Author Archives: Nicholas

What’s In The Next Patch

EXALTATIONS UNTO KRONG! While he cannot disclose any sales numbers, he is exceedingly pleased by sales of Dungeons of Dredmor, bringing Krong in all his glory to the masses (and also that slimy, good-for-nothing Lutefisk God.) Long has his anvil-shaped heart awaited this moment, and he thanks his chosen Mightily.

Nonetheless, he hears the people crying. “Krong,” they say, “why hast thou abandoned us? Our game, it crashes. Our game, it has small icons. Our game, it lacks keyboard binding interfaces, yea, and other certain necessities.” And Krong didst look upon his people, in their despair… and wept.

And lo, so it came to pass that Krong didst re-chain Gaslamp Games to their anvils, and Gaslamp Games has come forth in order to help the people. And lo, a great Patch came to pass upon the land, to be released Early Next Week.

What is in said patch? Krong is so very, very glad you asked.

{ read this article }

Posted in Dungeons of Dredmor, Programming | Tagged , ,
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Update From the Code Bunker

We’ve put up another build which has a fixed audio driver, and resolves a few other little issues. We have tried to make this backwards compatible with previous save files, but one of the things we added in this patch was also backwards load/save compatibility… so we’re going to have to work out the kinks here a little. If you make a *new* save that crashes and can’t load it, or you still get a random crash (we know about one descending, then ascending stairs, which we have seen a bit – but it might also be the audio thing, so we’re just going to wait and see… also what are you doing going back *up* the dungeon anyway?), send us an e-mail, preferably with a save game or crash dump, and we’ll get on it.

That said, so far everybody who was having crashes has reported that this build has cleared it up. Whew.

(Profound thanks to Ryan C. “icculus” Gordon, who debugged the first audio crash, then confirmed that the second audio crash was, in fact, “something that has just never been triggered in the past eight or so years in SDL_mixer.” We have now broken SDL_mixer about eight times and aren’t allowed to keep breaking it any more.)

I don’t know when the next patch will be up – probably not until some time next week – but we are going to try to start resolving some of the UI Clunkers people have reported (getting the keyboard/mouse movement a little more consistent, adding UI scaling, etc.) I would also like to turn on the Mod Browser and Weekly Challenges, but getting the core game running well is the top priority for all of us.

Posted in Dungeons of Dredmor, Programming | Tagged , , ,
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So. Uh. Hi there.

EDIT: Today’s patch, while fixing the random crashes for some people, has added a new one for other people. We’re on it. Please keep sending us your broken save files too, especially if they were entirely produced *after* yesterday’s patch. — Gaslamp Games McManagement

Hi, everybody. We’re… a little overwhelmed, and also going about with large grins on our faces. Being #1 on Steam – even if we have been cruelly deposed (for now!) by the Curse of Cthulhu Saving the World – is quite the rush. We should ship games more often. Thank you all for your support and patronage; we’re looking forward to kicking it up to the next level.

We have fixed a few bugs that came out of the woodwork. The random crash bug is fixed, a save corruption bug is fixed (there may be more), the Infinite XP glitch is fixed, and the infinite-money-in-shop glitch has been resolved as well. We will be sending a patch off to Steam as soon as we have finished testing it a little more.

….

So how is everybody enjoying the game?

Posted in Dungeons of Dredmor, Game Design, Games, Gaslamp, Programming | Tagged , ,
73 Comments

DREDMOR WEEK (Day One): Soundtrack Up!

Ladies and gentleman, we’re selling a game. In order to sell it, we’ve put together a little something we like to call…. DREDMOR WEEK.

Not relaly a Night at the Opera, is it?

That’s right, folks. Every day a blog post, a new piece of revelry, and by the way, we’re releasing the game ON WEDNESDAY. You heard us. WEDNESDAY. At long last, your pain and suffering will be over…. or just beginning. Ahem.

Let’s kick things off with a fanfare. Several fanfares, actually.

Matthew Steele, our brilliant musician, has put together a Dungeons of Dredmor soundtrack release on Bandcamp. You can preview the entire game’s soundtrack, and you can even buy it from him if you feel so inclined. How much will this cost you? Well, it’s pay as you want, but the minimum price is set at $2.99. (Any money Matthew makes on this, we told him he could keep. We’re awesome like this.)

Check it out here. Cover art by David.

The Schedule for DREDMOR WEEK:

Monday: Soundtrack Release
Tuesday: Why is Dredmor priced at $4.99? We promised you an explanation. On Tuesday, you’ll get it. Added bonus: the Dredmor Community Art Mutilation Pack.
Wednesday: We Release The Game. Wailing and gnashing of teeth.
Thursday: David draws a comic. (Or, maybe, posts Part I of the Modding Guide. He hasn’t decided yet.)
Friday: The Making of Dredmor: a behind-the-scenes PDF spectacular containing never-before seen art, screenshots, and Fun from the Vaults.

