All posts tagged with "dredmor"

Ten Screenshots from Dredmor v0.94.3+

…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.

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Of Stairs And Such Twisted Architectures

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.

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More Dredmor Beta Shots

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.

Dungeons of Dredmor Screenshot 19

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.

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A Quick Word on Difficulty

As discussed on the, uh, “Live Design” portion of our interview on the Immortal Machines podcast back in February, Dungeons of Dredmor is going to have a difficulty level selectable at the start of the game. This should make it a bit more accessible to players both new-to-the-genre and those that play only roguelikes and love only pain.

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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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Posted in Dungeons of Dredmor, Game Design, Games, Gaslamp, Other Games, Programming | Tagged , , , , , , , , , , ,
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On 64-bit Linux

(from the comments, but I’m copying and pasting it here. — N.)

Two people have asked so far: will there be a 64-bit Linux version of Dungeons of Dredmor?

Short answer: “Maybe.”

Longer answer: “Sure, but only if you’re okay with an EXE where you can’t save. Fortunately, this is a roguelike.”

Longest answer: I’m still looking into this one.

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The State of the Dungeon

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.

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