Dear Linux Community: We Need To Talk.

I glanced at Slashdot yesterday while bored and found an interesting article on the CDE packaging tool. An impressive piece of work, CDE automatically packages up all of your dependencies into a self-contained directory structure. If I wanted to package up Dungeons of Dredmor and to be able to guarantee that it would work on your computer, all I would have to do is to run CDE on my computer, where I know Dredmor works, and sha-zam! Instant package.

This is something I have been fretting about: how do we distribute Dredmor for Linux?

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Posted in Dungeons of Dredmor, Gaslamp, Other Games, Programming | 12 Comments

On Engine Licensing and the Fall of GarageGames

First off, let me preface this with the following announcement: we have two middleware solutions targeting independent game developers coming down the pipeline. One of them is a user interface toolkit, similar to wxWidgets or Qt, but fully hardware accelerated and oriented towards video game UI and level editors. The other piece of middleware is a complete “game engine” on the level of, say, Unity or C4. It features all the stuff that you would want, including interactive level editing, terrain creation, and a full dynamic lighting and shadowing solution using deferred rendering. It also includes some stuff that you didn’t know you wanted, such as an easy-to-use level sketching tool, an asset store built into the level editor, and our new and improved version of so-called “Megatexturing” which lets you paint on every surface on the world, dynamically, and without compilation times or messy texture packing.

Neither one of these two pieces of technology is used by Dungeons of Dredmor; when Gaslamp Games was founded, we originally started working on a 3D isometric strategy game, but we soon decided that it was unrealistic to try to ship a fully 3D title for our first effort – especially without a dedicated 3D content creator on staff! – and so we decided to finish Dredmor instead as a way of bootstrapping the company. That said, we have been working on our next game’s technology base in parallel with Dredmor’s development, it is *very* indie-friendly, and it will be available to interested parties at a very reasonable rate in the near future. If you want to be notified about when we get set to release, send an e-mail to technology-announcements-subscribe@list.gaslampgames.com and we will shower you with love.

That said:

I woke up this morning to see that GarageGames (renamed recently to “InstantAction” as part of a buyout) has gone under. InstantAction is dead, and the Torque Game Engine is looking for a buyer. Deep in the heart of the Gaslamp command center, we’re still trying to figure out exactly what triggered the collapse of the company. I’ve worked for companies that have collapsed before – Loki Software, anyone? – and the root causes of the company’s destruction are not always visible to outsiders. What caused the collapse, and what does this mean for independent developers?

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Posted in Gaslamp, Programming | Tagged ,
1 Comment

The Nefarious Devices of Dredmor’s Dungeon

Or: Mortality & Happenstance via Mechanical Means

Traps are a bit of a conundrum because it’s not generally good game design to aggravate the player by having them randomly die. Aye, The Grand Tradition of dungeon crawlers demands traps in some form, but they pose the problem of being hidden surprise! damage-dealers. If a player is walking along and gets offed by a Dwarven land mine, hilarious though it may be to randomly explode, their agency has been taken away and this is frustrating to a player.

What is one to do with traps? Read on!

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Posted in Dungeons of Dredmor, Game Design | Tagged , , ,
3 Comments

The Essential Attributes of a Dubious Hero

In which David rambles about why Caddishness is a character attribute in Dungeons of Dredmor

I was listening to some podcast on RPG design a while back, I forget the name of it (killer opening, eh?), and there was a line of thought brought up that went something like: “What is your RPG about?” “Hope.” “Why isn’t that a stat in the game?”

And this struck me: A game is about the mechanics of the game, regardless of what overt theme is overlaid in stilted cut-scenes. The optimal gameplay path is the message.

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Posted in Dungeons of Dredmor, Game Design | Tagged , , , ,
1 Comment

Some Recently Asked Questions

Old Business: I think I have finally banished the last of the issues to do with scaling. The game now handles any resolution we throw at it up to 1680 x 1050, and that should last us for awhile. I think we will also kill 800×600 off completely, meaning that our minimum in game resolution will now be 1024 x 768. This gives us some extra real estate on screen.

New Business: Hello, new readers from linuxgames.com – and also Reddit, apparently! In response to our recent blop of extra publicity, here are some answers to your recently asked questions:

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Posted in Uncategorized | 5 Comments

Design Dialog

I’ve long since learned that it’s far better to present Nicholas with a fait accompli which he finds amusing to implement rather than a rational argument for a feature. Allow me to demonstrate.

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Posted in Dungeons of Dredmor | Tagged , , , ,
9 Comments

Why Do a Job Once When You Can Do It Eight Times in Only Eight Times the Time?

Quiet? Only outwardly. Our Dear Leader saw fit to allow ye players to select your own resolution rather than be limited to a proper and traditional 800×600 screen. Oh, we have such things in store. You will be able to descend far deeper into the Dungeons of Dredmor than ever imagined previously!

Now come with me and perform a cheap analogue of descending into the dungeon by scrolling down past this large image which is a crop of the title screen painting, showing how I’m expanding it to fit higher resolutions!

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Posted in Dungeons of Dredmor | Tagged , , ,
3 Comments

The Floor is Yours…

Our website traffic is down a bit – down 29.98% from last month, according to Google Analytics. Now admittedly that includes a spike of traffic from the SomethingAwful forum goons (hi, Forum Goons!) which is probably a one-time event, but it seems awfully quiet around these parts.

So why not introduce yourself down in the comments? Say hello! We don’t bite. Tell us who you are, why you’re here, what you want to see in Dredmor… and maybe what you might want to see from Gaslamp Games in the future. Go on, don’t be shy.

Posted in Gaslamp | Tagged
8 Comments