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.
As ever, click to view full size.
I used my tentacular wand.
Shall we make some gut rot? We’ve got a new grid view for the UI-critics out there. You know who you are. Not pictured: the lovely new crafting sounds from Mr. Steele, our chief sound-smith.
This isn’t looking so good. I blew my Ninja Vanish skill on sneaking into the middle of a bunch of spell-casting Octos and angry robots. Note to self: Use sneak abilities to get away from monsters. On the upside, you can see some of the custom room scripting at work here in the small abandoned smithy to my left. You may also note the injured portrait state that’s in the bottom-center. What fun!