Posted in Dungeons of Dredmor, Game Design, Games, Gaslamp | 9 Comments

Some Minor News

Dungeons of Dredmor is coming in between four or five days, depending on your time zone. If you want to see some Video Footage of people Playing Dredmor, you are encouraged to check out the fabulous M and B Games Dredmor video-tutorial-ography: Part 1, Part 2, Part 3, Part 4, and Part 5. Also, let’s not forget the ferocious videography of Paul Soares here.

So what have we fixed between our Gold Master Candidate and now? Well, honestly not all that much. Most of our work has been on prepping for launch, and we also took a modest, slightly less than Notch-sized vacation. Now that we’re back on the game, we’re looking forward to adding exciting post-release content and making this thing better than ever. We have started the mod work, but it doesn’t look like it will be done in time for our release; we will roll this into the game as soon as possible. Mod support, it turns out, is one of those difficult things to get working perfectly; in particular, it’s causing a great deal of trouble with the save games.

We did, however, add some fun stuff. First off, permadeath now works. If you die, we actually delete your save game! Mwa hah hah. By contrast, non-permadeath now works very well as well. You can save your game wherever and whenever you want, and it’s always there for you to carry on if you get slaughtered. Just remember to save as often as you feel that you can.

Second off, we have added a few achievements. Seven, to be exact. Right now, you get achievements for a) killing Dredmor, b) being killed by Diggles. This is more of a proof-of-concept thing; we’ll be adding more in the first patch, but David has to wrap up some contract work for a bit. I have a draft list, and it has over one hundred things to acquire in it. So good luck with that one. If you have achievement suggestions, incidentally, we’d love to hear from you.

If you’re on The Steams, you will also find that Dredmor has some leaderboards going on. You too will be able to compete with your friends and enemies to see who can descend furthest into the depths of the Dungeon.

Finally, we fixed a few crash bugs. No biggie. 🙂

Anyhow, the time is nearly upon us. As prophecied, the Dark Lord Dredmor shall rise, and thousands upon millions of hours of productivity shall be destroyed by his evil machinations. Also, somebody got him on the Twitter, and you’re encouraged to follow him in addition to our own fine Twitterfeed. We’re looking forward to having you all as players.

Posted in Dungeons of Dredmor, Games, Gaslamp, Programming | 7 Comments

More FAQs; or: On the Folly of Giving Money Directly to Developers

Some recently Frequently Asked Questions:

“Why do we have to wait two weeks to buy a game which is already done?”

As you may have noticed, Valve has some kind of a Summer Sale thing about to go… although I don’t see a formal announcement yet, people have started talking about it so I guess the cat is out of the bag. Anyhow, we can’t put Dredmor up during the Summer Sale, so you have to wait until it’s over. Sorry, folks.

“How will Linux users be able to pay for their copy of Dredmor?”

I hate to say it, but selling games for Linux is hard. (My former employer found this out the hard way, and went bankrupt.) We’re still working on this. As an interim solution, I will likely put working binaries in the Steam builds for both Windows and OS X users, similar to what the Steel Storm guys did. That way, at the very least, this helps the dual booters. We are also opening the floodgates and talking with some other Distribute-y people. There *will* be more distributor announcements.

“If I buy a Windows copy of the game, do I need to buy a new copy of the game for Linux or OS X?”

I certainly hope not, and this is certainly our goal. In an ideal world, if you buy Dredmor, you buy Dredmor.

“I don’t like Steam! Why does the game have to be a Steam exclusive?”

Dungeons of Dredmor is not a Steam exclusive. We’re just launching there first. This has everything to do with us being a small company, and needing to focus our resources on getting one distributor set up at a time. We are considering other alternatives, but we haven’t gotten there yet. Steam will certainly end up being the best place to buy Dredmor for awhile, anyhow.

“Will the game be available on the OS X App Store?”

This is a priority, yes. All that this is really waiting on is for me to find the time to package and upload the submission. Also, I think we have to pay a hundred dollars, and I don’t think any of us *have* a hundred dollars…

“Why can’t I just give you money directly and download a .tgz file or a ZIP or something?”

This one is a little more complicated to answer. Basically, it’s for our protection.

When I say protection, I’m not talking about the game having DRM or not having DRM. For what it’s worth – and I cannot speak for the rest of Gaslamp here – my take on DRM is that it prevents very low-key, casual piracy (at the level of, say, your grandmother giving a copy of Dredmor to your Uncle Mitford, neither of whom are technologically literate enough to operate a non-rotary telephone never mind a Bittorrent client); it does nothing to prevent systematic, institutional piracy and it is also very effective at alienating your end users. So I feel your pain.

In an ideal world, we would ship with a DRM free copy of Dredmor, and would rely on having a frequent stream of updated content available for users with legitimate registration keys to encourage people to have legitimate copies. I haven’t seen a scheme that works as well as this, so this is basically what we’re going with. If you want to have an anti-piracy solution in place, you have to have some sort of game function on a server somewhere, and the best we can do for a single-player gaming experience is to put the updates on our server and force you to give us a legitimate registration key before we can hand out Sooper-Fun Bonus Content. This is the “drinking from the firehose” method of piracy deterrence.

