Author Archives: David

Dredmor Skill Icons

I’ve just finished the latest round of revisions to the entire pile of spell icons. This is just one task which is part of the massive spell overhaul we’re doing for Dredmor’s beta 0.92 (when I’m not getting distracted drawing the disembodied heads of founding members of Gaslamp Games).

Man, there are a lot of these buggers, but they do get easier (and better) every time I redraw them. Telling you anything about them would ruin the fun*, so I’ve just thrown together a collection of some of my favorite spell and skill icons for your enjoyment:

Still have to draw animated effects for most of these. Urrgh.

* whereas “the fun” refers to how much fun I have as people try to guess what the hell some of these skills do.

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Gameplay as a Hierarchy of Cycles

I’m going to quote a post in whole that covered most of what I was meaning to write on this subject but far more succinctly than I imagined possible. Brenda Braithwaite’s post “Design Truth 1”:

Focus on second-to-second play first. Nail it. Move on to minute-to-minute, then session-to-session, then day-to-day, then month-to-month (and so on). If your second-to-second play doesn’t work, nothing else matters. Along these lines, if your day-to-day fails, no one will care about month-to-month, either.

This  seems like an excellent imperative to good game design – especially a mechanics-based game. In counterpoint, (though I could quibble about “good” vs “successful” design) whole games are built on hooking players with long-term investment, be it emotional, social, or time (read: sunk cost fallacy), rather than refined short-term, low-level gameplay (see: grindy MMOs, Zynga), or some kind of story that players get invested in despite the gameplay (see: Final Fantasy games). I think an argument can be made for classifying games according to higher-level design philosophy. But yes, Dredmor’s core is certainly in the mechanics. Well; the mechanics and the insanity, which might count as “story” content though ours is decidedly nonlinear. But I digress. I’ll be doing a lot of that.

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A Rather Dredly Birthday

Dungeons of Dredmor, a thrusty bursting from a cake at our shocked hero

A barrel of sewer brew and well-preserved, fishy birthday wishes to our oft-abused web djinn, Derek. Cheers!

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David’s Gaslamp Workspace

In a comment one Kyzak requested a post on work environs – who am I to deny such a request?

So come, dear reader; let me give you an exclusive tour of my workspaces.

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Making The Cut

I just redid the character information panel again. I had to re-arrange all the info boxes then type out the size and position of every single textbox and tooltip hotspot. It was awful. Now Nicholas gets to update the code to my specifications, the poor bastard.

Dungeons of Dredmor, as some sort of RPG, and god-help-us, as a roguelikeish game, lends itself to a maddening excess of features, ideas, items, skills, spells, potions, special abilities, factions?, unique rooms, artifacts, vengeful gods, and and.. and … Well, one of the most important points of successful game development is knowing when to cut; no, being able to cut features so that the project can ever be completed.

We have done this. No, really! A bit, at least.

Dredmor Hero dodging a blade

At least you’ve survived with piles upon piles of unique items, silly skills, and an upcoming hellishly complex crafting system, dear hero!

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Dredmor v0.90 Screenshots

For your viewing pleasure I’ve taken some new screenshots of Dredmor in fabulous HD-o-vision for you to pick over and tear apart, pixel by pixel.

Dungeons of Dredmor beta screenshot showing Octo interrupting cheese-plundering Dungeons of Dredmor beta screenshot skill tome, choosing skills

1. An Octo has rudely interrupted my cheese-plundering. And those skull bolts are amazing, except they’re doing the wrong damage type right now.

2. Deciding what skill to upgrade next; I settled on taking the next level of Dual Wield because it increased my ability to counterattack.

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Indie Game Bingo

Let’s play Indie Game Bingo!

Yeah, so I’m a year or so behind on this one. Sue me. I saw this on an old thread on TIGsource here and a not terribly well populated blog here.

Here’s the blank sheet so you can follow along (or fill it out for your own games!):

Dungeons of Dredmor indie game bingo

Now, how does Dredmor fare?

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Commitment Anxiety in Skill Selection

In the current revision pass on Dungeons of Dredmor we’ve finally had to make some hard choices about what skills mean to a player’s character. Thus far, all skills have been more or less freely available to select from any point for testing purposes. But if every skill is always available then by the time a player earns a few levels they shall have had the chance to buy a completely new set of skills which would render the importance of their initial choices mostly meaningless. We want every playthrough of Dredmor to be about an experience which is meaningfully different from a playthrough with different starting selections — so far as we are able to make it so.

Dungeons of Dredmor hero choosing skills

Which will you choose?

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