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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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1 comment by RasmusLjunggren on Jul 30th, 2014

Long overdue polishing

Dwelvers Alpha Demo 0.7e2

Trailer video

First of I want to tell you all about my weekend at NärCon, this is a Swedish cosplay / anime / indiegames convention which had ~7000 visitors. I was invited to promote Dwelvers, and I have to say, it went really good Big Grin I went there last Thursday and stayed there until Sunday, I have to admit it went a little slow at first, but I blame this on the bad location I was placed on and that was ill prepared. My first thought was that I was going to do some coding and show of some gameplay to people that walked by, so all I had was my laptop and some business cards (now I know better). It was not until Saturday that I got a better location to stand at and a monitor to connect to the laptop.

[Image: NarConStation.jpg]

Long story short, after I got a better location to stand at I managed to give away 40+ business cards and 30+ fliers in less than a day. The response was really good, people seemed to love the game and all of them came with feedback on ideas that they would like to see implemented (deja vu Wink).

So, I have been invited to the next närcon conversion in winter, and that time I will come way more prepared with pull up posters, a big monitor and a lot of fliers Smile

New creature bars

So I followed Mello Tonin's design and made new creature bars.

[Image: CreatureBars.jpg]

As seen in the screenshot the player can now see the health, the level, the mood and the name of the creature, and a lot more clearly than before. Also, with this design it is a lot easier to separate friend from foe.

Console window

Well it is not actually a console window, but it behaves a little like one.

[Image: ConsoleText.jpg]

Why I implemented this is because I wanted to get rid of the annoying window that popped up every time the player got a new item or creature available for production. But as soon as I implemented it I saw its potential and tried to push as much information through it as possible. So it will show:

  • When a new item is available for production.
  • When a creature level up (showing the name of the creature as well so that the player bond a little more with them).
  • When the player gets a new message (battle or production).
  • When the player speeds up or slows down the gamespeed (yes, we can now modify the gamespeed with +/- within the range of x0 -> x9).

Easier to obtain creature info

First of, here's the screenshot:

[Image: CreatureMoodsAndActions.jpg]

When a creature icon is selected with the hand some other icons will pop up above it. These icons shows how many of the creatures are in a good, neutral, bad or dead mood. Also how many of the creatures that are idle, working, or fighting. When these icons are left clicked the player will toggle and zoom in on these creatures.

Also when a creature type is doing battle a red square will flash around the creature icon so that the player can find the battle without having to scroll through the messages.

New creature production system

I know, this is the third time I change it... But as long as I am not happy I will keep changing it. So this time I have backtracked to DK's way of creating creatures with some modifications.

The idea is simple. There will be some buildings in the dungeon that attracts certain creature types. When these buildings are built the creature that are being attracted will get spewed out by the Dark Mother. From this point the player will have to make sure that this creature (lets say Orc) is happy. Because when all the Orcs the player owns are happy a timer will increase (that is the cyan colored line in the screenshot above), but when one Orc of all the Orcs is unhappy the timer will decrease. This is represented by a green (+) or a red (-) as seen in the screenshot. The challenge here is to keep all the Orcs happy, and the more Orcs the player gets the harder it will be to keep them all happy at once.

To limit the player from creating 50+ Orcs every Orc the player own will make the timer increase slower. So when the player has 1 orc it will take 1 minute to create another one, then it will take 2 minutes, then 4 minutes, then 8 minutes and so on.

The reason I want to limit the creature production is because I want the player to focus on equipping and training the creatures and not to mass produce them.

