Alright, Derek fixed the uploader for the weblog, so we can now put up some new, hi-res screenshots of Dungeons of Dredmor. These are running at my native monitor resolution of 1680×1050. This is still very much an alpha version of the code; liquids are still broken, item sizes are all over the map, spell sizes are hoopled, and I haven’t even begun messing with font sizes yet. More damningly, the scaling algorithm we are using chokes up on some of David’s pixel art, which does not adhere to Pixel Art Formalism and hence contains lots of colors with small delta values instead of a fixed, 8 or 16 color palette. (The art for the characters, on the other hand, was drawn by Pixel Art Formalists and is therefore Perfectly Safe.) There is an interesting trade-off to be made here: we can either fix it before or after we ship (it will be fixed – we’re all perfectionists!), but I don’t know if we will do it before Dredmor ships or as a patch afterwards. My inclination at this point is to get Dredmor out to you lovely people as soon as we have gameplay in an acceptable state, and we can fix the few visual glitches (as you can see, it still looks perfectly acceptable) post-ship. On the other hand, it really would be nice not to have to upload a massive art patch. It may also be possible that there is a code solution.
The characters look great, though, and as there is a *lot* of animation that we simply cannot redo at this stage in the game, it’s fortunate indeed that we are able to get results that look this good. I mean, look at that giant-feet-with-an-eyeball monster. Anyhow, get some fresh screenshots under the cut…