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- Networked fixes
- Demo update
- Release update
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- Tool Quality
- Tool Material
- Move Tool Improvements
- Difficulty Progression
- Testing and Fixing
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- Ngram: Loam vs Soil
- View Tool default
- Job-progress update
- Task organising
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- Rosehip syrup
- New font
- Personality facets and gameplay
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- The Naming of the Chest
- Items refactoring
- Item and Animal panels
- Testing
- Releases
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- Move Selection Feedback
- Tool Constraints
- Visible Depth
- Mouse Controls
- Dining Room Socials
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- Treehopper nests
- Networked not scripted
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- Dwerg see, Dwerg talk
- Ambience interpolation
- Music and silence
- New Exon
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- Sunshine
- Ignored requests
- Bug fixes
- Dedicated-server launch
- New bugs!
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- Curry
- Build Tool
- Tutorial updates
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- Stairs are Built
- Personality affects gameplay
- New Build Tool
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- VPN testing
- De-synch simplification
- Released
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- Beer
- Feedback => Improvement
- Network bugs
- Network game over VPN
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- Merge resolution
- Audio feedback
- Crash bug rage
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- Merge conflicts
- Pick-up menu
- Workshop queues
- QA & Play-testing
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- Needs 1 finished
- Bug fixing
- Context-sensitive pick-up
- Golf Gang
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- Water sounds
- Illnesses
- Loneliness
- Planning good
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- The Enjenir
- Bugs in the Latrines
- Dining Rooms
- Critical Review tasks
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- Digging latrine pits
- Test exports for test-plans
- Hired: Athena Paradigm
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- Communal sleeping
- Bladder need
- Buildings from file
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- Rooms complete
- Hiring QA Playtester
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- Behaviour UI
- Rooms
- Bedroom
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- Irritable
- Project Management with JIRA
- Mood affecting conversations
- Bad News
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- Aging
- Extreme Needs
- Mood Behaviours
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- Congestion
- Busy stockpiles
- Needs planning
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- Contracting QA
- Tool-Responsibility conflict
- Stockpile fix
- Next feature: Needs
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- Peer-to-peer OccuIT
- Named panels
- Nicer drop-downs
- Crash-bug release 0.17.1
- Context-sensitive mining icons
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- Fixes a crash bug with the Move Tool in Elevation view.
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- Mining trenches
- Stockpile detour
- Mac resolution sadness
- Crash/Not A Crash
- Script versioning future
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- Combat bugs
- Build pipeline
- Various bugs
- Build pipeline fixed
- Git LFS regrets
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- Next feature
- Holiday and health
- Tai Chi
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- Exon: Fragment
- Roguelike controls experiment
- Path-finding terrain costs experiment
- The Dwerg Army
- Building without blocking
- UI bug-fixes
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- Wild ideas
- Ray Harryhausen exhibition
- Crash bug not so serious
- Test-driving route-finding
- A* analysis
- Breaking things worse
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- Full-screen and resolutions
- Broken A*
- Testing and Fixing
- Broken pipelines
- Solas 128
- RichCast
- Release Notes
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- Hunting deer
- Not-a-bug
- Tool feedback
- Region-system bugs and tests
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- edindies Play-test
- Parking the Collapsed Wave Function
- Hunting, Butchering, Tanning and Armourer Tutorials
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- Failing-to-melee mega-bug
- Weapons & Inventory tutorial
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- Playing with light
- Play-testing and bug-fixing
- Explaining the bird’s-eye perspective
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- The Compost Heap grows
- The Bug List shrinks
- Oooh! Story-Sifting!
- Default Stockpiles
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- Meet the butcher
- The ‘last’ path-finding bug
- Contemplating concept art
- Playtesting
- Conversational Animals
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- Combat
- Research & Entertainment
- Hazardous Caverns
- Bug Fixing
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- Bug fixing
- Play-testing
- Twit-dev?
