

Thanks for the Wow :)
It a mistake I made from the beginning that I started with Direct3D, I will probably port the game to OpenGL in the future, but right now I have way too much on my plate..

I hope you understand :)

+3 votes     reply to comment
russodrezden Dec 5 2013, 10:49pm says:

Alright! I have voted!!! In exchange for this I fully expect to be compensated by having the ability to produce multiple versions/iterations of the Dark Mistress troop type.
Seriously though - two things that I always wished DK2 could improve on:
1) Not being able to attack the human settlements that kept sending the heroes to kick over my sandcastles. Just did not seem fair that I couldn't.
2)There being only one type of evil female troop type. I mean, c'mon. Not only is this just plain sexist, but the evil chick is the staple of all evil-doing organizations, and you just can't have too many.
Anyways, thank you for answering a wish from over a decade ago.

+2 votes     reply to comment
RasmusLjunggren Dec 24 2013, 3:10pm replied:

Thanks for the vote :)

Nr 1: Is being worked on and will probably be introduced in the 0.7 or 0.8 version.

Nr 2: I see your point, but I could turn it around and say that the females are dominating the guys. If I had a guy that were the Dark Mother and all other females, then it would be sexist as well. The only reason I choose to label her as the "Dark Mother" is because she giving offspring. But yeah, in the future we will probably have more variation between the genders :)

+2 votes     reply to comment
RasmusLjunggren Dec 21 2013, 12:36pm replied:

Sorry for the extremely late reply, I don't get any announcement when people post here.
If you'd like you could report your issue at our forum Forum.dungeondwellers.net so that we could get to the bottom of the problem and solve it.

+2 votes     reply to comment
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