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

The Interaction Problem

Oh playtesting, how you tear down my illusions, besiege the fortress of my ego then poison its well and set fire to its stores of grain.

Fig. 1: The good part of Dredmor’s interactivity.

It is shocking just how surely a player will ignore tutorial text. The help button is effectively invisible, ignored, the text left sad and unread. Whatever it is, the “go away” button is clicked via Skinnerian response to years of training at ignoring inane popups. Yes, Nicholas passed me a link (or possibly a newer one) to Jeff Atwood writing on the subject when this issue of the tutorials being completely ignored came up, and it got me thinking.

Fig 2. The bad. Don’t ask why it says “Axe” on that lightbulb.

We’ve got issues.

{ read this article }

Posted in Dungeons of Dredmor | Tagged ,
Leave a comment

Beta: From making a game to making a game good

Yes, this is how we do things at Gaslamp.

The other day I was banging on the latest release candidate for Dredmor’s Beta v0.2 for Nicholas and I noticed that rather than things simply not working or, worse, crashing the game I was coming up with more issues that had to do with balancing and tweaking the game. It’s a fine point that we’re reaching; This is turning into an exercise not of making a game anymore, but of trying to make a game good.

It’s a good place to be. Soon, I keep telling myself, it’ll happen.

Posted in Dungeons of Dredmor | Tagged
Leave a comment

The Joys of OS X Development, Part II

The scene: 1996. Apple has just purchased NeXT, and programmers huddle together, cursing the devil-spawned end user. “Alas,” says one, “our mighty empire has fallen. Know now that our legacy shall live on, as a curse passed to all mankind.”

“What curse shall this be?” asks his brethren. “What artifact of our dark majesty shall we use to smite our enemies and leave them fearing our almighty glories?”

“Why,” replies the first programmer, “it shall be known as… the OS X frameworks mechanism!” All tremble.

{ read this article }

Posted in Uncategorized | Tagged , , ,
Leave a comment

The Joys of OS X Development (or: how I learned to stop worrying and love XCode)

Dear Steve Jobs:

It’s nice when a topic for a blog rant presents itself, and you don’t have to go finding it.

{ read this article }

Posted in Uncategorized | Leave a comment

Beta!

We have a beta release candidate for Dungeons of Dredmor.

I’ll be packaging it tomorrow – a task that requires me to swear at our software updating tool on not one, not two, but three platforms, and which will probably also require some wrestling with the Nullsoft installer and the peculiar chain of evil that is required to ship binaries on OS X. Hmm. The actual code, though, is done and tagged in Subversion.

Despite what the previous cartoon says, we are accepting *limited* applications for beta testers. We don’t want to overwhelm ourselves with bugs and data, and we want to make sure that people who are playing the game get to have their stuff taken care of as efficiently as possible. For the next week, at least, we will probably have about five beta testers, and we’ll see where we go from there. If you want in on the beta testing action, please drop us an e-mail at dredmorbeta@gaslampgames.com and tell us that you want in on the action. In no particular order, preference will be given towards:

  • people we know, and are experienced QA Doodz
  • people we know, and who are not experienced QA Doodz
  • people who are members of the Indie game development press
  • people who are members of the real game development press
  • anybody who makes funny cartoons about video games
  • people who buy pre-orders for Dungeons of Dredmor (this will hopefully be launched really, really soon.)
  • everybody else

Be warned: the game is going to be rough for a little while. We still have to fill in missing particle systems, missing text descriptions, and to deal with any of the myriad of random bugs that occasionally show up in games where 90% of your content is randomly generated. There are issues of balance to be sorted. There is the always humbling experience of watching real players try to figure out how to play your game. The next month will be Fun.

We’ll be doing various press releases, interviews, and figuring out media relations and singing and dancing all next week. E-mail addresses for the press will be provided soon, but in the mean time the beta e-mail probably works as well as anything.

Posted in Uncategorized | Leave a comment

Not a job posting.

Click for Full Size

Posted in Gaslamp | Tagged
Leave a comment

Ignore the Man Behind the Console

Another short post from me this week. Beta, beta, beta! Why does beta always get all the attention when my hair, er… problems are just as pretty exciting. While we burn away at finding all those pesky last minute bugs my face has been owned by a console. What does this mean for you? Fuck-all. I’m improving, securing, and updating so much stuff you’d need at least three sticks to have enough shaking power.

Edit: Maybe its the huge amounts of caffeine or that face that I just conquered a problem that has been bugging me the past two days but you need to see this. The Oatmeal has done it again, it sure does suck to be a male angler fish. http://theoatmeal.com/comics/angler

Posted in Gaslamp, Website | Leave a comment