Two New Screenshots

As promised in my previous post, here are two new Dredmor screenshots:

Here’s a shot of the new shopping system. In previous versions of the game, nobody could figure out how to buy anything (pick up the item, then click on the shopkeeper.) In the new system, you click on an item on a pedestal, and you get a choice between buying it, not buying it, and “picking it up” (which … well, an unethical person could maybe find a few reasons to decide to pick up items from shops without paying for them, let us say).

Here’s a shot of the new weapon tooltips. David drew adorable little icons for all the damage types, and you can look at them and make a decision about how much damage you would like to do. Here we see a board with a nail in it; it does 1 crushing damage, 1 piercing damage, and 2 conflagratory damage due to the presence of debug code.

Posted in Dungeons of Dredmor, Game Design | Tagged
2 Comments

2 Responses to “Two New Screenshots”

  1. Daynab says:

    I really like the art in general, but especially the UI. Enjoying the mix between classic rpg and roguelike. Seems to be taking the best of both.
    I’m really just curious about things, so feel free to not answer if that’s not ready but –
    One question relating to art, does the look of the character change depending on what’s equipped?
    And is the area name randomized a-la Dwarf Fortress?

    All in all, seems to be really solid so far, keep up the good work.

    { reply }
    • AdminDavid Baumgart says:

      Thanks! … Though the gameplay bar on the bottom of the screen certainly needs another round of polish. And to answer your questions:

      – The look of the character does not change depending on what is equipped. The number of animation frames which would require changing is a little painful. I suppose a choice had to be made between fluid animation and allowing customization – this choice was made a long time ago when the animations were first commissioned (by Nicholas, not me) so he’d have to be the one to explain that. My goal in revising the art for the game was the redraw everything /but/ the sprites.

      – The room names are indeed randomized and I must admit that this was rather directly inspired by DF. Originally we were only going to name exceptionally important rooms, but we were too amused by the names to pull back.

      { reply }

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