Another month, another year even, and so its another dev update forKing under the Mountain! There was another fantastic burst of progress this month culminating in the first release of Alpha 5, covering half of the items from the Alpha 5 roadmap already so Ill jump straight in to the new developments!
First of all there is now a (very bare-bones) embark screen (i.e. Start new game screen). This allows you to set a name for your settlement (or let the game randomly generate one) as well as set the seed the number used to initialise the random generation before starting the game proper. You can enter text into the map seed field if you like, though the game will turn it into a long number as shown. This means if you discover a map you particularly like, you can use the same seed again in the future to recreate it, or better yet, share map seeds with other players. In the future this screen will contain a lot of options to customise your starting settlers, items, even the map itself before starting a new game, but its nice to have even this in the meantime.
Speaking of customising settlers, you can now rename them in-game. Perhaps not too exciting by itself but it leads on to
Twitch integration! While playing the game on Twitch, you can now connect your account using the games options menu, and this will reveal the options shown above to have settlers in-game automatically have names based on current Twitch viewers, with an extra option to prioritise Twitch subscribers before other viewers. While this feature has been tested and works well as far as I can tell, I dont believe anyone has tried this feature out properly on a Twitch stream yet, so please let me know if youre going to give it a try!
Thanks to one of the several very talented artists Im working with, there are now new visual assets for the way floors overlap onto each other. On the left in the picture above is my old programmer art wavy-edge type of flooring overlaps, and on the right something looking much much better for different types of floors (see if you can spot how the dirt onto stone looks different, its subtle!). Also the grass flooring itself has had an overhaul to look better too. Theres a lot of artwork in progress and also already completed for features to be added in the not too distant future, but Id prefer to keep the reveal of those for when the features are actually implemented properly.
So you can name your settlement now, but why does that matter? To help you identify different saved games! Above is the load game screen thats just been added to the main menu (though Im sure most of the time players will just hit Continue game to continue their current save). This means youre not limited to a single saved game at a time anymore! Long overdue like most of the features in the pre-Steam Alpha roadmap and Im very happy to see it added. The save files themselves have been overhauled so that they use compression, so in previous versions a save file would be 30 to 50 megabytes, now one is generally around 2 and a half megabytes!
Speaking of long-overdue Alpha features, stockpiles have been reworked (they are not quite so fixed in what they can store anymore) and stockpile management/filtering has been added. Click on a stockpile and click on the Settings button to get the view above, that lets you customise which item groups a stockpile stores, down to the level of the items under those, and even which materials of those items if you wish. Since the above screenshot was taken, a priority control has also been added to stockpile management, so you can set which stockpiles should be filled first or last, or somewhere in between.
Finally theres a few small improvements to the settler management screen following player feedback. Theres a display of number of beds at the top of the screen, clicking on (i.e. filtering to) a profession keeps the other settler in view but greyed out, and theres some sort options at the top to view the settlers by name or decreasing unhappiness (which was the old default).
Currently Im working on a particle effect system the small, short-lived visual effects you see in most games. This will (hopefully) be things like sparks flying off a blacksmiths forge, pieces of stone chipping away when mining or crafting, water droplets splashing when filling a barrel, little visual touches like that which really start to bring the game together. As always itll be fully extendable / easily moddable, but it is quite a chunky feature which will take some time, so I thought it best to release an initial version of Alpha 5 before getting stuck into it which is all of the other new additions you see above! Once that is done (and it also includes showing the progress of a job being worked on) its on to constructing flooring and roofing having an area be outside or inside will start to become important. Especially a little later when weather is introduced which will really shake up the current gameplay! The goal is for there to be a slight punishment to things being left outside which I think should change the dynamics of building a settlement quite a bit.
Until then though, as ever, the best way to get involved is joining the King under the Mountain Discord where Im usually on hand and always very happy to hear any feedback or issues players are experiencing. See you in 2021!
[ 2020-12-24 11:40:57 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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