Somebody has set up a Dredmor IRC channel on #dredmor at FOSSNet. I can’t guarantee we’ll hang out, but we’re kicking it there now.
EDIT: Apparently, there is a Web Chat Thing you can use here: http://webchat.fossnet.info/?channels=#dredmor — enjoy!
Somebody has set up a Dredmor IRC channel on #dredmor at FOSSNet. I can’t guarantee we’ll hang out, but we’re kicking it there now.
EDIT: Apparently, there is a Web Chat Thing you can use here: http://webchat.fossnet.info/?channels=#dredmor — enjoy!
These are exciting days at Gaslamp Games. Publicity is kicking up momentum and the game is nearing completion. A handful of sites have been writing previews for Dungeons of Dredmor (hey, if you’re a writer, drop us a line to the contact email in the sidebar). Our beta testers have been furiously breaking things as well and I’ve got a few thoughts on that to share.
And here’s a diggle.

But let’s have a look at those previews first eh?
…With commentary.
Our Dredmor version numbering system has run off the rails a bit as we’ve done a lot of builds in a short time period due to quick turnaround on tester feedback. Regardless, I just did a little playthrough with a focus on our smithing craft skill and took screenshots as I went along. I’ll even try to remember what I was doing at the time of each shot.
Let us begin this tour. Be sure to click on any thumbnail to view it full size.
1. The title screen. I’ve still got to do a polish round on this art (and I think we’ve got some work to do on wherever that tutorial button is supposed to lead).
2. Choosing the difficulty of the game. I’m still amazed at home readily certain-people-who-know-who-they-are have beaten Going Rogue. It does help us find out which skills to nerf, thankfully. … I’m going to go medium, because I’m really in this for taking screenshots.
As Dungeons of Dredmor approaches a release – and yes, folks, it will still be before Duke Nukem Forever – we have put together this fabulous new trailer to show you what we’ve been working on.
Additionally, we now have a website up at http://www.dungeonsofdredmor.com where you are encouraged to sign up to be notified the moment that Dredmor ships – and, as an added bonus, if you enter your e-mail in our handy little drop-box, you will automatically be entered into our free Dredmor give-away contest. Go check it out!
It’s been quiet, which means we’ve been working hard. The Business Acumen guys are on the case, taking our slavishly-created product and figuring out the hows and whys of getting it to the masses. We have learned an enormous amount about contract law, which was extremely boring and killed my will to live for a few days. We got picked up by a few websites. Hi, websites! So, yeah, it’s been pretty quiet.
In the absence of anything else, we passed a recent build of Dredmor to a couple of ardent followers on Twitter. To our joy, they’ve been having a wonderful time, exploring the skill trees, using all the skills that David and I never use when playing the game, and generally having a whale of an experience. Some quotes:
“You love dungeon hacks? You need it [Dredmor]. Throw some humor in with some hardcore nethack-inspired gameplay and a slick GUI and you have the best indie RPG I’ve played since Avernum 5.”
“You really have an amazing game on your hands here. Gameplay wise, it’s near perfect. Really wacky, challenging and fun.”
“Initial feelings of Dungeons of Dredmor: I dig it. First levels a bit happy on the diggle spam, but it really pokes fun at Roguelike Tropes.”
“What’s your favorite part about Krong? MINE IS KRONG”
“I keep getting flashes of that same charm that was in all the Quest for Glory games, the various little touches.”
“DUDE BE CAREFUL DIGGLES ARE EVERYWHERE THEY CAN’T BE TRUSTEEEEEEEEDDDDDDDDDDDDD”
“Really loving it. Got about 4 floors down until the entry to the stairs crashed the game, heh. Definite purchase though.”
“Enough good things can’t be said about the in-game texts.”
“I love traps. I love placing them and letting enemies murder themselves slowly while they chase me around.”
“KROOOOOOOOONG!”
… so, yeah, that happened. Why not follow our Twitter-feed? Do it or the Diggles will eat you.
Yes, this is the post on stairs alluded to by Nicholas a few days ago! And it is actually just about stairs. … But it might well tell a story which informs all manner of gameplay design processes carried through the development of Dungeons of Dredmor.
To start: Dredmor needs stairs. They’re the classic portal between dungeon levels in roguelikes, and as much punk-rawk pleasure as I’d take in flouting convention, this is one we’re rolling with. (Portals to sub-dimensions and doors to sub-rooms will have to come in the expansion.)
Here are our wonderful stairs being wonderful at us; on the left some down-stairs, on the right some up-stairs:

They’re lovingly cut into the dungeon walls and use of the stairs is implicit in walking onto them. Simple enough. It was not always so.
It turns out I haven’t put any new screenshots on the front page since Dredmor v0.90. Considering we’re about to hit Dredmor v0.95 in the run up to release, something had to be done. Let’s get to it!
Click on the image to view full-size.
Here (in the above shot) I’ve found a Diggle Nest room absolutely full of junk. (The over-clutter is due to an issue in the dungeon building that’s compressed all the items in a full level into a space smaller than intended.)
Diggle Eggs? Good eating. And I’m getting some good use out of my Thaumite Infection wand to kill these guys.