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Title: HammerHelm
Genre: Adventure, Indie, RPG, Simulation, Early Access
Developer:
SuperSixStudios
Publisher:
SuperSixStudios
Release Date: 27 Jul, 2017
Minimum:
English
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Game is still alpha and has some issues, but the developer is committed and very responsive. Haven't spend a lot of time in game yet, but from what I've played it seems fun.. I have had a lot of fun with the game since I started playing. The game is still in early access, with constant updates from the Dev. Playing lots of early access games I can say it is impressive the amount of updates given.. This game has lot of potential and some really professional devs that are cranking out bug fixes and content improvements at an alarming rate. If they keep this up it won't be 'early access' for long. The game itself is an well done mash up of RPG, Strategy Survival, Crafting, and a City Builder games. It works together very well and once it is all smoothed out and the gaps filled in, it will be a great game in my opinion. Keep it up Devs.. This game has lot of potential and some really professional devs that are cranking out bug fixes and content improvements at an alarming rate. If they keep this up it won't be 'early access' for long. The game itself is an well done mash up of RPG, Strategy Survival, Crafting, and a City Builder games. It works together very well and once it is all smoothed out and the gaps filled in, it will be a great game in my opinion. Keep it up Devs.. Game is still alpha and has some issues, but the developer is committed and very responsive. Haven't spend a lot of time in game yet, but from what I've played it seems fun.. Neat Idea still in alpha, Hope all the bugs get fixed. Combat and gather should be 2 sep. buttons: when in battle you will get errors about the tree is not old like you are trying to gather. I can not recommend the game in its current state.
Optimization Test Build - Alpha 13 : Updated the test build to include a couple of tweaks and fixes. The old system was causing blocking walls that shouldn't be visible to appear once the camera was facing them. This should no longer happen. Also updated to the part of the system that handles Townspeople. As an example, this scene without the optimization turned on was about 70FPS on my dev machine at 2560x1440 with most every setting turned up. With the new system, it's almost 100! To get the test build you can follow the instructions from the previous announcement. Also a quick update on the new art. Things have been going a bit slow with the armor and weapons but I think we're back on track now. Hoping to have something to show by next weekend. Likewise, we're making some changes to the new trees and also working on some addition trees including a couple of cherry blossoms (to replace the pink trees at the ruins), a weeping willow, and a pine tree. I did a quick test with the new trees just to get some performance data. Note, this screenshot is the same tree with the same color leaves, the actual map will have more variety of tree shapes and leaf colors. I'm really happy with the look of these trees. They match the characters so much better than the current trees. Once I add all of the other tree varieties it'll look even better! Once all the environment art is done, I'll be changing out the world map assets. More than likely this will coincide with the new weapons and armor, so it should be a big art update.. Alpha 13.3 - Orc Quest Fixes and More : Quick build tonight to resolve some bugs with the Orc Quest and a few other issues. Townspeople events are now turned off during the Orc Quest. Fixed a bug that caused the "Hold the Line" Quest to appear more than once. When you reach the maximum number of a a building in the Orc Town the building will no longer appear in the build menu. Fixed a bug that cause the sun to sometimes not be visible. Brightened the light from the sun and the moon a bit. Added the town walls to the optimization system. Making progress on the new story quests too. I'm going to finish all of them and release them all at the same time.. Sneak Peak: New Environment : I wasn't planning on showing anything related to the new world map and the new environment assets, since I'm still a ways away from actually changing them all out in the game, but I'm so happy with how this turned out I had to share. This is visual target piece I put together to give myself a goal for what the game world will look like when I update it. Also called a "beautiful corner". It's not optimized, but it provides a template for how I want the world to look when I change out all of the environment art. Note the falling leaves particle, the trees swaying in the wind, the smaller plants and flowers, and the rocks, which have a small bit of moss on them. Lots of configuration options like the color of the leaves, the amount of moss on the rocks, etc. so I can create lots of variety. The flowers are neat because they aren't flat like the grass, they're actual models that have some depth to them. It's difficult to tell in the gif, but the flowers and bushes are also moving with the wind. As I said before, it's going to be a while before the game looks like this. I think the trees and other assets match the characters and monsters much better than the current place-holder assets.. Alpha 12.4 - Bug Fixes and Improvements : Tonight's build includes a bunch of bug fixes and some improvements. Added the townsperson's current goal to the Townspeople pop-up in the Town Management UI. You can only place one Teleport Platform. The system doesn't check beyond the first one so I added the limit to avoid anyone crafting two since the second wouldn't be needed. Added controller support for the dungeon intro text and the enter mine choice UI. Fixed a bug with stamina potions that made newly crafted potions fail to stack with previously crafted stamina potions. Stamina potions now recover much more stamina. Metalworkers will no longer stay at their home and will always return to their shop. Fixed a bug that kept the Trainer's Respec button to fail. The town build mode instruction UI will no longer appear when crafting items. The mini-mushrooms in the Shroomin' quest will now correctly run around the town rather than staying in place. Fixed a part of the sewer that was missing a couple of columns. Fixed a bug that caused the mage teleporters to sometimes fail. The fitted armor quest will now correctly improve your armor and increase your stamina. Increased the stamina benefit from fitted armor.. Alpha 12.5 - More Bug Fixes! : Spent some more time fixing bugs this evening. Tonight's build includes a bunch of Orc Quest fixes as well as some others. The Skeletons during the Orc quest will no longer spawn in places where they cannot