SamuKata
DORFteam

DORFteam

patreon


DORFteam posts

End of October Update - More Optimization, and some Redesign Considerations

This update will be pretty sparse on actual screenshots, as most of the work done this month has been on rather unexciting optimization work and fixing bugs, and new design (and redesign) proposals.

First off, just to get it out of the way first, the attached video is a new shellmap, which is the ingame map the game loads when the game fi...

View Post

End of September - Better map editor and optimization

Hello everyone.

This month was mostly spent further optimizing the game and fixing bugs. We made a short timelapse video showcasing some of the editor improvements, so if you haven't seen that video, you can go watch it here: https://www.youtube.com/watch?v=0x...

View Post

End of August Update - Further Improvements to the Map Editor

This update will be somewhat brief, since I've mostly been having to do unrelated freelance work to stay financially stable and thus have had less time for DORF, and Thomas was on vacation for 2 weeks, so this month was not marked by a huge amount of progress overall.

That said, we still did make great progress with the map editor in par...

View Post

End of July Update - More Logistics

Hello everyone,

We've spent the past month mostly working on additional logistics updates. One of the big ones was the addition of what we're terming "Slave Miner logic" (for any Yuri's Revenge fans out there). Essentially this is just an alternative method for resource construction and resource units to operate, and will mostly be applie...

View Post

End of June Update - Working Logistics

Hello everyone,

First off, we posted a video to our Youtube page showing off the sprite tilting system in greater detail. If you haven't seen that yet, go do that: https://www.youtube.com/watch?v=IaOjgIA66fs

With that, all work relating to updating t...

View Post

End of May Update - Tilting sprites, light cast from gunfire, and more!

End of May Update - Tilting sprites, light cast from gunfire, and more!

Hello everyone,

We made a ton of progress this month, to the point where the number of additions made to the game's lighting and sprite systems make it look totally different than it did a month ago.

The biggest change this month is the addition of tilting sprites; essentially, a combination of rendering out many angles of the unit...

View Post

End of April Update - Better methods for smoke and fire

Hello everyone,

This month was mostly spent figuring out a way to improve the game's visual effects, specifically in the area of smoke, explosions and clouds of dust and similar things. Originally, most of these used either stock videos digitized into sprite animations, or were fluid simulations created in Maya. While these look fine in a...

View Post

End of March Update - More Units

Hello everyone,

First off, this month was mostly spent continuing to update old artwork and replace it with new stuff to fit the new graphics system, as well as redoing most of the game's color palette files, as the previous ones were very outdated (color palettes are a very oldschool way of doing things, but they do present a huge advant...

View Post

End of February Update - More Resource Shenanigans

Hello everyone,

February was spent mostly working on further optimizations and getting more working resource-related systems. While it's difficult to really demonstrate some of the optimization changes, after some reworking with the way the game loads .obj files, it now performs more efficiently than before.

The pipelines and conve...

View Post

End of January Update - Finally, The Bottom UI Is Actually Useful Now

Hello everyone,

While this month was mostly spent having to attend to some concerns unrelated to DORF, now that that has been dealt with, I can return to development. Thankfully there still was some progress made this month.

Firstly, we finally got around to making use of that seemingly pointless UI box in the very bottom of the sc...

View Post

End of December Update - Interpolation Progress

Hello everyone,

This post will be quite brief; unfortunately, due to some real life circumstances, not much work could be done on DORF this month. However, that isn't to say nothing has been accomplished. More progress has been made with the planned frame interpolation feature that Thomas has been working on.

As can be seen in the ...

View Post

End of November Update

Hello everyone,

Progress this month mostly consisted of continuing to replace old SHP assets with new, updated graphics compatible with the lighting system, as well as making a number of derelict junk assets (these will be used in resource collection).

2024-11-30 20:07:18 +0000 UTC View Post

End of October Update - A Whole Lot of Junk

Hello everyone.

This month was mostly spent on trying to fill out a lot of the game's resource assets; while there will be conventional mines/resource caches that can be plundered, a lot of the game's resources will take the form of wrecked vehicles and equipment that can be salvaged.

2024-11-01 00:35:00 +0000 UTC View Post

End of September Update - 3D Sprites

First off, one of the biggest developments this month is work being underway to allow for 3D sprites. This sounds like a contradiction (well, it basically is), but what this refers to is getting 2D sprites to rotate along all axes three-dimensionally, as can be seen with the attached video. How the hell does this work?

From a conversation...

