Very briefly, because people keep asking: “Can you make mods for Dungeons of Dredmor? What is the plan for modding for Dredmor?” Emphatically: a) yes, b) what is contained below.
Category Archives: Gaslamp
On Mod Support
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On Shipping
Time for more coffee; while that brews, let’s do a blog post. Let’s talk about polish, a topic that is near and dear to my heart. (EDIT: Now with addendum.)
First off, an enormous thank you to all our beta testers. Dredmor is so much better now than it was two weeks ago, and this is thanks to your input, crash bugs, feedback suggestions, gameplay complaints, and balance issues. Hang in there guys, I know you’re burnt out. For everybody not in the beta: hang in there, we’re so close to the end it’s amazing. There have been times when I thought this day would never come.
So what *are* we working on? Polish, mainly.
There was a thread on the Positech Games blog that gave me a few ideas about what to write about while I wait for coffee. Cliff… well, I don’t actually know why I read his blog; he mainly spends his time writing about a) how awful it is to be an indie, b) why everybody should be paying $29.99 for Gratuitous Space Battles, and c) how horrible it is to have to deal with municipal planning authorities in the United Kingdom. (The last complaint is fairly universal.) Meanwhile, Alex Mosolov, whose game Starfarer you should all be playing, just gets on with making a game, and is letting you pre-order for $10 and suffer along with him as he works on the alpha. Guess whose attitude I like more? And guess who just posted, excitedly, that he decided to quit his job to work on his company full-time? (Also, unlike Gratuitous Space Battles, Starfarer actually lets you pilot a spaceship. I think that’s a selling point.)[1]
That said, I usually get ideas for blog posts from reading the Positech blog, so there you go. Today’s post at Cliff’s blog was the usual “Argh Indie Pricing” thread. We still haven’t made a pricing announcement for Dredmor other than the < $10 thing, but we do have one in mind. It’s a shame that the final price for Dredmor isn’t higher, but there is a recession on and I will be the first to admit that there is a lot of competition out there for your gaming dollar. Nothing new there. The next game we make, we are committed to having production values that clearly justify a $19.99 price, both to ourselves and everyone else. That’s all there is to it. What is interesting in that thread, though, is the following comment from a poster – a comment that has massive, incredible value:
If there’s something I want to say it’s this:
Indie games need more polish to be able to sell for more.
Most devs don’t have the money for that amount of polish, but they do have the time, even if it means taking a part time job to survive. If a game looks unpolished, with bad graphics, bad sound quality, music, uninteresting characters etc, then no matter if it’s indie or not, it will fail, and people won’t want to buy it, not at the full price.
Yes, exactly what he said.
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Preview Roundup 2 + Beta Madness-Vortex
Here at Gaslamp we’re in brain-rending beta vortex of madness mode. I’ll try to piece together a couple thoughts at the end of the post, but first a couple more previews:
From Gamer Credentials : Dungeons of Dredmor Preview – suddenly diggles, thousands of them!
It’s hard to believe, but just about a week ago Daynab (a Dredmor beta tester) wrote up this quick preview of Dungeons of Dredmor. All I’ll say is that he’s been a big help and Dredmor has come a huge distance in this short time.
And from Paul’s 8bit Patio : Indie Test Drive : Dungeons of Dredmor Beta (Roguelike/RPG)
Paul Soares was good enough to make a video of Dungeons of Dredmor gameplay for his Indie Test Drive series in which he gives a good introduction to the variety of ways to die in the game. Check it out:
And how about a word on Beta and Crunch?
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Dredmor IRC channel? You heard it here first…
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!
New Trailer Up!
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!
Happy Birthday, David! (or: Programmer Art Ahead)
As you all know, it is a tradition amongst the Gaslampers that when somebody has a birthday and we can be bothered to remember it, David draws them a birthday comic.
Sadly, today is David’s birthday. He mentioned this to me this morning, prefaced with a mournful “… I hope somebody draws me a birthday comic.”
“Ah,” I said. “It could be arranged…”
Consequently, I took graphics tablet in hand and set out to draw something suitable. After an hour or two, I had this:
… let us never speak of this ever again.
BONUS picture from the Twitter-feed:
Letting the Dog See the Rabbit
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.
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On the Commercialization of Roguelikes (And Some Other Stuff)
(David recently did a State of the Dungeon post, and I guess this is my State of the Dungeon.)
For the most part it is rewarding for us, as developers, to hear that people are excited about the work that we’re doing and how badly they want to pre-order our title. (See, we’re listening!) I think that this is true of any creative endeavor: the artist thrives on the energy of his or her public. At the same time, it is also worth noting that it is very easy for a developer to get unexcited about a project when people keep telling you that you’re doing a lousy job. Most developers will tell you that the secret to this is not to listen to people on the Internet – after all, what do they know? That said, most successful developers – Valve springs instantly to mind, under the capable direction of Gabe Newell – will tell you that the success or failure of a game, and of a game company, is dependant upon your fans and your customers. Listen to people, get them excited, and you will prosper. Alienate your fans and you will alienate your customers, and your customers are the people who pay you money (or who will pay you money once we get the pre-orders going.) So that’s why we listen: we secretly want to be Valve. (Who doesn’t? Ben McGraw, our executive producer, recently pointed out that Valve is one of the few game companies in the so-called “Industry” that he would work for. Like indies, Valve brings joy to people. Other companies, he says, just make games.)
So what are our users saying? In a recent poll on our Twitterfeed – which you should all be following, because it really is the best way to keep tabs on us – one user wanted to know more about our development process, and the day-to-day decisions behind game development. We hope that this will oblige you, but today’s blogpost is *really* inspired by something from The Internets.
In a recent online discussion about Dungeons of Dredmor, somebody said – and I paraphrase: “Commercial roguelikes will never be as good as free roguelikes because the multi-year, evolutionary development process that results in amazing games like Crawl will never be commercially viable.” Here we have somebody who likes roguelikes, and who should like Dredmor. Hopefully, he will support us – here is a man, after all, who could be a customer, and any failing to attain him as a customer is a failing on our part as a business – but his concern is legitimate. Can a commercial roguelike be as good as Crawl, or Nethack? Well, I think we can… but let’s talk about this.
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