Author Archives: Daniel

A Draconian approach is necessary here.

We here at Gaslamp command have been hard at work on a number of things:

  • trying to figure out how to get our game into the hands of the public without refurbishing a CD burner and a lemonade stand
  • trying to figure out how to effectively receive your input and turn it into the game that you want us to give you
  • trying to figure out how to train the stalag-men into a useful work force without upsetting their labor union or delving too deep

I also realize that my ongoing task to inform you guys about what is actually going on around here totally fell off of my to-do list.  I have no idea how it happened, please feel free to email me with your grievances and I will attempt to send each one of you a doughnut, if the internet will accommodate such things.

Feelings for the day: Time management is utterly crucial to being able to do more than simply what your day job requires, and Aerobiz Supersonic is a great SNES game.

Posted in Gaslamp | 3 Comments

Gaslamp as a movie: me as that insane cigar smoking flouridation dude.

If Gaslamp were Dr. Strangelove:

David –

David


Nicholas –

{ read this article }

Posted in Gaslamp | 2 Comments

Joga Bonito…

…morra horrivelmente (translation: play beautifully, die horribly). In other words, I’m really excited about the world cup, and wanted to find some way of injecting that in somewhere.  (My money is on Portugal, but if they fall over too much I’m jumping ship.)

I have been a huge pain in the ass to David and Nick over the last day or so.

{ read this article }

Posted in Uncategorized | Leave a comment

In the pipes and on the books and all over my laptop.

So the beta goes, and I think I should first thank the people who have been giving us feedback. As David has alluded to, much of our consideration over the past months has been toward things that internally we’re comfortable with only because we don’t have new sets of eyes telling us what we *should* be doing, so it is extremely helpful to our goal of making a fun and exciting game for you all! =)

One of the things that is currently whirring in the backs of our minds is what some people refer to as the “tangibility” of a game interface. You know what I mean if you’ve ever played Megaman or World of Warcraft. Everything clicks, thuds, blinks, flashes, and makes you aware that every time you click or press something, you know that it’s working. These sorts of tiny queues are imperative to game immersion, and something that I’m slightly ashamed that we’re only now really addressing in earnest.

After that, we’re hoping to have an online store up. I’m currently investigating the ability to sell lutefisk online, but it might just be illegal.

Regarding Dredmor:

A lot of little stuff is getting fixed right now, but mostly gameplay balancing is resting heavily on my mind. It’s unfortunate how much getting the game in a state of balance and polish seems like a give and take between balance and polish (not necessarily of course, but many polish ideas remove balancing elements, and vice versa). Here’s an example…

On the outset, melee characters had a problem: not only did they not have any magic (which was bad because magic is really fun), but if you run around and just hit everyone with your sword, you get overwhelmed by baddies because you can only hit one guy at a time, while that wizard in the corner with his awesome magic can fireball ten guys at a time.

One of my early ideas to combat this was really bad for polish, but great for balance: the characters got what I was calling “maneuvers”, which would allow them to attack large swathes of area with their weapon. The balance issues were dealt with: it was like a fireball of sword! But then I got a little carried away, because I saw this as an opportunity to close the gap between casters and fighters: I wanted the fighters to be able to queue attacks that they could stack on top of their big area attacks so that they could do cool combo maneuvers, but while it seems cool in theory it was awful in practice. The system was totally confusing, there was a ton of ghastly code that needed to go into the game, and players didn’t even use it. So polish lost this battle big-time.

We’re trying new ways of incorporating these ideas. There is no more “attack queuing”, which was the worst part of that idea. Not only is having multi-step processes something you want to avoid, but there was no instant gratification, which is also an issue. Instead everything happens as you click it. The ability to combine abilities still exists as well, but I’ll leave that to you guys to figure out =)

Posted in Dungeons of Dredmor, Gaslamp | Leave a comment

Tools of the trade

As we run around like madmen trying to get everything in a state that we’re all comfortable with, I thought that I could share some information on the tools that I use to do my job here designing and balancing game-play systems.  What I have worked on most recently is the economic system of Dredmor, so I’ll share with you guys my design process through to implementation

My money per dungeon level plot.

{ read this article }

Posted in Dungeons of Dredmor | 3 Comments

Yes, we’re still aiming for that beta release date…

Even though it’s probably going to kill me. I’m also moving on the day of beta release. I’m going to probably die of stimulant overdose saturday night after collapsing into a pile of bbq pork ribs. The vividness of that image actually just really disturbed me. Ah, video game production. But anyway, I want to talk to you about brief status updates, and the moddability of Dredmor. (Is that a word?)

{ read this article }

Posted in Uncategorized | Leave a comment

The Problem with Products, or How Being Canadian is Difficult Sometimes

If you have been paying attention to gaming news recently, and, well.. you’re reading our blog so you probably have been, you may have seen ads for the Humble Indie Bundle.

First of all, let me say awesome job to the Wolfire guys et al.  The indie gaming community constantly impresses me with its community-oriented and generous mentality; I haven’t been a member long but I’ll work hard to live up to it.

That said, if you’ve checked out the bundle, you would have noticed 3 payment buttons at the bottom: one for Amazon, one for Google, and one for Paypal.  Well… we’ve been working on setting that up for ourselves, due to the oncoming beta release and being keen on offering some pre-order related deals, and being Canadian doesn’t really help things very much…

{ read this article }

Posted in Games, Gaslamp, Website | 1 Comment

Sweeping the Dust Under the Rug

…if under the rug means out of the game.

As promised, a lot has been happening in the world of Dungeons of Dredmor over the last few days.  The unfortunately necessary sabbatical had the team approaching the game with a fresh set of eyes this week, and many bad ideas have been done away with.  Overly complex systems have either been given the axe or (more favorably) been reduced to their essential (fun) components.  Don’t worry.  As far as content is concerned there’s still just as much of it, but we’re making sure we put just enough water in the Kool-Aid.

{ read this article }

Posted in Dungeons of Dredmor | Leave a comment