Hello and welcome to a massively delayedKing under the Mountaindev update! I am truly sorry for missing the last 2 monthly dev updates - it was a point of pride that one was always released while development has been ongoing, even if not always on time! As with most small businesses and in fact people around the world, COVID-19 has had a hugely disruptive impact which is the main reason for the radio silence for the last couple of months. While it's not been all stop on the game development front, it has been extremely disrupted but I'm happy to say that quite the opposite is going to happen for June - due to the economic recession of the virus, my day job is changing from 5 days a week to 3 days a week, so the good news is that (for a while at least) I'll have two working days to commit to gamedev and get the project back on track! While I don't have any new gameplay features to show off this month, I am very happy to announce a new music track by Jordan Chin to add to the game's soundtrack. "Dawn" is another track to accompany the peaceful expansion of your settlement, and it captures the essence of its namesake perfectly - have a listen! https://soundcloud.com/jordanchin/dawn Those of you following the dev updates previously will know I planned to attend and exhibit at EGX Rezzed. No surprise now that the event has been cancelled and even a postponement looks unlikely, so perhaps next year instead. I'm progressing with a number of small improvement and tidy-up tasks from Alpha 3, which should include an interesting change to gameplay that I'll go into more detail on next month. The period of relative quiet has allowed me to consider the roadmap as a whole. Seeing as the demand or size of the community isn't quite there yet to be creating mods for the game (and the game itself still being in relatively early stages where more features need adding before mods become more interesting), I've decided to push back the central mod repository and code modding features until after the Steam Early Access release. That means more gameplay features sooner to get the project on track for a release on Steam, with the expanded mod support to follow sometime after. I can't give any specific timelines at this point, but let's see how things go now that I should have more time to dedicate to development! And with that, it's onwards for more focus on gamedev and gameplay features in general. Maybe next month will even have the release of the long-awaited dwarven beer brewing? See you then!
[ 2020-05-30 17:59:24 CET ] [ Original post ]
- King under the Mountain Linux [712.99 M]
The game is based around these central pillars:
- A simulated world – The game world is built on a series of interlocking systems which combine together to simulate a living, breathing world. As night changes to day, trees and plants will grow (or not) based on sunlight and rainfall. The local environment and changing seasons have effects on the native flora and fauna. Your settlers and other characters have their own personal social and physical needs that you’ll have to fulfil to keep them happy (or at least stop them from breaking and going insane!)
- Procedural generation – Every map is randomly generated from an initial seed (a large number) so that no two maps will ever be the same – unless you choose to use the same seed! The art assets for the game have been created in such a way that they can be drawn by the game engine for near limitless variation in colour – so every tree, plant and character will have their own unique combination of colours and appearance.
- Peaceful expansion – It’s an important design goal that it’s possible to play the entire game without getting into armed conflict with other factions (if you choose to). Although weapons and combat can be significant parts of gameplay, we wanted to make sure you can peacefully build up a fully-functioning town to have the satisfaction of sitting back and watching your settlers go about their business in an “art farm” style of play.
- Multiple ways to play – As well as different ways to build and grow your settlement (do you focus on mining? farming? crafting? buying and selling goods?), in King under the Mountain you can play as several different races and factions each with their own unique gameplay elements. You could build a dwarven fortress dug deep into the side of a mountain, a town of humans at an important river crossing, or a tribe of orcs hunting and raiding others. More than just different races to play as, we want to introduce completely new play styles as unusual factions – perhaps a lone wizard building their secret lair with golems they have constructed, an evil necromancer raising an army of the dead, a dragon amassing a hoard of gold in a giant cave system, or even an invasion of demons attacking the material world.
- Player-driven content – Have you ever spent hours in a creative game building something, only for it to sit hidden away on your computer? In King under the Mountain, players can opt-in to automatically upload their settlements for other players to visit. This drives the basis of the adventure mode – you put together a party of champions from your settlement’s population, and go off on an adventure to explore another player’s creation. This mode will involve turn-based tactical combat as you explore and battle through another player’s fortress, claiming rare resources that may be difficult or impossible to acquire otherwise. It’s important to note that nothing will be lost by either player in this encounter – you don’t actually “attack” the other player, only a copy of their settlement, and there are benefits to be gained by both parties.
- Mod friendly engine – Another big design goal is that everything you see or read in the game (and the variables behind them) are fully open to modification. In fact, the base game is built as an engine with one base mod applied to it (which modders can look at to see how things work).
- Processor: Intel Core2 Duo 2.4Ghz or HigherMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD Graphics 3000
- Storage: 500 MB available space
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