AI Behaviour & Ecosystems

In this blog, I will be discussing some of the amusing challenges I’ve faced while introducing improvements and new behaviours in both player units and enemies, as well as briefly mentioning how progress is getting on with chapter 2. If you’d like to check out the patch notes for the recent update to the game, you can find them here: https://store.steampowered.com/news/app/805520/view/4638114851904486650

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The Finer Details

New caverns mode biome

There will be a new game update in the coming weeks. We’ve been working hard on introducing more visual and auditory feedback, but also trying to fix some logic issues and irritations with the AI behaviour. Today however, I will be discussing the myriad of smaller updates we’re adding, plus the introduction of the “Dwarf’s Guide to Glistenveld”. The following features will appear in the next patch.

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One Year of TDoG

14th November – Perry

It’s been a year since we first released The Dwarves of Glistenveld. The time has flown by, and I can’t help but feel a bit of apprehension by the fact that chapter 2 still isn’t here yet. We have faced a lot of setbacks, but we at least don’t have a particular deadline we need to stick to. I just hope the wait will be worth it!

We have released many small and reasonable-sized updates in this time, each with their own patch notes, so I thought this would be a good opportunity to recap on some of the more significant new features and design changes since first launch!

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