But more importantly, we've been squashing bugs. Meanwhile we've been adjusting the caravans and invasion triggers. The music is coming along and sounds great. The artists are working hard making the buildings and underground trees look beautiful.
For the veterans we have created a series of tabs in the info screen that allows you to find all the zones, workshops, and stockpiles with a simple click!
We are also working on an encyclopedia of mini-tutorials to explain how to really survive. There is now an interactive tutorial for the n00bs. Despite the carnage of the last sum of days we managed to make a lot of progress.The tutorial texts, init/settings page, and keyboard stuff are the highest priority things I'm working on now along with the tasks to keep other people unblocked. I think it'll be like this for a while, hopping between tech stuff I need to do, accessibility stuff I need to do, and bugs. Textures get cleaned up now rather than sticking around and muddying up subsequent playthroughs, I did some playing around with FMOD (our sound library) to make sure I can handle everything that's incoming there, and I made some changes needed for displaying some fancy new gear assemblies. Artists have moved on to their next batch of updates - Carolyn's gone from interface stuff to vegetation, and Jacob's gone from items to buildings, and we should have some more screenshots soon.įrom my end specifically, it's mostly been technical stuff I needed to catch up on.
Continuing along through what has been a summerly hot couple of days (not so hot as last year so far thankfully, and no tornado warnings either.) This may be a permanent state of affairs now as things draw closer to release, but there is action from all directions, whether that be art, or music, or graphics-tech stuff (monitor resolution tests in this case), or what have you, while the regular work I'm used to on the code side keeps right along.
Deities dwelled in these caves, and Mayan priests communed with them there.Coming to Steam and itch.io! DOWNLOAD DWARF FORTRESS CLASSIC 0.47.05 (January 28, 2021) Windows |Īll Versions Current Development: RSS Feed, Release Feed, July's report and Future of the Fortress, brought to you by happiness and gratitude. For the Maya, certain caves were considered the holiest places on Earth, part of a mystical underworld outside of normal time and space. For Christians and Jews, the city of Jerusalem, Israel, is an important pilgrimage site. For example, Muslims try at least once in their lifetimes to make pilgrimages to the holy city of Mecca, birthplace of the prophet Mohammed. Throughout history and across cultures, people have designated certain places as sacred and have embarked on journeys to visit them. Pottery sherds, layers of soot, and distinctive paintings indicate the division of a smaller, sacred space inside the larger public space of the cave. Archaeologist Fatima Tec Poole investigates a cave in the Yucatan Peninsula of Mexico that was likely once an important site of Mayan pilgrimage and ritual. This segment explores the significance of caves in ancient Mayan culture. New evidence suggests the Maya of the Yucatan had a very complex social structure, distinctive religious practices, and unique technological innovations that made civilization possible in the harsh jungle. George Bey discovers that the Maya may have been in this northern region as far back as 500 BCE.
Throughout the film Quest for the Lost Maya, a team led by Dr. Anthropologists and archaeologists thought Maya culture originated in the northern reaches of what is now Guatemala about 600 BCE, migrating north to the Yucatan Peninsula beginning around 700 CE.