Welcome to the monthly dev update forKing under the Mountain and possibly the biggest news the game will ever have King under the Mountain is launching to Steam Early Access on November 24th! In an earlier update I mentioned that I was working with a publisher, well that ended up not panning out, so instead this is me entirely self-publishing and this has necessitated moving the release dateforward from around February to what is now less than a months time. This does mean the planned content has been cut back a bit instead of launching with Alpha 10 completed, the game will be launched up to Alpha 8 instead. Primarily this means that combat and content based around combat wont be in at launch, but will be coming shortly after launch, and there will still be a simplified combat in the form of hunting coming in the next update.
I was hoping to have Alpha 8 released in time for this post but it needs a few more days yet. So while you wait just a little, heres what Ive been working on over the last month, which unsurprisingly is whats coming in Alpha 8!
First of all there are now other creatures in the world in addition to dwarves at this stage only covering a few animals that can be found in the wild. This included reworking what was classed as a humanoid type of entity into a more generalised creature to cover these cases.
Im extremely happy with how the animal sprites have turned out. Theyre the work of artist Katie-Beth Tutt who has produced a whole heap of excellent animals to be added to the game now and in the coming months, and shes also produced the in-game graphics for the other races (orcs and elves) which are also being added before too long.
The animals make use of the same colouring tricks used with plants in the game where the (moddable) game files define a range of colours to be used to add subtle variety to the range of creatures that you encounter.
The main feature of Alpha 8 is that these animals will exist in the world, and you will be able to hunt (or in some cases just want to keep away from) them. But hunting essentially requires combat, and combat requires tracking the health of creatures, which has led to this latest update being very large under the hood despite not adding a lot for the player at this stage.
The largest part of this is that each creature is part of a race which defines many things:
- A range of values for a strength attribute. You can think of this attribute as being similar to the one for a character in a tabletop RPG where 10 represents an average human strength, 15 is very strong, and 20 is superhuman. For now creatures only have this single attribute but I wouldnt be surprised if I end up adding more when combat becomes more fleshed out. Dwarves have a strength anywhere from a value of 7 to 19.
- A reference to a body structure which Ill go into more detail on below.
- A list of body shapes for the race. So far dwarves have had visually distinct fat, average and strong body shapes, as reflected in the sprite artwork. These bodyshapes are now selected based on the attribute(s) of the creature (strength in this case), so now a dwarf with a strong body shape will be because they actually are strong in the game (which has an associated melee combat damage bonus) which is quite pleasing.
- A set of colours to apply to the character artwork. These can be a swatch (a 2-dimensional range) of colours to select between as with the fox fur colour you see above, a palette/colour chart which is what is used for dwarven skin and hair colours, or a specific single colour. Until now these colour ranges were not moddable, so it is nice to continue to open these things up to a future modding community.
- A behaviour section which defines which needs (food, drink, sleep) apply to the race and a reference to the actual AI implementation to use (which is between settler and wild animals currently).
- A section for gender distribution and likelihood of hair (which is used for antlers on male deer).
- A section for physical features such as the different materials for skin, bones and meat, damage reduction that the skin applies (if any) and surely more to come.
So destroying an arm or leg would also destroy the relevant hand or foot, or destroying a body part which contains critical organs would destroy those as well. I decided early on that I wanted to go down such a detailedDwarf Fortress-like simulation of the body for calculating health and injuries rather than going to the other extreme of something like a number of health points like simpler combat systems might use. I always describeKing under the Mountain as simulation-based and modelling things to such a detailed level (hopefully) introduces interesting emergent interactions and gameplay from these systems working together. All of this is done so that in combat, rather than just losing a number of hit points, each attack lands on a certain part of the body, perhaps piercing through to a vital organ, and the effects of the damage on this body part or organ are then reflected in-game. Anything but the lightest damage to the brain will kill a creature, whereas losing a single kidney or lung would be survivable. Losing one or both eyes impairs vision which will have its own effects. I felt that all of this was necessary for combat in the game, and so by extension was necessary for hunting of wild animals too which is essentially combat as well. So there will be a limited form and amount of combat in the game at Steam launch, but fully fleshing this out with a wider variety of weapons, armour and actual control over your military will come a little later.
With this in place I was finally able to implement hunting, including a new section on the UI for selecting which weapon a dwarf should have equipped. Expect this to be expanded upon shortly. So that essentially covers Alpha 8 which should be releasing soon! Its a lot of groundwork, as many of these early alpha releases are, to allow for the more important upcoming content. As always though, therell also be a bunch of bugfixes and quality of life improvements thanks to the feedback from the community on Alpha 7 absolutely invaluable stuff which is helping shape the game to be much better than it would otherwise. On that note Ive created a bug/issue tracker which you can view, though Ive not been particularly focused on this for the last couple of weeks as Ive been stuck deep into figuring out all the health/combat/body structure stuff above.
November will see me focus almost exclusively on bugs and improvements rather than new content as we move towards the release date on the development side, as Ill also be having to don my marketing hat to get word of the game and its release out into the wider world. If you want to get involved with the community, or have something youd love to get onto the issue tracker, best to join the Discord server and get in touch that way. If not, or either way, see you next month for the Steam release of the game!
[ 2021-10-28 15:10:23 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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