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HammerHelm Download]


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About This Game

The Dwarves of the HammerHelm Clan dream of living above ground, under the sun and clouds. As their Champion, it is up to you to help them establish their home and guide th 5d3b920ae0



Title: HammerHelm
Genre: Adventure, Indie, RPG, Simulation, Early Access
Developer:
SuperSixStudios
Publisher:
SuperSixStudios
Release Date: 27 Jul, 2017


Minimum:

  • OS: Windows 7
  • Processor: Intel Core i5-2300 (2.8 GHz)
  • Memory: 8 GB RAM
  • G

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.. 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.. 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.. 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.


New Tree Progress : Wanted to give a quick update as I work on changing out the trees. I have all of the new main trees loadable by the new tree system. This includes the two large trees, the medium tree, and the small birch tree. There are also two different colors for the tree bark in addition to the birch. The new rocks are in too! This screenshot is what the highest setting will look like for trees and rocks. The new flowers and bushes aren't in yet. You'll note that there are more colors for the leaves, with some variety in the greens, oranges, and reds. So far on my Dev PC, compared to the current trees, I'm seeing better performance even when I use the highest tree setting with all of the tree variants and colors. So that's very promising! Left to do: Hook up all of the trees to the simple falling down version so they can be chopped down. Birch trees cannot be chopped down. Update the new rocks so they can be harvested for quality stone. Add the new flowers and bushes and hook them up to the quality settings. Create the new falling down versions of all trees based on the gif below. Add a couple more quality settings for the trees and rocks. Create the falling leaves system. Move the trees around to fit better. Right now the new trees are loading in the old trees' locations, but since these have different shapes, they overlap a lot more. Add the new Weeping Willow, Cherry Blossoms, and Pine Trees once they are completed by the artist. A pretty big task list, but I'm feeling good about the progress and love how they look. Brightens up the whole game! This is the new falling down of the trees. I have to build one for each version of each tree that can be chopped down. My goal is to have the parts of the tree's trunk that remain behind be the parts that you pick up rather than just spawning new logs. The trees are pretty big though so we'll see how it looks once I set it up in the actual game world.. Roadmap to Full Release Progress Update : Time for another Development Update on the Road to Full Release. You can read the original Roadmap Announcement here: Below is a list of the goals and the progress that has been made on them so far. Note when something says "Done" that doesn't mean I'll never add more to it, it simply means I'm happy with where it is for now and moving on to other things. After leaving early access I will very likely come back to many of these to add more to them or make changes to improve them. Also, changing the format of this to hopefully make it easier to read.. Townspeople Optimization Test Build - Alpha 13.4.1 : Updated the test build with some more changes to the code for pathfinding that is a bit more efficient and handles making sure NPCs don't walk away when you are speaking to them. This is actually a much bigger change to the NPCs than yesterday's build so I'm going to spend more time testing it. Any feedback from those of you who have time to check it out would be most appreciated too! This build also includes some other fixes: You can no longer place a building if the road is outside of the town's build area. Fixed some optimization bugs that caused doors and NPC items (like hammers, pitchforks, etc) to disappear even when they were in view. Updated the windmill blades to have some canvas rather than just wood. Looks nicer imo. I may have already pushed this live, but I didn't mark it in any patch notes so including it here. If you'd like to try out the test build, you can get it by doing this.. Short Term Work Update : There hasn't been new build in a few days and I wanted to post so you all knew what I am working on. It's some bigger stuff that needs to be 100% complete before I add it into a build so there may not be a new build for another week or longer. I don't like going dark, so even without a new build, I'll be updating on my progress. Note all of this is in addition to the weapons, armor, monsters, and new flora that my artists are working on, which is what is left of most of the roadmap.. In Development: Optimizations : I've been playing around with a few occlusion culling solutions and I think I found one that I like. Occlusion culling is basically an optimization technique that stops the video card from drawing objects you can't see. Without it, the card will draw all of the buildings even when you are inside the storehouse. This is currently how HammerHelm works. As you can see in the gif, as I move into the storehouse, the game turns off the buildings I can't see! It's also turning off the trees, rocks, and other objects that would normally be drawn in the camera's view. I'm still experimenting with this and need to make some tweaks to get it to work even better. I also need to test it with the new trees. But I think it looks promising and should provide a nice boost to performance, especially on lower end PCs.. Alpha 13.8 - New Trees, Falling Leaves, and Settings : Tonight's build includes the new tree settings with more options, an override to use the old trees if you prefer them, and the falling leaves system. The new cherry blossoms and new weeping willows are also in this build! If you want to use the new trees, be sure to go into the settings and uncheck the "Override to use old trees" check-box. Even if you've changed the settings to use the new trees, you'll still need to do this. This is the default for now as all of the videos and screenshots for HammerHelm use the old trees and I'm still testing the new trees. Once everything is updated, the new trees will become the default.. Alpha 13.2 - Townspeople Events and Fixes : Tonight's update includes the townspeople events system. Your dwarves will occasionally often based on their traits. Happy dwarves often have a "good day" and sometimes might share a joke with another dwarf. Likewise, grumpy drawves can bring down those around them. If a dwarf has a negative event, such as a bad day, overeating, or being insulted, the "about" button in their conversation UI will say "Cheer Up" instead. Clicking this removes the mood debuff and replaces it with a small buff. You also get a small amount of XP from doing this as well. It's a not a super critical system, more to add some flavor and some fun. So it is not imperative to cheer up a dwarf who gets a mood debuff from an event. This build also includes some bug fixes: You will no longer gain XP if you are at max skill points.The old system only looked at spent skill points. NPCs will no longer get stuck on the steep hill by mines. The "press G to open the town storage" message will no longer get stuck after leaving the drop off area. I also added in a safeguard that will remove it when you leave the Storehouse if it does get stuck visible again. Items placed in a chest will now automatically stack. Doors should no longer sometimes get stuck open when leaving a building. The "press G for to open the town storage" message will now update if you changed the Interact key to another key. I made some big updates to the save system that should remove the stutter when getting a new quest or finishing a quest. Work is continuing on the new weapons and armor as well as more new environment art for the willow trees, the pink trees by the ruins, and a pine tree. Once those are all done, I'll update the map. Really looking forward to doing that! Here are some shots showing some of the work in progress and the final results. At first, we were having trouble getting the trees to look right when the sun was behind them. They'd have this odd glow to them that just didn't look natural. The effect was worse the farther away the tree was. So far away trees would glow super bright. After some tweaking, we got them looking MUCH better. These shots are in the actual game world with the day/night lighting. Note, there is only one tree type and color in this shot as I was just testing. And finally, all of the currently completed trees on the test map. There are three regular trees as well as a smaller birch style tree. The upcoming pine tree will help break up the canopy a bit along with the cherry blossoms and weeping willows. You can also see the new flowers, bushes, and rocks in this shot. The leaves on these trees all move with the wind too, and once I add them to the map, I'll add falling leaf particles to them to really complete the effect. It's amazing how the new trees really change the look and style of the game.


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