Technical Debt

Since nobody has commented on various matters: yes, we are still working towards a beta, yes it will be soon, but right now I’m sticking with the “When It’s Done” line. When we have a beta, we have a beta. Also, for the record: the Dwarven Panini Press did make it into Dungeons of Dredmor. Right now, it’s a throwing weapon. I’m not sure *where* I’m going with that. Anyhow, the coffee is on, Miles Davis is playing on the speakers, and it’s a long night of work ahead to get my TODO list whittled back to the state where it needs to be.

I keep saying that I’m going to make a post on this blog about some of the more interesting code that we’ve written for Dredmor, but – again – a lot of the Dredmor code isn’t that interesting. Instead, I think you get rambly thoughts on software engineering for the next little while. I was inspired by reading a post over at the IMVU engineering blog on how they expanded their business model. (Well, actually, it was a set of presentation slides.) I know many of the IMVU folks – a few of them were involved in the original seed work that turned into Dungeons of Dredmor, and they do a lot of very interesting work with continual deployment and Agile that is interesting if you’re interested in continuous deployment and Agile. Their CEO person, Eric Reis, also writes a lot about Agile Startups and how to bootstrap yourself via continually listening to what your customer has to say and then integrating that, continually, into your software deployment process. This is very similar to a Valve-style design-by-playtesting model, and I think that the game development community can either a) learn a lot from this, or b) has been doing it all along, and the rest of the world is just now playing catch-up.  Eric’s blog is fascinating, and you should all go read it.

Many moons ago I was invited to interview for IMVU. I flew into Palo Alto, via a red-eye flight, and was treated to a fascinating hiring process. In fact, it was the most fascinating hiring process that I’ve ever been involved with. The sleep deprivation was cool, too, although I’m pretty sure it was accidental. Anyhow, I highly recommend applying for a job there simply so that you can check out how they hire people. Seriously. Go do it.

At the end of the day, I was offered a job. I declined to take that job, for a number of reasons, some of which are between me and IMVU and some of which are between me and myself. One of the more interesting reasons was that the company was struggling under the volume of significant technical debt in the area that I was interested in working on (the character rendering system and various other parts of the rendering pipeline), as well as all over. To actually read what they’ve been doing to try and deal with the technical debt, go hit up their weblog. I don’t know how well their approach to dealing with technical debt has panned out; that’s for them to talk about. But I can talk about technical debt with respect to how it affects myself, and I think that this will make interesting reading material this week.

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Tools of the trade

As we run around like madmen trying to get everything in a state that we’re all comfortable with, I thought that I could share some information on the tools that I use to do my job here designing and balancing game-play systems.  What I have worked on most recently is the economic system of Dredmor, so I’ll share with you guys my design process through to implementation

My money per dungeon level plot.

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“Why is the Dwarven Panini Press a rejected weapon idea?”

A spur of the moment call to a few rushed, jammed-together Gaslamp meeting-type things saw me with a lot of time to blow on the ferry from Vancouver to Victoria, so please enjoy the fruit of my sketch pad:

Top: Sword skill icons. Bottom: “Mystic Mines” tileset revision & dungeon objects.

Not pictured: List of weapons rejected from Dredmor. All credit to Nicholas for the Dwarven Panini Press. The downside is that I might have to actually draw an icon for it now.

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Services Everywhere!

Well it has been a busy week for all of us.  The programmers and artists are busy putting the finishing touches on our exciting beta and I spent the large portion of  last week redoing the CSS for the entire site to streamline your browsing experience.  When I go back a look at all of the little services and tweaks that I have done I figure I should give credit to my many resources.

First of all I’ve been using the Debian style of package management off and on since the early 2000’s when I used a distribution called Libranet.  This was a great distribution for a time when running Linux on the desktop was a challenge to say the least.  One thing that rang true with me was the east installation of packages AND all their dependencies with a very simple command..

apt-get install <package>

No crappy .rpm’s no having to install from source just easy to use and even easier to customize.

Enter Ubuntu which has gone to great strides bringing  Linux to the masses.  Not only does Canonical have a well thought out and designed product, there is a great community behind it.  For a self taught computer user I found it immensely helpful.  One of my favorite little bits of information is the server guide that is made for ever release.  This guide provides a quick setup for many of the common services that are run in a server (read: command line) interface.  You can find the latest version for 10.04 here.

For all those self taught users out there like myself you will learn more from following this guide then you’d like to admit.  I challenge anyone to setup a mail server for multiple domains in less than six hours without at least referencing a guide once or twice.

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Painter’s Progress: The Dredmor Title Screen

It’s been a fairly brutal crunch of art-making for the Dredmor beta, so pardon me if I part with the greatest part of my usual verbosity [edit: Who am I kidding, I’m going to ramble on and on for the fun of it].

