Archive for January, 2012

Development snapshots available again

Posted in Announcements on January 8th, 2012 by Clonk-Karl – Be the first to comment

The nightly builds and development snapshots have been unavailable for some time now. Partly they were obsolete due to the new autobuild system, however we lacked the option to obtain a snapshot of the current game state which runs out-of-the-box. This gap has been filled now by the revamped development snapshots. Instead of being only built once a week they now become available a few minutes after a developer makes a change to the game.

This means, that you can always playtest the current state of development without checking out the repository or building the engine yourself!

Also, check out the revamped archive for downloading old versions of the game.

Settlement Development

Posted in Development on January 1st, 2012 by Maikel – 8 Comments

After a relative silence since the 2.1 release, progress on developing settlement content has increased on the recent openclonk meeting. The first multiplayer settlement rounds have been played successfully. The landscape of Gold Rush, known in CR as the classical Gold Mine, looks like this after completing the goal:

A network round of Gold Rush

The gold, located at the bottom, has been mined with dynamite and transported with a lorry. It can be sold at the flag, or processed at the foundry into gold bars which are more valuable. The foundry can also produce metal, which is very useful in Iron Peak, a scenario with lots of iron ore. The foundry at work in Iron Peak:

The foundry at work in Iron Peak

On this screenshot we also see the tool workshop, where items can be produced, and the sawmill:

The biggest changes are however not content related, but on content and production menus. Although the recently implemented drag&drop menus are not finished and may not even be the final implementation, they are a big improvement over the old menus. They are the reason that settlement may go into the direction of fun rather than frustration. The content menu is shown in the next screenshot:

With the content menu (open with E) the player can exchange contents between all containers behind the clonk, either by clicking the item or by dragging the item. Since the development snapshots are currently broken, this can only be tested if one is able to use our repository. But do feel free to share your opinion here or in the forum and stay tuned for more!