I will of course make it a lot harder for the player to keep the creatures happy by giving them more demands. The Orc for example requires:

  • Well rested, drunk and well feed.
  • To be at least level 2 to be happy.
  • To get really drunk at least once every 20 minute.
  • To start a battle with someone else at least once every 10 minute. If the Orc faces some real enemies there will be a delay on 20 minutes, it doesn't matter if the orc wins or looses, he will still be happy (A lot of creatures will probably be beaten up and dragged to their beds unless the player engages the orcs in battle).
  • To be able to be left alone from other races once in a while. (Good to build their beds separately from other races).
  • To be able to pray to their God once in a while (Here is where the orc statue come into the picture)

So what about the imps. What I am going to do here is to make all player owned buildings attract imps, this will speed up the imp production timer a lot more. The same goes for the Orcs, if a large amount of buildings are built that are attracting Orcs they will be produced faster. This could be visualised by adding more plus signs to the Orc icon in the screenshot above.

I know a lot of you have been talking about the Evil Meter, it will still be implemented but I have been thinking about using it for spells costs instead.

When it comes to making direct actions to produce creatures faster I have have been thinking about making it so that certain creatures will be attracted faster if the player does certain actions, like torturing enemies and so on. Another idea is also that every time a enemy is killed by a Orc the Orc production timer will get a boost. So we could have more needs implemented for the creatures, but we could also have primary needs that will make the creatures super happy and boost their production timer.

Dwelvers XML Config

Now when I am working on what buildings should attract what creature I decided to make the editing a little bit more simple, so with the next version I will include this tool:

[Image: DwelversXMLConfig.jpg]

From here the player will be able to choose building costs and creature attraction if he wants to experiment with the balance of the game.

Dwelvers Alpha Demo 0.7e2

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Dwelvers Alpha Demo 0.7e2

Dwelvers Alpha Demo 0.7e2

Jul 15, 2014 Demo 4 comments

Fixes: - The launcher is no longer complaining about missing "Dwelvers.exe". - Dwelvers will no longer complain about missing "DemoGame.png". Dwelvers...

Dwelvers Alpha Demo 0.7e

Dwelvers Alpha Demo 0.7e

Jul 13, 2014 Demo 0 comments

A quick hack to fix the issue where the launcher complains about a missing "Dwelvers.exe" file is to rename the "dwelversdemo.exe" file to "dwelvers.exe...

Dwelvers Alpha v0.6c

Dwelvers Alpha v0.6c

Dec 23, 2013 Demo 6 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'.

Post comment Comments  (0 - 10 of 38)
Ushiri Jul 31 2014, 6:43am says:

Check out Sydcon in Malmö this weekend. its MEGA consolegaming group that arranges it...similar to Närcon

+2 votes     reply to comment
RasmusLjunggren Jul 31 2014, 1:08pm replied:

Yeah, I am actually going to be there and promote Dwelvers on Saturday between 12 - 20. If you are going don't hesitate to come by and say hello :)

+1 vote     reply to comment
Bullseyehit Jul 14 2014, 5:57am says:

Hi. First of all this game looks promising. I'm a huge fan of settlers and games like this and it looks awsome. When i tryed to play the dwelvers launcher gave an error saying Dwelvers.exe could not be found. Even though i just installed the game. Then i reinstalled it and it was still missing.

+1 vote     reply to comment
RasmusLjunggren Jul 15 2014, 6:16pm replied:

Argh, the launcher is still set on the non demo file :S I will upload a functioning version shortly. A quick hack to make it work with this current version is to rename the "dwelversdemo.exe" file to "dwelvers.exe" in the game folder.

+2 votes     reply to comment
Bullseyehit Jul 16 2014, 4:55am replied:


+1 vote     reply to comment
DiamondBorne May 6 2014, 1:29am says:

I'm a fan of Dungeon Keeper but i never heard of this until now! Anyway first impression is i really love multiple height dungeon and item crafting system. You guys really added up something fresh instead of trying too hard to become Dungeon Keeper 1 V.2.0

+2 votes     reply to comment
RasmusLjunggren May 7 2014, 2:18pm replied:

Thanks :) It also keeps the motivation high doing something extra that no one else have done :)

+1 vote     reply to comment
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
RasmusLjunggren Feb 10 2014, 8:03am replied:

Thanks, I am very glad to hear that :)

+2 votes     reply to comment
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