I knew it was serious when I started being able to walk into the Tim Horton’s down the block and they knew my order — extra large coffee, black — without me having to say anything.

Part of the polish I’ve been wrapping up to make Dredmor presentable is the Very Important title screen art. First impressions are important; the opening screen has to be /totally cool/ and show off the spirit of the game.

I present to you the evolution of the title screen painting and, in turn, my growth as an artist over the last year and a half.

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Hark! A new Dredmor trailer appears!

We are still working on our Dredmor beta aspirations. My lungs are now full of coffee, and David hasn’t seen the light of day now for… okay, five years, but who’s counting?

While we wait for the last of the skills to be implemented, and for the eighty-seventh window closing button to get its new, fresh coat of gold paint, here’s another Dredmor gameplay trailer for your enjoyment. Music by Mr. Ludwig van Beethoven, lovingly arranged by Mr. Matthew Steele.

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Update from the Trenches

“A delayed game is eventually good, a bad game is bad forever.” — Shigeru Miyamoto.

An approximate list of things that have been done in the past week:

  • The bolt dispenser is in, and works. Previously, you’d just get free bolts. Now you have to pay for them. Buy Bolts, or the Bolt Council will put a Bolt in your Head.
  • The tutorial has been rewritten in order to a) cover all the new features, b) be obnoxious. “You probably shouldn’t go near that glowing anvil over there. It looks like it might explode at any moment, and it almost certainly wouldn’t help you on your quest.” Interestingly enough, it wasn’t clear during playtesting that the tutorial was a tutorial;  instead, everybody just thought that it was an enormous, glowing icon.
  • Massive dumps of new art from David, who is still continuing, desperately, to try and finish all of the skill art.
  • A new title screen (from David).
  • Some fixes to the achievement screen.
  • New title music from Matthew.
  • You can now enter doorframes, or other hard to access locations, by holding down SHIFT and clicking. (This doesn’t work on David’s keyboard, and I have to track that one down yet.)
  • Automatic crash bug dumping! Why didn’t I do this years ago? For everything? I don’t know. Anyhow, if the game crashes you can now send us a dump file and we can actually parse it. Microsoft does something good for once.
  • Various new spell effects, including the support code for Midas’s Touch, the Blazing Nova, and various melee-flavoured skills.
  • Levelling up works again. Skill selection works.
  • Every single skill tree now has some sort of entry in the skill database, most of which have some kind of art and many of which do various things. This is thanks to the heroic XML-slaying effort of Daniel, who spent today moving houses so that he could get away from us. It won’t work, though. We sent Death Bees after him.
  • An entirely new, all redesigned skill book. This is the third all new, entirely redesigned skill book, and we have now iterated its design to Valve-like levels of brilliance.
  • Derek assures me you will be able to buy the game shortly. He showed me a web page with various links that went to Amazon, Google Checkout, and Paypal respectively.
  • You can now combine skills due to the new Skill Combining System. Simply drag “Fireball” into one skill slot, “Root” into the other, and suddenly you can cover the entire dungeon with flaming plant life. It’s pretty funky. It also crashes occasionally, which is why you can’t combine just *any* skill…
  • An experience bar now tells you how much experience you gained.
  • Speaking of flaming plant life, monsters can now catch on fire.
  • “Trap shhtung.” I don’t even know what this is, but apparently I did it.
  • And more stuff that I haven’t been paying attention to.

We have gone from SVN revision 2,444 (David, Monday May 10th, “exp bar highlight versions and tileset polish”) to revision 2,544 (Nicholas, Sunday May 16th, “Tutorial Fies”) in the space of a week. The game is looking much, MUCH healthier than I have seen it looking in a very long time. You can play, things happen, they are good things and they are fun. I am pleased.

That said, we’re still not quite at our beta release date target (the 15th.) This is mainly the fault of the massive amount of work that still needs to be poured into the skills system.  Our Mantis bugtracking system claims that I have four tasks to do before beta, David has three, and Citizen Daniel has fifteen. I’m probably going to start chipping away at some of CD’s tasks soon enough, as some of them are things I put on his plate when I was overloaded with stuff to do. Now the tables have turned on me. With that in mind, I’m going to go back to work. I have coffee, Coca-cola (which I only ever drink in crunch mode these days), and a girlfriend in the back of the apartment playing Rune Factory Frontier (work that yogurt maker, honey! work it good!) and asking me every fifteen minutes if I want soup or not.

Now where’s that @#$@ing Rhapsody CD gone?

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Yes, we’re still aiming for that beta release date…

Even though it’s probably going to kill me. I’m also moving on the day of beta release. I’m going to probably die of stimulant overdose saturday night after collapsing into a pile of bbq pork ribs. The vividness of that image actually just really disturbed me. Ah, video game production. But anyway, I want to talk to you about brief status updates, and the moddability of Dredmor. (Is that a word?)

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