amateurgamer88
Emperor
- Joined
- Aug 24, 2018
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Dynasties of Dune Dev Diary #1 - Introduction
Hello everyone and welcome to the 1st Dev Diary for Dynasties of Dune.
I'm amateurgamer, or AG for short. I handle most of the coding and much of the brainstorming and/or implementation of ideas in the mod. I have the honor of collaborating with @Deliverator on this mod. Deliverator is the artist so you can thank him for the great looking art in the mod (and has no association with the bad art placeholders I've added). The mod, as you noticed from the name, is tied to the Frank Herbert's Dune Universe. The mod is still in very early stages of development (might as well call it pre-alpha). Luckily, there is enough content for the mod to be properly released for some early playtesting. Many art assets are missing and they will be added when they are ready. If you are curious about what this mod has to offer, I did include some screenshots below.
I don't want to bore everyone with too much info. Therefore, I will briefly cover some major aspects of the mod and people can explore the rest of the mod themselves. Feel free to join the discussion in the Old World Discord. We are open to thoughts, feedback and suggestions. Reporting bugs, typos and other issues is also appreciated!
First, let's talk about the factions.
There are currently only four factions: House Harkonnen, House Atreides, House Corrino and Fremen. More will be added once the mod is more developed.
Each faction has its own trait, set of families to pick from when founding Cities and unique techs. Unique techs opens up a lot of options to differentiate the factions. The eventual goal is to make those options diverse enough so even playthroughs of the same faction can be different each time.
Secondly, we have the mapscript.
We have adopted the Archipelago map for Arrakis. More changes are coming with plenty of art assets to be added in the future. Below is a start to give you an idea of what to expect for now:
Next, we have the tech tree.
Below is the tech tree.
The techs are broken into five categories. Row 1 and 2 belong to the Survival Techs. Row 3 and 4 belong to the City Development Techs. Row 5 and 6 belong to the Empire Development Techs. Row 7 and 8 belong to the Religion Techs. The remaining rows are reserved for Unique Techs mentioned earlier with Factions.
After that, let's have a quick look at the yields.
Dynasties of Dune reuses many of the Icons and a few of the Yields. Money (now known as Solaris), Order, Science and Civics work the same. New yields are: Spices, Local Material, Offworld Supplies, Fuel, Devotion, Manpower and Intel.
That's all for this time! Thank you for reading! I'm unsure when the next DD will be out but I will be posting in this thread when it's ready!
Hello everyone and welcome to the 1st Dev Diary for Dynasties of Dune.
I'm amateurgamer, or AG for short. I handle most of the coding and much of the brainstorming and/or implementation of ideas in the mod. I have the honor of collaborating with @Deliverator on this mod. Deliverator is the artist so you can thank him for the great looking art in the mod (and has no association with the bad art placeholders I've added). The mod, as you noticed from the name, is tied to the Frank Herbert's Dune Universe. The mod is still in very early stages of development (might as well call it pre-alpha). Luckily, there is enough content for the mod to be properly released for some early playtesting. Many art assets are missing and they will be added when they are ready. If you are curious about what this mod has to offer, I did include some screenshots below.
I don't want to bore everyone with too much info. Therefore, I will briefly cover some major aspects of the mod and people can explore the rest of the mod themselves. Feel free to join the discussion in the Old World Discord. We are open to thoughts, feedback and suggestions. Reporting bugs, typos and other issues is also appreciated!
First, let's talk about the factions.
Spoiler Factions :
There are currently only four factions: House Harkonnen, House Atreides, House Corrino and Fremen. More will be added once the mod is more developed.
Each faction has its own trait, set of families to pick from when founding Cities and unique techs. Unique techs opens up a lot of options to differentiate the factions. The eventual goal is to make those options diverse enough so even playthroughs of the same faction can be different each time.
Secondly, we have the mapscript.
Spoiler Map :
We have adopted the Archipelago map for Arrakis. More changes are coming with plenty of art assets to be added in the future. Below is a start to give you an idea of what to expect for now:
Next, we have the tech tree.
Spoiler Tech Tree :
Below is the tech tree.
The techs are broken into five categories. Row 1 and 2 belong to the Survival Techs. Row 3 and 4 belong to the City Development Techs. Row 5 and 6 belong to the Empire Development Techs. Row 7 and 8 belong to the Religion Techs. The remaining rows are reserved for Unique Techs mentioned earlier with Factions.
After that, let's have a quick look at the yields.
Spoiler Yields :
Dynasties of Dune reuses many of the Icons and a few of the Yields. Money (now known as Solaris), Order, Science and Civics work the same. New yields are: Spices, Local Material, Offworld Supplies, Fuel, Devotion, Manpower and Intel.
That's all for this time! Thank you for reading! I'm unsure when the next DD will be out but I will be posting in this thread when it's ready!

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