All posts tagged with "dredmor"

Hotfix and Mac Update; The Future

Update: both these patches are now live. — N.

Hi, folks!

The Dredmor Save Fiasco Hotfix and a new OS X build have been sent to Steam, and they will go up some time tomorrow. (Steam is pretty good about these things.) As always, if you have any problems or questions, feel free to get in touch with us at contact@gaslampgames.com; we will try to get you sorted out as best we can. When updating the game, those of you using the hotfix may want to make sure you validate your Steam cache before, after, or during the install process to make sure you have the freshest, newest Dredmors that Steam can provide. (Or just uninstall and reinstall the entire thing, if bandwidth is cheap for you.)

At this point, the game seems to be running pretty stably for most people. We’re aware of a few slowdowns (generally bad performance on OS X; also blood, in particular in Monster Zoos), and a few odd things that happen using the Unsupported Features (the hidden speed-up key and the OpenGL renderer.) So this is good.

That said, we certainly have a bunch of issues to continue sorting out. My bugtracker currently has one hundred and eleven issues in it. In the words of Strong Bad, “That is not a small number! That is a big number!” There’s a very good chance that if there is an issue that’s bothering you (warrior health broken! Mages still need nerfing! Balance issues! Infinite Diggle Health bars! Pet stupidity! Monsters attacking you just as you kill them! Pets being stupid! WASD not working! This Translation is all Wrong… Is All Wrong! etc.), we probably have it on our list. This is in addition to the requested features list, which still includes 2X UI and has expanded to include a bunch of other things that everybody wants – and will eventually get – to make their life better. (Minimap icons springs instantly to mind, although there’s other stuff.) This is also in addition to new content. Plus, we need to finish the Linux port, and at some point we need to start assembling the next game! It’s a busy time to be a Gaslamper.

We are going to work through this as fast we can, and as best we can, but we’re going to have to stop for a bit and get our bearings so that we can figure out the best way to attack things. We are currently leaning towards alternating bugfix and content patches, and we can only do this if we start building some testing infrastructure, so we’re going to do that. (This is slightly complicated by the fact that I, personally, am supposed to be moving at the start of August. Oh well.)

We’ll let you know as soon as we determine what the next part of the plan is, and how soon in August I can actually get the Internet Access people to reconnect me with the rest of the world. In the mean time, we’re so thrilled you’re having a good time with Dredmor, and we hope that you continue to do so. I, for one, have spent several hours reading forum posts, laughing my head off, and being amazed at the incredibly long playtimes that people are putting in. It is very delightful to know that everything we threw in Dredmor over the course of several years has suddenly gone off with a very loud bang, all at once, all over the Internet. It’s like setting fire to an explosives factory.

Posted in Dungeons of Dredmor, Gaslamp, Programming | Tagged , ,
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Save Files and Apologies

First off, the good news. We have managed to fix the save file issue, and we will have a patch in your hands tomorrow. So hold onto them. Mac Users, we are still waiting on some information from Valve about the correct way to build Mac Patches. Again, thanks for hanging in there. Your patch is coming.

A few apologies are owed as well. Obviously, breaking save files is a bad thing. This is our mess, we made it, and now we get to live with it. I am not happy with the fact that we have been having teething troubles after launch. This is, bluntly, not how I want Gaslamp Games to be run. I want us to be the company that is so freakin’ awesome you tell your friends how awesome we are. The programming side of things is my fault, and I apologize for that as well.

The simple fact of the matter is that we were not expecting sales in the volume that we got, and we were not expecting the response that we got. I honestly thought we would make… maybe a thousand sales during the entire lifetime of the product. We are… doing somewhat better than that, and as a result we are doing our best to try to deal with the fact that we now have to support a massive user base, with no money, no staff, and no time. Consequently, we have been scrabbling around trying to get everything sorted out, and when we were testing the reasonably large patch that was about to come out, this slipped through the cracks at the last minute. We didn’t go back and re-test the savegames after we put together a last minute fix for a shopkeeper issue, and ka-blam, there’s nothing left to do but to pick up the bodies. It’s a mess, and our forums are probably on fire as well… I haven’t had the heart to look.

