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(+1)

Thanks!

I understand about DF-9, as a hardcore DF fan myself, it came as a gross tragedy, I agree.

You're right, there are some early issues especially in the demo. I'm updating our development build much more frequently, but you'll find in the next update I've introduced 4:3, 16:10 and 16:9 resolutions, as well as an experimental-custom-auto-adjusting resolution option for anything out of the ordinary. It is a little bit tricky to get right because I'm using pixel perfect ratios.

There are actually two separate pathfinding algorithms I've implemented, one is a quick and cheap method for short distances, outdoors (with very few obstacles) or just to check proximities. The other is a very complex and intelligent algorithm that could solve just about anything. But it comes with a bit of a performance cost, hence the cheap and quick method.

The pathfinding issues you have noticed in the demo I think are a result of a mismatch in priority. I'm still trying to track it down, but it seems to be when a miner wants to use an airlock, for the purpose of returning indoors to eat or sleep or such, but their task or job order remains outdoors, when they get to an airlock, they get confused about whether or not they ought to return indoors or go back to work. If you can replicate it, please let me know, it could really help to track it down!

These are issues I will definitely be addressing, especially before any public release of the game. I've already spent five months getting it up to where it is now, and hopefully by February we'll have something we can all be proud of. (God help me if DF-9 shall ever happen again)

please, if you have any suggestions or feedback, I would love to hear it! I really want to get community feedback into this, it's very important to me. You can always jump onto our discord channel as well: https://discord.gg/WBupmxR