Development Update: Crowding, Pathfinding & UI Improvements
Hi everyone,
I wanted to share a quick update on the latest development progress. I don’t have screenshots or videos to show just yet, but there have been some major changes to the game that I think you’ll appreciate.
What has been done so far?
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Crowding
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Creatures can no longer occupy the same space. Each tile is divided into a 3×3 grid, meaning a maximum of 9 creatures per tile.
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Creatures now pathfind and move in relation to each other — they can’t pass through one another, so when things get crowded they’ll find alternative routes or ask others to move out of the way.
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Creatures will never get stuck due to a bad dungeon layout. They will always find a way out (though it may take some time).
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Slower creatures can force faster creatures to walk behind them during the same phase (if there are no alternative routes).
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Ghosts and living creatures are allowed to occupy the same space.
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Pathfinding
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Fishmen can travel through water just as they would on land, and they can also fight from water.
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Trogosaurs can travel through lava just as they would on land, and they can also fight from lava.
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Bats can now move over both water and lava.
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Exploring
- Creatures now explore as intended, and their Exploring property determines how far from their base they’re allowed to go.
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Fonts
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I refactored the text system so we can use fonts that aren’t installed on the system — instead, they’re bundled in the game folder.
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Updated the font to something more appropriate.
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Text is much sharper now.
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Creature Status bar
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Updated to a more modern version (the old one was more than 10 years old).
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Includes LOD behavior depending on camera distance and whether the cursor is hovering nearby.
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Shows only what’s necessary — default states like full health or good mood are hidden.
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What is left?
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Balancing creature combat and fleeing.
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Making sure the new font works with Simplified Chinese.
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Ensuring possession works as intended.
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Adding a new “Crowding” status that can lead to unhappiness if it gets too high.
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Optimizing the pathfinding algorithm to use less memory.
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Other minor bug fixes.
I’ll try to share a video or screenshots as soon as I have time — I tend to prioritize development over marketing (probably my biggest weakness).
One side note: after more than 10 years of working on Dwelvers, I’ve accepted that I probably won’t earn back all the time I’ve invested. But I keep developing it because I genuinely love it — and because I still believe the game has huge potential.
Until next time!
/ Rasmus
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