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Dwelvers > General Discussions > Topic Details
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Planned upcoming features and content
These features are planned but not hammered in stone. I preserve all rights to change them during the development if they aren't compatible with the game-play at the time they get implemented. I think it is important to be flexible, for every new feature to be implemented I will start a discussion about it, depending on the feedback it is possible that some changes will be made.

What is presented here are the features that most probably will get implemented before going into full release. I may implement more, but I will not add them here unless it is certain they will get implemented.

New creatures
  • Human owned dwarf - Finished.
  • Human owned archer.
  • Human owned soldier - In progress.
  • Human owned king.
  • Player owned wraith.

New Buildings / Rooms
  • More surface decorations.
  • Cyclotaur room.
  • Surface castle - In progress.

Campaigns
  • Bed & Breakfast - Finished
  • First Encounter - In progress
  • Storage and Crafting
  • Guard Rooms and Prisons
  • Trading & Expansion
  • Traps and Hydraulics
  • Cyclotaur Maze
  • Battle
  • Battle II

Localizations
  • German - In progress
  • French
  • Russian
  • Portuguese - In progress
  • Spanish - In progress
  • Chinese
  • Swedish - In progress

Unsorted
  • Campaign / level editor - Finished (but needs improvements)
  • Key arts for menus, loading screen, PR etc.
  • Doing some more UI changes - In progress
  • New way to spawn Creatures - Finished (but needs polishing)
  • Changing the launcher colors a bit to fit the Dwelvers theme.

Side notes
  • Game story will not be added until the campaigns are almost at an end.
  • Voice acting for the dark mother will not be decided until the campaigns are almost finished and a game story is made.
Last edited by rasmus_ljunggren; Apr 15 @ 11:58am
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Showing 1-15 of 64 comments
Pytchoun Sep 14, 2014 @ 2:10pm 
More langages by you or contributor ?
Do you redesign the laucher ?
Last edited by Pytchoun; Sep 14, 2014 @ 3:19pm
Mello Tonin Sep 14, 2014 @ 2:29pm 
There are several people already contributing to Language Translation. These are all being done by volunteers. Rasmus is working on the Swedish translation of the game.
Pytchoun Sep 14, 2014 @ 2:50pm 
Rasmus is not contributor. He is dev.

Where you see translation progression ?
Can we translate objectif quest like tutorial ?
Last edited by Pytchoun; Sep 14, 2014 @ 2:56pm
Pothocket Sep 14, 2014 @ 3:22pm 
The surface world - What type of gameplay interactions do you have in mind for the surface world? I assume this means we get to raid human settlements? Like villages (weak) and castles (strong)?

Last edited by Pothocket; Sep 14, 2014 @ 3:26pm
Mello Tonin Sep 14, 2014 @ 3:25pm 
Yeah it's pretty obvious he's the developer, it's his game. He has also translated it in his native language, which is why I said what I said. If you want to see how to mod the game's language, look to the Dwelvers Site Forum here[forum.dwelvers.com].
Pytchoun Sep 14, 2014 @ 3:31pm 
I Know it
rasmus_ljunggren Sep 14, 2014 @ 3:34pm 
We will expand on this list soon and be more detailed on what we mean with certain features.

Originally posted by Pothocket:
The surface world - What type of gameplay interactions do you have in mind for the surface world? I assume this means we get to raid human settlements? Like villages (weak) and castles (strong)?

Yeah precisely, the general idea is that the more the player raid villages, the more humans will attack his dungeon.
Pothocket Sep 14, 2014 @ 4:54pm 
I see. That's a cool concept. If you leave them alone they'll leave you alone but if you're a threat they'll organize what they feel is an appropiate counter attack?

I'd still like to see a castle in addition to the villages, the hub of human activity. A place for the peasants to retreat to while you're razing a village and, once your done, the castle organizes reconstruction efforts. So the the village eventually gets to a point where it's worth raiding again.
BULLY HUNTER_77 Oct 10, 2014 @ 2:45pm 
will you be able to posess any creature and control them with their full abilities??
i noticed you could posess minions but as far as i could tell you couldn't actually use them (though i probably have missed something lol)
rasmus_ljunggren Oct 12, 2014 @ 9:31pm 
It will be possible in the future. Right now all that is possible to do is watch unfortunately.
jaxom Dec 30, 2014 @ 12:25pm 
Could we get a tutorial with text, not only spoken?
rasmus_ljunggren Dec 30, 2014 @ 11:17pm 
I want this as well. But it is hard making tutorials when some of the core game mechanics in the game is still being worked on and changed. Once we have a solid game mechanic foundation we will start implementing more solid tutorials with text.
jaxom Dec 31, 2014 @ 9:32am 
Great!
mario1986-poznan Jan 11, 2015 @ 4:13am 
more traps, doors, monsters and maybe multiplayer game ?
Kristian Jan 21, 2015 @ 7:14am 
Mulitplayer will be available in the future. It's not impossible that there will be more traps, doors and monsters in the game later on. There will be additional NPC creatures like rats and stuff though.

Feel free to make suggestions here: http://forum.dwelvers.com/forumdisplay.php?fid=11 or here: http://steamcommunity.com/app/276870/discussions/2/
Last edited by Kristian; Jan 21, 2015 @ 11:57am
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