October 2018 Update – Ironman

Welcome back to the King under the Mountain development updates!

The past month (and more really) has had me hard at work on a surprisingly thorny problem for a game of this complexity – saving and loading the game! I’m very happy to say that – while it’s not perfect and I’m certain there’s some bugs still to be ironed out – there’s a new build of the game publicly available to help test this big new feature! As always, you can grab it from https://rocketjumptechnology.itch.io/king-under-the-mountain-prototype

Unfortunately it doesn’t contain any new gameplay features as all of the recent dev effort has gone into making saving and loading work. However, now when you quit the game, your settlement and everything in it is saved so you can continue next time you load the game. If you’d like experiment, you can press F5 to perform a quicksave, and F8 to load the most recent saved game. As with most things in the pre-alpha, the UI is not as fully featured as it is intended to be – right now you can only maintain a single save file (starting a new game and saving will overwrite it), although the intention is there will soon be a UI to let you manage multiple save files across multiple settlements.

If you do experience any crashes and would like to help get them fixed, please email me at ross@kingunderthemounta.in (or message me on the usual platforms) with a link to your save file which should be found in the “King under the Mountain” directory in your user area (I’d recommend dropbox or Google Drive to store it as its a large file) and a description of what you were doing at the time and the specs of your computer (Operating system, amount of memory/RAM, and graphics card are the key ones). Alternatively jump into the discord server at https://discord.gg/M57GrFp and I’ll be around at some point to help out!

So what’s next? Well I’ve still some bugs to squash and there’s the UI around saving and loading to be added, but past that I can now finally focus on the feature set of Alpha 1 described in http://kingunderthemounta.in/roadmap/ which I’m very excited to get started on to really flesh out the basics of gameplay.

Past that you may have noticed a new entry on the roadmap – Alpha 2. The current intention is that after the first major Alpha release (slated for February), the second big release will be to open up modding on the game properly. Supporting mods as strongly as possible has always been one of the central pillars of King under the Mountain so I want to get this kicked off as soon as possible so that the community can help shape the tools and support that is available for modding. In the meantime however, a few enterprising community members have already started messing around in the game files to make changes. At it’s simplest, King under the Mountain has its game assets (sprites, sounds, data files) laid out in the /mods directory (with the intention being that each mod lives in a separate directory within there) and these are combined and compiled into the /assets directory.

Until today you had to modify the compiled data files in /assets and there was no good way of modifying images and sprites. Along with the new release (Pre-alpha 7) there’s a secret command if you do want to start messing around with mods early. You’ll need Java 8 or later installed, and then you can run:

 java -jar undermount-desktop.jar --repackage

to repackage the files in /mods to /assets. This lets you play around with the current set of base data files, although this still won’t support additional mods (outside of the “base” directory) just yet – watch out for Alpha 2 for a whole new world on modding!

See you next month!

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