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- Balancing
- Cleverer builders
- Next: Bug-squishing
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- Continuing combat
- Tile-set process
- ‘Balancing’
- Watching Dwarf Fortress
- Pixel-art practice
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- Melee injuries
- Path to release
- Bellyfulness
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- Panivox contracting
- More combat work
- UI improvement and bug-fixing
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- Government does not approve
- New contract
- Combat, skeletons and natural armour
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- Web-devs vs Apple
- Fast feedback game dev
- Contract is green-lit
- A free game
- Walk-cycle animation
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- Cloning tools
- Estimating and tracking work
- ICO registered
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- SGNTV Interview
- Web-tech for games
- Refactoring: Early and Often
- Distribution with S3 and CloudFront
- Learning from the classics
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- When blocked, switch
- Skeleton definitions
- Note To Self: Tests first
- Contract III: A New Hope
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- Sleep that knits up the ravell’d sleeve of care
- AWS Container start-up times
- AWS Cognito with Lambdas
- Global Game Jam - Little Bit Lost Prince
- Contracting Go! … Stop!
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- Undoing a hack
- Skills - who needs them?
- Learning Unity
- An app idea that’s already been done
- Learning AWS
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- Butchery implementation trade-offs
- Git Large File Storage
- Butchery reconsidered
- Tree UI implemented
- Streamer research - Nookrium
- Backlogging the bladder need
- Salt caves and forest generation
- Learning LFA Tai Chi Form
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- Bronze vs Flint
- Weapons and Armour workshops
- Inventory instead of Guard responsibility
- Item icon tweaks
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- Bug-fixing tools for jobs
- New weapons and armour
- Workshop considerations
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- The Mini, Sedan or Rolls-Royce of combat systems
- Body parts and armour
- Staying focussed by constraining details
- Future modding-support
- Pause for contracting
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- Combat system
- Combat state
- Progress and next steps
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- Wave Function Collapse
- Minimalist tile-set
- Draw-your-own Dwerg
- Silhouette tile-set
- Vicinities and Fog-of-war
- First passing Combat test
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- Busily making little progress
- Cavern tweaks
- Adding friends to the clan pool
- Tools for jobs
- Wave Function Collapse fun
- Combat plans
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- Smelting copper, tin and bronze
- Copperpede spawning
- Real world contracting
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- Hiding the caverns
- Hiding the caverns again
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- Simple ores
- Caverns
- New World screen previews
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- Water update fiddle with Fluctuface
- Tool refactor
- Crazy MonoGame key-presses
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- Test-driven development
- Addressing difficulties
- Patreon changes
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I’m taking a break this week, hope to be back fresh next week.
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- Bug-fixing
- Short stockpile tutorial
- Stoker sprite
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- Fluctu(ant Inter)face
- Videos
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- Next feature
- Rabbit-warren of related features
- App for in-game variables
- thatguybgreen
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- Stockpile bugs
- Routine changes
- Release schedule change
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- A question for players.
- Tutorial promises.
- Three directions for the year ahead.
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- Dwerg Saga is officially One! Happy Birthday Dwerg Saga!
- Release 0.15
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- Ramp fail
- Seasonal tiles
- The Flintworm
- More GDC videos
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- Job-failure feedback
- Quitting vaping
- Fixing ramps
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- Items from workshops
- Seasonal tile-sets
- Tree and grass planting
- StikkzMedia dev stream
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- Building workshops
- Too much excitement
- Workshop UI
- Release 0.14
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- Chris Crawford’s StoryWorld
- Building materials
- Scope reduction win
- Adding fun
- Ramp rendering
- First workshop
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- Camera zoom
- A MAZE festival
- New world screen update
- Off-piste weekend
- AWS cost calculations
- Farewell to Frans
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- Flora refactor
- Farming tutorial progress
- Cart sprites
- Twitch appearance
- Procrastination
- Stockpile fixes
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- Job-system refactor
- Flex-box (over?) simplification
- The ‘King’ sprite
- Fun with cellular automata
- Build pipeline fun
- Release 0.13
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- Job-system refactor
- Combat audio balancing
- Flex-box with TDD
- Music update
- Three crops for farming
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- Resolved to fix the pipeline
- Opt-in analytics
- Twitch debut
- New UI sounds
- Script triggers
- Dawn chorus
- Play-test request
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- I’ve been wrestling with Azure pipelines for most of the day. #broken
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- Virtual play-test session
- Mac woes
- Softening the pan
- Winter (music) is coming
- Testing and bug-fixing
- Release next week
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- On words
- Mood modifiers on death
- Stockpile constraints
- Summer music
- Attenuation and Spatializers
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- Overlapping rectangles is hard(!?)
