Category Archives: Dungeons of Dredmor

Hi-Res Screenshots Ahoy!

Alright, Derek fixed the uploader for the weblog, so we can now put up some new, hi-res screenshots of Dungeons of Dredmor. These are running at my native monitor resolution of 1680×1050. This is still very much an alpha version of the code; liquids are still broken, item sizes are all over the map, spell sizes are hoopled, and I haven’t even begun messing with font sizes yet. More damningly, the scaling algorithm we are using chokes up on some of David’s pixel art, which does not adhere to Pixel Art Formalism and hence contains lots of colors with small delta values instead of a fixed, 8 or 16 color palette. (The art for the characters, on the other hand, was drawn by Pixel Art Formalists and is therefore Perfectly Safe.) There is an interesting trade-off to be made here: we can either fix it before or after we ship (it will be fixed – we’re all perfectionists!), but I don’t know if we will do it before Dredmor ships or as a patch afterwards. My inclination at this point is to get Dredmor out to you lovely people as soon as we have gameplay in an acceptable state, and we can fix the few visual glitches (as you can see, it still looks perfectly acceptable) post-ship. On the other hand, it really would be nice not to have to upload a massive art patch. It may also be possible that there is a code solution.

The characters look great, though, and as there is a *lot* of animation that we simply cannot redo at this stage in the game, it’s fortunate indeed that we are able to get results that look this good. I mean, look at that giant-feet-with-an-eyeball monster. Anyhow, get some fresh screenshots under the cut…

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One More Thing

Okay, I should save some posts for later, but this is too cool not too blog about.

I’ve recently been sweating over one of my bad legacy decisions on Dredmor: namely, the fact that the game is resolution locked at 800×600. If you run in a window, the game runs at 800×600. If you run fullscreen, the game runs at 800×600 on your fullscreen monitor. Well, I decided that this was unprofessional, and started looking at what I could do to fix it… but I kept resisting, because I didn’t *really* want to break everything. Dredmor has… a lot of hard-coded positions. It’s very bad. Very, VERY bad; in fact, one of the things I really regret not doing for Dredmor is Long story short: the main menu screens still don’t work in any resolution, but the rest of the game… pretty much does. I think there are a few bugs still to be kicked out, but I’ve been playing the game very happily at 1680 x 1050 in glorious fullscreen and it’s… a much, much better experience. Clearly, the right decision. A brief word on the technical scaling elements follows below:

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Posted in Dungeons of Dredmor, Programming | 1 Comment

We’re Back!

We have now all safely returned from Penny Arcade Expo. I’m going to write up a brief description of my adventures, but in general I think we all had a good time. I’m not sure if it was particularly good as a networking event, but I did more networking than Daniel said would happen, and I also got to just spend some quality time with people who I haven’t seen in a long time, including my friends from Vancouver. What may be more valuable about PAX is that it reaffirmed my belief that Dredmor is something that people will understand, and will appreciate; furthermore, it reaffirms my belief that independent game developers like Gaslamp Games do actually matter, and that people do actually care about what we produce and what we create. Sixty thousand nerds like gaming enough, in all of its forms, to show up in Seattle for an entire weekend; what other conclusion can we draw but that video games matter to people, and somehow manage to touch their lives?

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Posted in Dungeons of Dredmor, Gaslamp, Programming | 3 Comments

Dungeons of Dredmor Trailer #3 Up

We’ve been promising you a trailer for a long time now, so here it is.

All footage is taken from beta 0.8 of Dungeons of Dredmor. Amongst other things you can see our attempt at minimizing the UI cruft (which is still not done!), and the Vile Liqueur of Yog-Sothoth. Enjoy!

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Dredmor Beta 0.8

Dredmor beta 0.8 just hit the internet. Those of you with updaters, should feel free to download it. We’ll probably be releasing the next round of beta invites after 0.9 – or at least this is the current plan. The OS X build is up; the Win32 build will follow later this evening, once I get home from the office.

There are ninety-one issues between 0.8 and 0.9 as a result of our beta testing sessions. Most of these things are trivial, but a few of them are going to be nasty. The sheer number alone is pretty intimidating; however, those of you who want to witness true beta testing horror should go find Peter Molyneux’s talk from Develop 2010: at one point, Fable II hit over 60,000 bugs. If we only have 91, we’re sitting pretty.

Posted in Dungeons of Dredmor, Games | 6 Comments

Dredmor Comics: The Curse, page 1

Okay, done. With page one of five. (This is going to take longer than I expected.)

This is a comic I’m drawing to promote Dungeons of Dredmor which has been written by the talented Mr. Vining, our lead programmer, and illustrated by myself. I’m going to do these as a series so, uh, stay tuned for more in the next … some period of time.

Click the image below to view the full first page.

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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…

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Posted in Dungeons of Dredmor | 2 Comments

Against Pixel Art Formalism

[Begin faux-manifesto.]

Pixel art is for the pixels!

I don’t care for being formalistic about pixel art, of adhering to a limited palette or carefully anti-aliasing my lines by hand, of using all-or-nothing transparency (actually, I do the latter two more often than I’d like to admit). What matters is what I wish to do with the aesthetic of pixels – and what specifications I must meet for the graphics to work at all in the given platform. It is ridiculous to throw away perfectly good tools like brush effects, gradient tools, and overall image adjustments. Tedium is not artistically uplifting.

If the art is about pixels, it’s pixel art. It doesn’t matter how I make it.

I actually followed all the “rules” of pixel art to draw these. Oops. Then I used the adjust levels tool in Photoshop. Ha! I have overthrown the tyranny of aesthetic canon!

There! It’s not a manifesto unless you try to sound controversial in the first paragraph.

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