Category Archives: Games

New Trailer Up!

As Dungeons of Dredmor approaches a release – and yes, folks, it will still be before Duke Nukem Forever – we have put together this fabulous new trailer to show you what we’ve been working on.

Additionally, we now have a website up at http://www.dungeonsofdredmor.com where you are encouraged to sign up to be notified the moment that Dredmor ships – and, as an added bonus, if you enter your e-mail in our handy little drop-box, you will automatically be entered into our free Dredmor give-away contest. Go check it out!

Posted in Dungeons of Dredmor, Game Design, Games, Gaslamp, Website | 1 Comment

On the Commercialization of Roguelikes (And Some Other Stuff)

(David recently did a State of the Dungeon post, and I guess this is my State of the Dungeon.)

For the most part it is rewarding for us, as developers, to hear that people are excited about the work that we’re doing and how badly they want to pre-order our title. (See, we’re listening!) I think that this is true of any creative endeavor: the artist thrives on the energy of his or her public. At the same time, it is also worth noting that it is very easy for a developer to get unexcited about a project when people keep telling you that you’re doing a lousy job. Most developers will tell you that the secret to this is not to listen to people on the Internet – after all, what do they know? That said, most successful developers – Valve springs instantly to mind, under the capable direction of Gabe Newell – will tell you that the success or failure of a game, and of a game company, is dependant upon your fans and your customers. Listen to people, get them excited, and you will prosper. Alienate your fans and you will alienate your customers, and your customers are the people who pay you money (or who will pay you money once we get the pre-orders going.) So that’s why we listen: we secretly want to be Valve. (Who doesn’t? Ben McGraw, our executive producer, recently pointed out that Valve is one of the few game companies in the so-called “Industry” that he would work for. Like indies, Valve brings joy to people. Other companies, he says, just make games.)

So what are our users saying? In a recent poll on our Twitterfeed – which you should all be following, because it really is the best way to keep tabs on us – one user wanted to know more about our development process, and the day-to-day decisions behind game development. We hope that this will oblige you, but today’s blogpost is *really* inspired by something from The Internets.

In a recent online discussion about Dungeons of Dredmor, somebody said – and I paraphrase: “Commercial roguelikes will never be as good as free roguelikes because the multi-year, evolutionary development process that results in amazing games like Crawl will never be commercially viable.” Here we have somebody who likes roguelikes, and who should like Dredmor. Hopefully,  he will support us – here is a man, after all, who could be a customer, and any failing to attain him as a customer is a failing on our part as a business – but his concern is legitimate. Can a commercial roguelike be as good as Crawl, or Nethack? Well, I think we can… but let’s talk about this.

{ read this article }

Posted in Dungeons of Dredmor, Game Design, Games, Gaslamp, Other Games, Programming | Tagged , , , , , , , , , , ,
8 Comments

Dredmor 0.94 done!

We’ve finished Dredmor 0.94, and are busy trying to figure out what we need to fix for Dredmor 0.94.1 (a handful of minor bugs that weren’t worth stopping the build today for) and 0.95 (???) Based on where we are right now – the start of the game is looking good and polished, but the end game and middle game is still in need of work. We’re looking at how to address that with 0.95, but here’s where it gets encouraging: most of what is left in the TODO for the game – the entire game! – is scripting and content creation. Not much code appears to be needed from me, which leaves me relegated to bug fixes, little pieces of polish, and of course tackling some of the last few little design issues. I’m sure that my bugtracker will fill up again, but it’s very nice having only seven code issues sitting between me and shipping.

Be advised: we may start mining the beta list shortly for more testers. You lucky, lucky people.

 

100% natural fiberglass compounds.

Posted in Dungeons of Dredmor, Games, Gaslamp, Programming | 5 Comments

Late Night Dwarven Infomercials? Say It Ain’t So!

In celebration of Dwarven Craftsmanship Month, we at Gaslamp Games are pleased to present our new line of Late Night Dwarven Infomercials. Each video is lovingly seared with Potent Runes of Advertising and guaranteed to help you make the finest, most informed decisions about where to spend your entertainment dollar.

This video features the new Spring 2011 Trap line up, suitable for any discerning dungeon builder. Many have not heard that Dwarven Craftsmanship is finally available at rock-bottom prices, so please feel free to spread the love.

We will have some information about where to actually buy Dredmor, and how much it will cost, VERY shortly. Stay tuned!

Posted in Dungeons of Dredmor, Games, Gaslamp | Leave a comment

Game Development Snake Oil

I am actually sick with lung flu, which means I have some time to write angry rants, inspired by things on my Twitter feed, and then post them to the company blog.
(Actually, this is just shameless bait for sites like Y Combinator, who love to hear Angry Young People railing about the world at large. I… I should give up now.)

That said, we have been falling short on technical commentary here, and I did get linked to two Twitter posts this morning that are worth discussing in some detail. So let’s have at ’em.

The first item is from id Software’s John Carmack, who does things like writing an entire photon mapper in a day and then tells people that he did it – and, it’s not a big deal, you know? His contribution to the discussion:

“Floating point trick: If ( a != a ) a is a NaN”

I took a few minutes to puzzle out how this could possibly work. It turns out that in C++ – and in fact, according to IEEE floating point standards – NaNs (or not-a-numbers) will cause ANY expression to return true if they are used in an inequality comparison. Clever!

The second item that caught my attention was an advertisement for a course with a “Certified ScrumMaster for Agile Game Development”, to be held two days before GDC. This course promises that we will, with the ScrumMaster’s help and guidance, learn such things as:

“The essentials of getting a project off on the right foot”,
“How to successfully scale Scrum methods to hundreds of participants”,
“How to help both new, and experienced teams, be more successful,”

and so on and so forth. In just two days, you too can sip at the mystical elixir of Scrum, which is guaranteed to make your game ship on time, your Metacritic scores improve, and as an added bonus it’ll make all your hair grow back and your girlfriend will stop complaining about all the overtime you put in at the office. The cost of this affair? $1500 for a two day seminar, although you get $250 off if you register early. As a bonus, after you take this course (and fill in some kind of online quiz), you too can call yourself a Certified Scrum Master!

*sigh*

{ read this article }

Posted in Games, Programming | Tagged , , , , , ,
8 Comments

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

Pixelcraft: The Colors of Frogatto

For quite some time I’ve been intending to write about pixel art technique. Today I stumbled on a pixel-art platformer game called Frogatto & Friends which has inspired me to get on this because I was struck by the game’s lovely art. (I haven’t actually played the game yet, though it is available for free on PC/Mac/Linux, and the code, but not the assets, is open source.)

So let’s see if I can explain what’s going on with the pixels of Guido Bos and Richard Kettering (who it seems also lead the art for Battle For Wesnoth; neat).

{ read this article }

Posted in Games | Tagged ,
4 Comments

Hark! A new Dredmor trailer appears!

We are still working on our Dredmor beta aspirations. My lungs are now full of coffee, and David hasn’t seen the light of day now for… okay, five years, but who’s counting?

While we wait for the last of the skills to be implemented, and for the eighty-seventh window closing button to get its new, fresh coat of gold paint, here’s another Dredmor gameplay trailer for your enjoyment. Music by Mr. Ludwig van Beethoven, lovingly arranged by Mr. Matthew Steele.

Posted in Dungeons of Dredmor, Games, Gaslamp, Website | Leave a comment