This is also why nobody makes single-player games any more: single-player games are perceived as being impossible to secure against piracy, so nobody makes them. Instead, we get Free to Play stuff, and multiplayer games, and things in your browser, and all kinds of stuff where gameplay decisions take a back seat to being able to execute code on a company-controlled server in order to provide an authentication measure. Sad, really.

That said, this *isn’t* what we’re talking about when we’re talking about our protection. If you really feel that you can’t shell out five measly, stinkin’, lousy dollars to play Dredmor, well… there’s not much we can do about that, other than possibly feeling sorry for you. When we’re talking about our protection, we’re talking about our financial protection. Running our own financial processing and transaction engine leaves us exposed to a number of problems. As a very small company, we cannot afford to find ourselves in the same situation that both Notch and Project Zomboid have found themselves in. Paypal, Google Checkout, Amazon Express, The Fiendish Guild of Gnomish Banking Interfacers – all of these institutions can, and will, freeze a seller’s assets; all of these institutions could completely, and utterly, destroy our company and we would be powerless to do anything about it. Anybody who has ever run afoul of Paypal or Google knows that it is next to impossible to find an actual human being to talk to. Consequently, these services are not really an option for large-scale game sales.

The next best alternative is that we set ourselves up with a credit card processor and run our own storefront-based, money-taking web-solution. This assumes you have a credit card, which can also be a bit iffy in this day and age. It also exposes us to the problems associated with running an in-house electronic commerce system; we have to build a system that is secure enough that you feel comfortable giving us your credit card number, and we also have to ensure that it is secure enough from our end that the money ends up in our bank account and not sent to the First International Bank of Lulzsec. Again, if anything goes wrong, it could destroy Gaslamp. Writing your own software solutions for these things is dangerous; again, look at Project Zomboid, who built a clever cloud-based updater system only to realize that pirated copies were slowly bankrupting them. We don’t want to be in that situation, which is why we’re using third-party publishers and distributors.

A final option is something like BT Micro; a service that handles all the credit card processing and transactional downloading for you. This isn’t a bad idea, although it does leave the problem of providing you with updates.

Anyhow, that’s our thought process. For those of you who want to give us money directly – we love you, but we really, really can’t take it. I hate to say it, but waking up and knowing that you still have a company in the morning and that your accounts haven’t been frozen is worth a slice of your revenue stream.

Posted in Dungeons of Dredmor, Gaslamp | Tagged , , , , , , ,
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Dredmor Status Non-Update

We said last Saturday that Dungeons of Dredmor was still gold, and that we were working on getting our game into your hands as soon as possible. Unfortunately, both of these things are still true.

We are still trying to finalize things with our distributor, and we are working very, VERY hard on getting everything set up so that we can finally make announcements about how you can buy Dredmor, and about a release date, as soon as possible. Regrettably, a lot of these things are out of our control, and getting everything sorted out is taking much longer than we have hoped. Compounding the nature of the frustration is the fact that we can’t even, legally, explain what the delay is. Consequently, we apologize for the delay, and we want you to know that we are working as hard as we can. Unfortunately, as I said before, not everything at this point is in our hands; until we get in a better position to make some announcements, and we’re sure everything is settled down, we’re going to be quietly working on advancing things on the sales front, and on making a few “secret improvements” to Dredmor. Please, do not let the flame of Dredmor burn out in your hearts. Have faith and bear with us.

Since we can’t really talk about what’s going on, and since other entities are involved, it is hard to speak with our usual candor and frankness about development issues. That said, we are as heartbroken that we cannot sell you the game as you are that you can’t buy it yet. Having something stuck in development – and stuck in such a way that you cannot do anything about it – is one of the worst feelings in the world. One of our biggest takeaways from this experience is that we need to learn, as a company, that not everybody can move at the same speed as we can. Gaslamp, by virtue of its small size, can work through issues rapidly. If we want something in Dredmor, we can usually get it done in a couple of days; I can say to David, “Hey, we need to shrink the size of the Horadric Lutefisk Cube”, and he just goes off and does it, lickety-split. We have been running the business end of development like this as well, making important decisions rapidly and enjoying the flexibility that we have as a small company. We need to learn that we cannot do this when our affairs intertwine with those of larger corporate entities, who have too much on their plate to work at the same speed we do… and we need to plan accordingly. Doubly so when lawyers are involved.

Again, our apologies. We will let you know what’s going on as soon as we can; on our end, we will be learning from this and will be making sure that it doesn’t happen again.

Posted in Dungeons of Dredmor, Gaslamp | Tagged , , , , ,
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The Sweet Taste of Gold

There are now zero outstanding issues on our “must fix before ship” list. We’re going to play Dredmor internally for about 24 to 48 hours, and if we don’t find anything we desperately need to fix, we now have a Dungeons of Dredmor gold master build.

Nearly there, folks – we’ll have this in your hot little hands as soon as we can. Speaking for myself: having been working on Dredmor since 2005, it is *very* odd being done.

Posted in Dungeons of Dredmor, Games, Gaslamp | Tagged , ,
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