We’re taking the week off! If you’re holding an occult ritual this week, celebrating something more civilized, or if it’s just business as usual, we hope you have a great time doing your thing, and we’ll be back next week 🙂
All posts tagged with "content creation"
Hi everybody, it’s modding time again! Last week I talked about a few melee/crafting mods, so it’s fair to delve in sorcery this time around. These are two skills I enjoyed playing with because they add variety and support to existing magic options.
“You are the master of all winds in the sealed off underground dungeon with no access to the sky.”
There is known crashing due to problems with the SDL sound library or something. Nicholas is chained to his work station with a coffee IV (Foul Liqueur of Yog Sothoth!) and is enjoying the effects of The Motivation Stick. Ye shall receive another patch post-haste.
Cynical Brit / Total Biscuit
… did a lovely video for Dredmor. Check it out:
Wonderful stuff! (By the way, his Blade Being spell kept going to random squares because he targeted a monster directly – if you do that, the spell will get pushed off to a random tile.)
Feature Request FAQ and Other Nonsense
I think we’ve got a Gaslamp Admission to make: Sometimes we make decisions not because they are right from business perspective but because they would make things more funny.
At one point not too long ago I had just wrapped up outlining and drawing icons for every spell in the game — six schools of magic (the traditional Air, Earth, Fire, Water, Black, White) with eight spells each, so
64 48* total — when I spoke with Nicholas about a thought I had.
D: Right, so our spell school categories are basically [very] boring. I am not seriously suggesting we do anything about this, but they could be … much more interesting.
N: What did you have in mind?
I’ve just finished the latest round of revisions to the entire pile of spell icons. This is just one task which is part of the massive spell overhaul we’re doing for Dredmor’s beta 0.92 (when I’m not getting distracted drawing the disembodied heads of founding members of Gaslamp Games).
Man, there are a lot of these buggers, but they do get easier (and better) every time I redraw them. Telling you anything about them would ruin the fun*, so I’ve just thrown together a collection of some of my favorite spell and skill icons for your enjoyment:
Still have to draw animated effects for most of these. Urrgh.
* whereas “the fun” refers to how much fun I have as people try to guess what the hell some of these skills do.
I just redid the character information panel again. I had to re-arrange all the info boxes then type out the size and position of every single textbox and tooltip hotspot. It was awful. Now Nicholas gets to update the code to my specifications, the poor bastard.
Dungeons of Dredmor, as some sort of RPG, and god-help-us, as a roguelikeish game, lends itself to a maddening excess of features, ideas, items, skills, spells, potions, special abilities, factions?, unique rooms, artifacts, vengeful gods, and and.. and … Well, one of the most important points of successful game development is knowing when to cut; no, being able to cut features so that the project can ever be completed.
We have done this. No, really! A bit, at least.
At least you’ve survived with piles upon piles of unique items, silly skills, and an upcoming hellishly complex crafting system, dear hero!
Quiet? Only outwardly. Our Dear Leader saw fit to allow ye players to select your own resolution rather than be limited to a proper and traditional 800×600 screen. Oh, we have such things in store. You will be able to descend far deeper into the Dungeons of Dredmor than ever imagined previously!
Now come with me and perform a cheap analogue of descending into the dungeon by scrolling down past this large image which is a crop of the title screen painting, showing how I’m expanding it to fit higher resolutions!
With most of the foundational art assets completed I’m shifted my focus on Dredmor toward producing content for the game. In particular I’m polishing the dungeon tilesets and creating new dungeon objects (as the game items have actually been finished for a long, long time).
Let me take a moment to explain how Dredmor tilesets work (and used to work, and how they will work). Here’s a cut from the first dungeon’s tileset: