I have answers for a few questions that may be kicking around. Read on! (And here’s an image of various skill icons to distract you.)
So how is Dredmor coming along?
More slowly than we hoped, but steadily.
I have answers for a few questions that may be kicking around. Read on! (And here’s an image of various skill icons to distract you.)
So how is Dredmor coming along?
More slowly than we hoped, but steadily.
We’ve just declared Dungeons of Dredmor beta 0.94.1.
It’s a beautiful thing how much this has come together. I can see it looking back just a week — and two weeks, a month, the changes are huge! We have a real game here which is almost ready.
What’s new in this version? Oh, all sorts of things: new stairs that aren’t awkward, custom scripted rooms (which means we can do Very Silly Things), lots of UI polish, lots of new dungeon content, many more varieties of monsters — and spellcasting monsters. Tons of bug-fixes. Lots of new sounds. Players actually getting to level 4 or 5 of the dungeon. Lots of new things.
We’re confident enough to start sending copies out to a couple press outfits and we’ll be mining the beta list for testers as soon as we figure out a protocol for all of this.
Yeah, it’s all a bit of a blur right now. My mind is still decompressing from this last crunch cycle. (And shall be back at it soon enough, I assure you.)
So here, have some pictures.
We have all kinds of tooltips loafing around our UI just waiting to fill your head with baseless hearsay and conjecture.
0.93.2 is now out. The big piles of Fun here are crafting and traps. Shall I? Yes I shall: Let’s start with a screenshot.
Click to view full size.
I’ve got just about the full array of crafting skills here and am in the process of making some gold ingots to sell to Brax, whose potion shop I am standing in. The distilling widget has an outline of an apple in the ingredients box because I’ve selected the “Hard Cider” recipe.
You can also drag the inventory bag around to keep it in less-annoying spots on the screen. Yes, Dredmor is on the bleeding edge of UI design!
About ready to ship the latest beta out to testers. We’ve been working ourselves very hard on this run up to the end of March; have had little time and energy to write (and man, my hand hurts from drawing sprites).
So to keep this cheap, here’s a little teaser of something we’ve been putting the icing on tonight:
Nicholas and I are both fans of Dwarf Fortress. If you are too, you may know something of what this implies about what we’re doing here.
On to 0.94 and victory!
I’ve been trying to figure this out for myself for a while — is Dredmor a roguelike?
And confronted with the obvious (in the midst of recording the Immortal Machines podcast, even; good fun by the way, will post a link when it’s released), I’ll have to concede entirely on this point. To lay it out:
Why Dredmor is a roguelike
I’m going to quote a post in whole that covered most of what I was meaning to write on this subject but far more succinctly than I imagined possible. Brenda Braithwaite’s post “Design Truth 1”:
Focus on second-to-second play first. Nail it. Move on to minute-to-minute, then session-to-session, then day-to-day, then month-to-month (and so on). If your second-to-second play doesn’t work, nothing else matters. Along these lines, if your day-to-day fails, no one will care about month-to-month, either.
This seems like an excellent imperative to good game design – especially a mechanics-based game. In counterpoint, (though I could quibble about “good” vs “successful” design) whole games are built on hooking players with long-term investment, be it emotional, social, or time (read: sunk cost fallacy), rather than refined short-term, low-level gameplay (see: grindy MMOs, Zynga), or some kind of story that players get invested in despite the gameplay (see: Final Fantasy games). I think an argument can be made for classifying games according to higher-level design philosophy. But yes, Dredmor’s core is certainly in the mechanics. Well; the mechanics and the insanity, which might count as “story” content though ours is decidedly nonlinear. But I digress. I’ll be doing a lot of that.
I just redid the character information panel again. I had to re-arrange all the info boxes then type out the size and position of every single textbox and tooltip hotspot. It was awful. Now Nicholas gets to update the code to my specifications, the poor bastard.
Dungeons of Dredmor, as some sort of RPG, and god-help-us, as a roguelikeish game, lends itself to a maddening excess of features, ideas, items, skills, spells, potions, special abilities, factions?, unique rooms, artifacts, vengeful gods, and and.. and … Well, one of the most important points of successful game development is knowing when to cut; no, being able to cut features so that the project can ever be completed.
We have done this. No, really! A bit, at least.
At least you’ve survived with piles upon piles of unique items, silly skills, and an upcoming hellishly complex crafting system, dear hero!