(We’re close to the end/the beginning and Gaslamp is antsy to announce a ship date. But we can’t do that just yet. Yes: working hard. Especially Nicholas with his pile of hatred incarnate, see: bugtracker todo list.)
Beta testers: We’ve finally added a tutorial! Unfortunately you’ve probably all learned everything in it through an education of pain & countless deaths.
Other people: Although we’ve made a game that’s found most people dying to drinking acid or being savaged by a horde of small bird-like animals in the first minute or so of play, we’ve been good enough to have scripted up a fun little set of tutorials to teach a bit of how to play Dredmor – using items, skills, UI interaction, and such.
As a game built on roguelike foundations the key to Dredmor is the core concept of each action taking a single “turn”. Yes, it’s a turn-based game. But there are many turns and they are taken quickly each time you do anything — take a step, execute an attack, cast a spell, drink a potion, open a door, and so on — so the flow of the game has a fluidity to it while allowing you to effectively pause the action and take your time to consider your tactical options whenever you so desire. And you will certainly need to.
Here are some shots, 1. of the tutorial list and 2. of a poor diggle that’s about to get a final education in bomb-throwing.
Now I know that you hardcore players are not about to get excited about a set of tutorials, but consider what happens when we open up the scripting that made them possible. It could allow for some very interesting possibilities both in official expanded content (which I’ll probably have a heavy hand in) and for modders who want to push the game past what we at Gaslamp ever imagined possible.