View Post

End of August Update

Hello,

I'll keep this one fairly brief, as most of you probably saw the short trailer that was posted to youtube a week ago, which contained a better demonstration of a lot of the updated visuals than what could be posted here. If you haven't seen that, here is the link: 2024-09-01 02:30:24 +0000 UTC View Post

End of July Update - Shadow and Lights are (Almost) Done

End of July Update - Shadow and Lights are (Almost) Done

Hello everyone,

I know some people have complained about the massive amount of development time that the whole dynamic lighting system has eaten up, and that you would like to see more parts of the game fleshed out instead of seeing seemingly endless updates related to the new graphical system, and unfortunately, this month's work has al...

View Post

End of June Update - Shadows and Lights

Hello everyone,

 There are still some kinks that would need to be worked out, but we now are on the cusp of fully functional shadows cast from units and terrain, as well as individual point lights cast from units and map objects.

 As ca...

View Post

End of May Update - Big Pile o' Stuff

Hello everyone,

This month was mostly spent doing prep work for the mountain of non-player assets the game will need, and it's still not done, nor have any of these assets been implemented ingame. As there's been a bit of a design shakeup regarding the game focusing more on scrap-collection than in previous iterations of the game's design...

View Post

Boring End of April Update (which should have been posted 5 days ago)

Hello everyone,

I'll try and be brief, since not a whole lot was accomplished this month due to having to deal with some external things (work, school, expenses, etc), and most of what we did complete is more in the vein of developing tools to make development itself easier.

While the shadow casting system is still being a work in ...

View Post

Belated End of March update - Warband scrap mechanics and randomization

Belated End of March update - Warband scrap mechanics and randomization

Hello everyone,

I'd meant to have this update ready by the end of last month, but some things got in the way. This month was mostly spent trying to get the new shadow system working, replacing old artwork with new stuff that is compatible with the new lighting system, and changing up Warband's unit roster.

First up, the shadow syst...

View Post

End of February Update - More Lighting Shenanigans

Hello everyone,  

As mentioned in the last post, this month was mostly spent trying to port over tons of older assets to work within the parameters of the new rendering engine. While I had not gotten as many new assets in as I'd hoped, we did manage to further optimize the game engine, as the new rendering techniques and the large sp...

View Post

The Long-Awaited Lighting Update

Hello everyone,

As promised, we now have a functional prototype of the long-discussed lighting/shading engine. As seen in the video above, the actual lighting portion of it is essentially complete; a new lighting option has been added to the map editor, giving a plethora of options for lighting conditions, such as the height and positi...

View Post

End of the year update: DORF now has physics

Hello everyone,

First off, thanks to everyone who voted for us in the IndieDB Best Upcoming Indie Games list. I honestly wasn't expecting to see that, given how little I kept that page updated.

This month was pretty busy for reasons beyond this project, as you might imagine, but we did manage to implement a projectile physics system,...

View Post

End of November Update - More Resource Buildings

Hello everyone,

This month was pretty slow, with some real-life issues consuming a lot of our programmers' time, meaning there isn't too much to show in the way of new gameplay features.


We do have some new units and buildings to show off though though.

2023-12-01 00:21:44 +0000 UTC View Post

November Update - More Map Tools & Resource Lines

Hello everyone,


This won't be an exceptionally big update, but we still want to show off more progress.

Gustas has been continuing to update the map editor to include more improvements, which now includes some simple terrain LAT painting tools, so no more tediously placing dirt->grass transition tiles piece by piece. View Post

Quick October Update - Slopes, Cliffs and the Map Editor

Hello everyone.

You may have been expecting more updates regarding resource mechanics, but since our new programmer Gustas has gotten onboard, we've made some major progress regarding revamping DORF's level editor and general terrain features.

Already, we now have working terrain elevation tools, featuring a convenient painter tool ...

View Post

Update on the End of September Update

Hello all,

Unfortunately, this month was plagued by (mostly) real life problems, and so progress in terms of adding additional resource mechanics was a bit slow. To top it off, there's a gamebreaking bug that's currently being sorted out that makes capturing footage correctly of the new additions impossible, so it'll probably be about ano...

View Post

September Poll

Hello all,

This month, you can decide on whether we should focus our efforts on continuing to work on more naval units and field guns like last month, or focus on adding additional content related to resources.


More specifically, naval units would consist of more submarines, corvettes and capital ships, as well as things s...

View Post

End of August Update - Ships and Field Artillery

Hello everyone,

Seeing as everyone voted for a tie between working on more naval content and more field guns and artillery, that's what I've been working on.


First off, naval units.


We are aiming for so...

View Post

August Community Poll

Hello all,

You know the drill, we're doing another monthly poll. While there are still more civilian assets that could be added to the game, I think it would be best to focus more on underexplored parts of each factions' unit roster. So, here are this month's options.

--


Naval and Amphibious Units: This would include wa...

View Post