So, yep. There’s mud on all of our faces. Mainly mine, because whenever there are bugs it tends to be a programming issue.

At the same time, patch 1.0.3 seems to have dealt with the major crashes in 1.0.2. So that’s good news. Obviously, there are things that we will have to straighten out – vampirism, balance tweaks, whatever the heck is going on with dual wielding, mod support, social stuff, and I am sure that there is at least one more crash bug waiting to strike! – but it almost feels like I can sit down, stop running, and take a breather.

The only reason we put an achievement in for crashing was because we figured that the game was stable enough that this would no longer be an issue. Hence it might be coveted, instead of something that everybody now gets. Bleh. I was, also, admittedly surprised that this is an issue with a permadeath game. I didn’t actually think that enough people would care that much about their characters and their runs in the worst case scenario that we broke the save game format.  Frankly, this is also me being stupid. As users, you guys get to play the game how you want to play it, and who are we to make assumptions otherwise? I am, in fact, amazed and humbled that people are putting in monstrous amounts of time on Dungeons of Dredmor, and the stories of eighteen hour runs gone in an instant are absolutely heartbreaking.

As soon as things calm down and I get this hotfix out properly, I will be building some serious regression testing for save games so that this Does Not. Happen. Again. It was on the TODO list, and we didn’t get to it for this patch, because we wanted to deal with the Stairs bug and other issues. (Interestingly, the Stairs Bug has been in the codebase for five years; nobody’s managed to trigger it in all that time until the game has been released. Go team.) As soon as we actually get royalties, we will be investing in some hardware to run automated testing and hardware compatibility checking, and we will be building this into the next game from day one so that, again, this does not happen again.

I am also going to take a few days off to try and catch up on my sleep, so I feel less stressed out about having an Indie Hit on my hands that… well, to be frank, I’m not always totally sure how to deal with it. 🙂

Anyhow, as always, we are here to listen to your concerns. When I started Gaslamp in 2008 and dragged these other guys into it, I decided from day one that I wanted Gaslamp to be the kind of company that is awesome, listens to its user base, and puts out a good product. If we are not doing that, we need to know so that we can fix it… and we will fix it. So thank you, as always, for holding our irons to the fire.

Nicholas Vining

PS. Incidentally, we are interested in how things are going with 1.0.3 *other* than with the save game issues. A bunch of stuff did get fixed, and while I think we will be patching Dredmor a little more slowly from now on, we still need to start thinking at some point about what to tackle next.

Posted in Dungeons of Dredmor, Gaslamp | Tagged , , ,
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Art from our wonderful fans, in water color and play dough.

These pics hit our inbox this afternoon, courtesy of one of our younger fans.  We absolutely love fan art, and if you have any that you’d like to share with us, please email it to us at our contact address!

Posted in Dungeons of Dredmor | Tagged , ,
5 Comments

What’s In The Next Patch

EXALTATIONS UNTO KRONG! While he cannot disclose any sales numbers, he is exceedingly pleased by sales of Dungeons of Dredmor, bringing Krong in all his glory to the masses (and also that slimy, good-for-nothing Lutefisk God.) Long has his anvil-shaped heart awaited this moment, and he thanks his chosen Mightily.

Nonetheless, he hears the people crying. “Krong,” they say, “why hast thou abandoned us? Our game, it crashes. Our game, it has small icons. Our game, it lacks keyboard binding interfaces, yea, and other certain necessities.” And Krong didst look upon his people, in their despair… and wept.

And lo, so it came to pass that Krong didst re-chain Gaslamp Games to their anvils, and Gaslamp Games has come forth in order to help the people. And lo, a great Patch came to pass upon the land, to be released Early Next Week.

What is in said patch? Krong is so very, very glad you asked.

{ read this article }

Posted in Dungeons of Dredmor, Programming | Tagged , ,
92 Comments

Update From the Code Bunker

We’ve put up another build which has a fixed audio driver, and resolves a few other little issues. We have tried to make this backwards compatible with previous save files, but one of the things we added in this patch was also backwards load/save compatibility… so we’re going to have to work out the kinks here a little. If you make a *new* save that crashes and can’t load it, or you still get a random crash (we know about one descending, then ascending stairs, which we have seen a bit – but it might also be the audio thing, so we’re just going to wait and see… also what are you doing going back *up* the dungeon anyway?), send us an e-mail, preferably with a save game or crash dump, and we’ll get on it.