be found. Orcs will always have a greeting of some kind rather than having a blank conversation box. While on Orc Island, you can no longer press the Build Mode tabs to see Dwarf buildings in the build list. Likewise, Orc buildings will no longer appear in town build list after returning from Orc Island Orc health and stamina bars no longer cover up hit point and stamina numbers. Orc Archers no longer have a crafting option since they don't craft anything. You can now use Fitted, Masterwork, and Poor quality items to craft the armor sets Using the town resource menu to transfer stone from the town to yourself will no longer give you two stone for every one in the town. ( bad bug!!! ) Fixed a bug that caused the Build Mode information panel to fail to display all of the text. Updated me email in the welcome message to use jonhammerhelm.com edit: added these two fixes in Alpha 12.5.1 Placing an item over a gem in a storage chest will no longer result in the gem being deleted. You can no longer collect the glowberries from the Herbalist's garden. There are also a couple of bugs that I am aware of, but haven't been able to reproduce myself yet. Sometimes attacking a monster will always result in a miss when it should have hit. Workers sometimes get stuck in a loop, running around in a circle. Both of these can be fixed by restarting the game, but if either does happen, please send me your save and your outpitlog file before restarting the game. These two have eluded me so far and I really want to knock them out. You can find info on how to send me the files here: Again, and I can't say this enough, I really appreciate the bug reports. I've been playing this game for so long I often miss things because when I play, I play it the way I expect it to be played. But that's an illusion that never holds up once people get their hands on it. It's always fascinating to me read a bug report and think "Why would you do that!?" - and then figure it out and fix it. :) Focusing on bugs has also been really helpful for me to gauge HammerHelm's overall polish. As I fix bugs I also make note of things that aren't necessarily broken, but could be improved or made more fun. That's where the idea for new building animation I showed the other day came from. Meanwhile the artists continue to work on the new weapons and armor. The Copper Armor and Copper Weapons are ready for review so I'll probably show them tomorrow if they look good once in the game. The Jade Armor and Weapons need some rework as getting the Jade looking good has been tricky. He's also made some progress on the Zombie too, so hoping to show his work-in-progress soon. Lots going on! Also, that something special I mentioned in the roadmap update is also ready for review. Can't wait to check it out. Again, it's not a huge thing, but it's special to me, and I hope you all like it.. Alpha 13.0 - Optimizations and New Cursor : Tonight's build includes the optimizations I've talked about in the previous announcements. The system mostly works best when you have a large town but should improve overall performance too. I'm also working on some more options in the Settings UI to improve performance on lower-spec PCs even more.. Teleport Platform Design : I'm in the process of building the teleport system and wanted to let you all know where it is headed. You can teleport back to your town once you have placed a Teleport Platform. I was playing around with the idea of teleporting into the wilderness, but I think teleporting from town, to someplace on the island, and then teleporting right back to town would create a pretty large balance issue. You can only place one Teleport Platform. A Teleport Platform has 6 charges per day. To use a Teleport Platform you will need to craft teleport crystals. The higher the resource used to craft the teleport crystal, the less charges it uses. So a Jade teleport crystal uses all 6 charges, Gold uses 3, Diamond uses 2, and Blood Stone uses 1 charge. If you attempt to use a teleport crystal that uses more charges than your Teleport Platform currently has you will get a notification letting you know how many charges it has left. You will be able to place teleport crystals in your hotbar and use them the same way you use a potion. Using a teleport crystal will take about three seconds to teleport you to the Teleport Platform and will consume the crystal. During this time, you cannot move, so it's dangerous to use these near monsters! You also cannot use a teleport crystal when inside of a dungeon, cave, or other underground structure. Jade and Gold Teleport crystals will be craftable at the Stonemason and you'll need a Stonemason and a Carpenter to craft the Teleport Platform. Diamond and Blood Stone teleport crystals are crafted at the Mage Tower. Teleport crystals require some ore plus some alchemy ingredients. I'm in the process of balancing these costs.. Alpha 13.7.1 - Quick Fixes + Discord & Twitter : Quick build today to fix a few bugs and adjust some of the art. Fixed a bug that caused the Fishing Pier's footprint to always display red, blocking placement. Shadyee's selling UI will no longer display 1000 gold as the default price. Fixed a typo in the Gold Teleport Stone's ingredients that caused the icon to display as a white square. Fixed a bug that created the bit effect and sound when hitting ore that you've already mined. Reduced the saturation on the tree trunks. Added more orange to the yellow leaves. The last two are part of a graphics polish that I am working on to as I think I was pushing HammerHelm too much towards a "toon" look. While I want to keep the hand-painted look, things were getting too saturated and too bright. I will likely be tweaking this again over time. I received the new art for the Cherry Blossoms, Pine Trees, and Weeping Willows. We're adjusting some parts of the Weeping Willows but overall these came out great and I hope to show them off later today or tomorrow! Once those are done I'll be adding them to the world and performing a final update to the world map with tree placement and tree performance/quality options. I also turned off the falling leaves system in this build as I haven't finished testing it yet, but I wanted to get these fixes out asap, especially the Fishing Pier bug. Also, I'll be around today a bit so if you'd like to chat, feel free to drop by the HammerHelm Discord channel! discord.gg/8326Jef And be sure to follow HammerHelm on Twitter for some sneak peeks and updates. This account is officially for the game and I'm changing my personal Twitter to be more about game development, which of course will still be about HammerHelm too! I'm working with "Take The Potion" to help me out with marketing HammerHelm and building awareness and they'll be running the new Twitter account.
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