- Elevation view is done
- Dwergs get some sleep
- Thesis complete 🤞
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- Ramps in elevation view
- Autumn, winter and battle music
- Sockventure: Prologue
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- Elevation view fun
- Settling water
- Water, wind and bird ambiences
- Mining, harvesting and farming sound effects
- Release 0.11
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- Contemplating the future
- Move tool
- Pets
- The sweet sound of industry
- Elevation view for stairs
- Sockventure
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- Eating and drinking sounds
- Personality fiddles
- Tutorial nearing completion
- Live guitar recordings
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- 4-month re-retrospective
- Dire Wolves attack!
- Dwergs discuss forestry
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- UI overhaul
- Tutorial progress
- Sound and Music
- Release 0.10
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- Listener position and velocity
- Scrum planning
- Combat music
- Wind
- Dire Wolves in the tutorial
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- Scrum over-process
- Job-indicators and sprites
- Tutorial: Marking the map
- Frans Hipponen
- Initial audio work
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- Losing time in Pathfinder
- Job Indicators
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- Sprites and buttons
- Release 0.9
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- UX in games
- Storylets
- Research aka playing games
- Grammar
- Oodls
- Official website
- Games, Drinks, Edinburgh
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- Creative Bridges gets me thinking Lean
- Stockpiles, iteration One
- Release 0.8
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Most of this week I was looking after my sister’s dog, Rita.
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- Ramblings on the problem that games solve
- Marketing personas
- The Sims and Factorio players: I need to interview you
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- Global Game Jam in Clojure
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Release 0.7.0.0 is available now for $3-tier patrons from itch.io.
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- Refactoring
- Play-testing with a non-gamer
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- Context-sensitive tools FTW
- Reflections on testing
- View Modes, not View Tools
- Refining my pitch
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- Addressing user confusion over vertical levels
- Shader experimentation
- Making mining work as users expect
- More work from play-test feedback
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- Four-month retrospective
- Continuing with first tutorial
- Buttery smooth scroll and zoom
- Release 0.6
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- Core experience reflections
- Controlling the game world from Ink scripts
- Refining the first tutorial/story
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- Learning from a grand-master of games, Will Wright
- Integrating with Ink
- Writing the tutorial and first in-game story
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- Prologue writing cancelled
- Starting on Will Wright’s Masterclass
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- Struggles with writing a story
- UWP regrets
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- Fix crash on Windows when copying while the app is in the background.
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Throughout the world there now exists a parallel universe inhabited by … mice … and your Dwerg clans! If you’re a $3-tier patron or higher download the app for Windows and Mac from itch.io and build your castle in the clouds today!
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- Documentation of cloud architecture
- Development stack is complete
- Patrons are now in the game credits
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- Enable key re-binding
- Pretty in-game messaging
- Legal shenanigans
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- Cheaper, faster game servers
- Game jam at Edinburgh University
- Concurrency headaches and writing tests
- Release in ten days!
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- The dedicated server is included in version 0.4.
- Give your clan chief your own personality.
- Text-input and UWP fun.
- Dwerg Saga Cloud to be released next week.
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- World generation in the cloud.
- Why I love unit tests.
- Launching games in the cloud. Nebulous.
- User-interface for connecting to cloud games. Concrete.
- Music!
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- Ask the user to use their geo-location.
- Set up a database to store world and running-game state.
- Testing the cloud game in the wild (cafes).
- Thai red curry.
- Extracting terrain generation from the simulation.
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- Networking at the Creative Edinburgh awards ceremony and Creative Circles Leith.
- Building and running a Dwerg Saga dedicated server in the cloud.
- Meeting game-developers at Game Dev Edinburgh.
- T-Shirts for my fantastic Patrons.
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- LAN game host and client lobbies. “LAN Games” from the launch screen.
- New water and solid terrain sprites
- Crash bug fixes around rendering
- Bug fixes around network game syncing
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- Networked game development
- Credits
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- Video of a networked game with 5 clients
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- Dwerg individual stories
- Personalities, Big-5 model and musings on long-term possibilities
- Mac version works with cloud service
- Hunter Dwerg sprite in progress
- Start on dedicated server
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- Continuous integration setup
- Game-dev meetups
- Bug-fixing and UI improvements
- Chef sprite in progress