That said, so far everybody who was having crashes has reported that this build has cleared it up. Whew.

(Profound thanks to Ryan C. “icculus” Gordon, who debugged the first audio crash, then confirmed that the second audio crash was, in fact, “something that has just never been triggered in the past eight or so years in SDL_mixer.” We have now broken SDL_mixer about eight times and aren’t allowed to keep breaking it any more.)

I don’t know when the next patch will be up – probably not until some time next week – but we are going to try to start resolving some of the UI Clunkers people have reported (getting the keyboard/mouse movement a little more consistent, adding UI scaling, etc.) I would also like to turn on the Mod Browser and Weekly Challenges, but getting the core game running well is the top priority for all of us.

Posted in Dungeons of Dredmor, Programming | Tagged , , ,
10 Comments

Crashes, Cynical Brit, Feature Request FAQ

First: Crashes

There is known crashing due to problems with the SDL sound library or something. Nicholas is chained to his work station with a coffee IV (Foul Liqueur of Yog Sothoth!) and is enjoying the effects of The Motivation Stick. Ye shall receive another patch post-haste.

Cynical Brit / Total Biscuit

… did a lovely video for Dredmor. Check it out:

Wonderful stuff! (By the way, his Blade Being spell kept going to random squares because he targeted a monster directly – if you do that, the spell will get pushed off to a random tile.)

Feature Request FAQ and Other Nonsense

{ read this article }

Posted in Dungeons of Dredmor, Gaslamp | Tagged , , , , , , , , , ,
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Dredmor Community Art Mutilation Pack

With the release of Dungeons of Dredmor imminent [that is: tomorrow], why not faff around a bit with silly drawings?

Have you been itching for a Dredmor skill or spell icon to use for your forum profile? We have just the potion for your condition! Do you need some hot, raw hi-res Dungeons of Dredmor paintings to use for your desktop background? We’ve got the answers to your desires. Just want to get a peek at a few random, silly images that Gaslamp Games has been kicking around? Well, you’re in luck.

Maybe you’re just a diggle-fancier; that’s OK too.

I present to you the Dungeons of Dredmor Community Art Mutilation Pack: A lean zip file filled to the brim with the delicious scrapings from my Dredmor art folders.

So go forth and use these as you will! (Responsibly?); modify these as you wish; make silly animations, memes, whatever.

(Just, like, please don’t distribute these commercially or as part of your free game/app/whatever or something. You know, common sense stuff. This is for the fans to have some fun with.)

In case you didn’t catch it the first time, the link to the zip is here.

Posted in Dungeons of Dredmor | Tagged , , , , , ,
24 Comments

More FAQs; or: On the Folly of Giving Money Directly to Developers

Some recently Frequently Asked Questions:

“Why do we have to wait two weeks to buy a game which is already done?”

As you may have noticed, Valve has some kind of a Summer Sale thing about to go… although I don’t see a formal announcement yet, people have started talking about it so I guess the cat is out of the bag. Anyhow, we can’t put Dredmor up during the Summer Sale, so you have to wait until it’s over. Sorry, folks.

“How will Linux users be able to pay for their copy of Dredmor?”

I hate to say it, but selling games for Linux is hard. (My former employer found this out the hard way, and went bankrupt.) We’re still working on this. As an interim solution, I will likely put working binaries in the Steam builds for both Windows and OS X users, similar to what the Steel Storm guys did. That way, at the very least, this helps the dual booters. We are also opening the floodgates and talking with some other Distribute-y people. There *will* be more distributor announcements.

“If I buy a Windows copy of the game, do I need to buy a new copy of the game for Linux or OS X?”

I certainly hope not, and this is certainly our goal. In an ideal world, if you buy Dredmor, you buy Dredmor.

“I don’t like Steam! Why does the game have to be a Steam exclusive?”

