Author Archives: Daniel

The Lutefisk Knows No Boundaries

It has been a long and productive day deep in the Gaslamp Diggleworks, but we are now unfortunately fairly certain that the Big Announcement we have been promising must be postponed due to forces beyond our control.  We hope to make it up to you by working tirelessly this weekend adding some really exciting features that we were worried we wouldn’t have time for.  We’ll fill you in on them very soon.

In the mean time, the folks over at RPGCodex, The Indie Shelter (Italy), and Gamin.ru (Russia) have put together some great articles describing their harrowing experiences with the Lutefisk God, crafting systems and the beta.  (You might want to filter them through Google Translate)

-Citizen Daniel

Posted in Dungeons of Dredmor, Gaslamp | 17 Comments

Auditions for the role of Director

We are fairly well-convinced that this is the way to go: the game is actually a lot more engaging now, the only problem is our current director thinks that rooms *literally* full of traps are a good idea without so much as a “hey, this might be a trap room” sign, so we’re working out kinks.

Also, I would currently analogize our relationship to our bug tracker with a guy with a shotgun and a horde of shambling zombies.  Thankfully there’s lots of ammo and it’s a big shotgun, and he’s smoking a cigar.

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Study shows beta testers hate game less, company starts thinking about shipping dates

It’s true, we’ve begun a new round of beta testing, meticulously recording aggravated murmurings and strange glee-filled squeals in an attempt to distill a shipping date.  The theory is that when the one outweighs the other, we’ll be able to ask for money for this thing without feeling like highwaymen

Version 0.8 will be rolling out here today, an indication that we are rampantly crushing bugs underfoot.  Our biggest problems at this point seem to be at least partially to do with our constant desire to improve our user interface…

{ read this article }

Posted in Dungeons of Dredmor | 2 Comments

A Draconian approach is necessary here.

We here at Gaslamp command have been hard at work on a number of things:

  • trying to figure out how to get our game into the hands of the public without refurbishing a CD burner and a lemonade stand
  • trying to figure out how to effectively receive your input and turn it into the game that you want us to give you
  • trying to figure out how to train the stalag-men into a useful work force without upsetting their labor union or delving too deep

I also realize that my ongoing task to inform you guys about what is actually going on around here totally fell off of my to-do list.  I have no idea how it happened, please feel free to email me with your grievances and I will attempt to send each one of you a doughnut, if the internet will accommodate such things.

Feelings for the day: Time management is utterly crucial to being able to do more than simply what your day job requires, and Aerobiz Supersonic is a great SNES game.

Posted in Gaslamp | 3 Comments

Gaslamp as a movie: me as that insane cigar smoking flouridation dude.

If Gaslamp were Dr. Strangelove:

David -

David


Nicholas -

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Joga Bonito…

…morra horrivelmente (translation: play beautifully, die horribly). In other words, I’m really excited about the world cup, and wanted to find some way of injecting that in somewhere.  (My money is on Portugal, but if they fall over too much I’m jumping ship.)

I have been a huge pain in the ass to David and Nick over the last day or so.

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In the pipes and on the books and all over my laptop.

So the beta goes, and I think I should first thank the people who have been giving us feedback. As David has alluded to, much of our consideration over the past months has been toward things that internally we’re comfortable with only because we don’t have new sets of eyes telling us what we *should* be doing, so it is extremely helpful to our goal of making a fun and exciting game for you all! =)

One of the things that is currently whirring in the backs of our minds is what some people refer to as the “tangibility” of a game interface. You know what I mean if you’ve ever played Megaman or World of Warcraft. Everything clicks, thuds, blinks, flashes, and makes you aware that every time you click or press something, you know that it’s working. These sorts of tiny queues are imperative to game immersion, and something that I’m slightly ashamed that we’re only now really addressing in earnest.

After that, we’re hoping to have an online store up. I’m currently investigating the ability to sell lutefisk online, but it might just be illegal.

Regarding Dredmor:

A lot of little stuff is getting fixed right now, but mostly gameplay balancing is resting heavily on my mind. It’s unfortunate how much getting the game in a state of balance and polish seems like a give and take between balance and polish (not necessarily of course, but many polish ideas remove balancing elements, and vice versa). Here’s an example…

On the outset, melee characters had a problem: not only did they not have any magic (which was bad because magic is really fun), but if you run around and just hit everyone with your sword, you get overwhelmed by baddies because you can only hit one guy at a time, while that wizard in the corner with his awesome magic can fireball ten guys at a time.

One of my early ideas to combat this was really bad for polish, but great for balance: the characters got what I was calling “maneuvers”, which would allow them to attack large swathes of area with their weapon. The balance issues were dealt with: it was like a fireball of sword! But then I got a little carried away, because I saw this as an opportunity to close the gap between casters and fighters: I wanted the fighters to be able to queue attacks that they could stack on top of their big area attacks so that they could do cool combo maneuvers, but while it seems cool in theory it was awful in practice. The system was totally confusing, there was a ton of ghastly code that needed to go into the game, and players didn’t even use it. So polish lost this battle big-time.

We’re trying new ways of incorporating these ideas. There is no more “attack queuing”, which was the worst part of that idea. Not only is having multi-step processes something you want to avoid, but there was no instant gratification, which is also an issue. Instead everything happens as you click it. The ability to combine abilities still exists as well, but I’ll leave that to you guys to figure out =)

Posted in Dungeons of Dredmor, Gaslamp | Leave a comment

Tools of the trade

As we run around like madmen trying to get everything in a state that we’re all comfortable with, I thought that I could share some information on the tools that I use to do my job here designing and balancing game-play systems.  What I have worked on most recently is the economic system of Dredmor, so I’ll share with you guys my design process through to implementation

My money per dungeon level plot.

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Posted in Dungeons of Dredmor | 3 Comments