Dungeons of Dredmor is not a Steam exclusive. We’re just launching there first. This has everything to do with us being a small company, and needing to focus our resources on getting one distributor set up at a time. We are considering other alternatives, but we haven’t gotten there yet. Steam will certainly end up being the best place to buy Dredmor for awhile, anyhow.

“Will the game be available on the OS X App Store?”

This is a priority, yes. All that this is really waiting on is for me to find the time to package and upload the submission. Also, I think we have to pay a hundred dollars, and I don’t think any of us *have* a hundred dollars…

“Why can’t I just give you money directly and download a .tgz file or a ZIP or something?”

This one is a little more complicated to answer. Basically, it’s for our protection.

When I say protection, I’m not talking about the game having DRM or not having DRM. For what it’s worth – and I cannot speak for the rest of Gaslamp here – my take on DRM is that it prevents very low-key, casual piracy (at the level of, say, your grandmother giving a copy of Dredmor to your Uncle Mitford, neither of whom are technologically literate enough to operate a non-rotary telephone never mind a Bittorrent client); it does nothing to prevent systematic, institutional piracy and it is also very effective at alienating your end users. So I feel your pain.

In an ideal world, we would ship with a DRM free copy of Dredmor, and would rely on having a frequent stream of updated content available for users with legitimate registration keys to encourage people to have legitimate copies. I haven’t seen a scheme that works as well as this, so this is basically what we’re going with. If you want to have an anti-piracy solution in place, you have to have some sort of game function on a server somewhere, and the best we can do for a single-player gaming experience is to put the updates on our server and force you to give us a legitimate registration key before we can hand out Sooper-Fun Bonus Content. This is the “drinking from the firehose” method of piracy deterrence.

This is also why nobody makes single-player games any more: single-player games are perceived as being impossible to secure against piracy, so nobody makes them. Instead, we get Free to Play stuff, and multiplayer games, and things in your browser, and all kinds of stuff where gameplay decisions take a back seat to being able to execute code on a company-controlled server in order to provide an authentication measure. Sad, really.

That said, this *isn’t* what we’re talking about when we’re talking about our protection. If you really feel that you can’t shell out five measly, stinkin’, lousy dollars to play Dredmor, well… there’s not much we can do about that, other than possibly feeling sorry for you. When we’re talking about our protection, we’re talking about our financial protection. Running our own financial processing and transaction engine leaves us exposed to a number of problems. As a very small company, we cannot afford to find ourselves in the same situation that both Notch and Project Zomboid have found themselves in. Paypal, Google Checkout, Amazon Express, The Fiendish Guild of Gnomish Banking Interfacers – all of these institutions can, and will, freeze a seller’s assets; all of these institutions could completely, and utterly, destroy our company and we would be powerless to do anything about it. Anybody who has ever run afoul of Paypal or Google knows that it is next to impossible to find an actual human being to talk to. Consequently, these services are not really an option for large-scale game sales.

The next best alternative is that we set ourselves up with a credit card processor and run our own storefront-based, money-taking web-solution. This assumes you have a credit card, which can also be a bit iffy in this day and age. It also exposes us to the problems associated with running an in-house electronic commerce system; we have to build a system that is secure enough that you feel comfortable giving us your credit card number, and we also have to ensure that it is secure enough from our end that the money ends up in our bank account and not sent to the First International Bank of Lulzsec. Again, if anything goes wrong, it could destroy Gaslamp. Writing your own software solutions for these things is dangerous; again, look at Project Zomboid, who built a clever cloud-based updater system only to realize that pirated copies were slowly bankrupting them. We don’t want to be in that situation, which is why we’re using third-party publishers and distributors.

A final option is something like BT Micro; a service that handles all the credit card processing and transactional downloading for you. This isn’t a bad idea, although it does leave the problem of providing you with updates.

Anyhow, that’s our thought process. For those of you who want to give us money directly – we love you, but we really, really can’t take it. I hate to say it, but waking up and knowing that you still have a company in the morning and that your accounts haven’t been frozen is worth a slice of your revenue stream.

Posted in Dungeons of Dredmor, Gaslamp | Tagged , , , , , , ,
22 Comments