Turns out when you’re writing a renderer for a game, and the renderer isn’t finished, it’s hard to come up with really awesome stuff to show people about the game you’re making. This is essentially what we’re waiting on before we blow the lid off of everything on Project Odin. We want to be in a position where we can show you what we’re working on, get your feedback, ask you about things you’d like to see in the game, and answer any questions you might have.
Mr. Triolo is currently contemplating how one might animate a chicken
There is a lot of concept art floating around on our repos that we’re trying to use to give you guys an idea of the fact that a lot of work is being done right now, not just in art but in the code as well. We’re having to do a lot of “architecture” programming before we can start putting the game together on top of it; the main reason for this is that Odin is multiplayer, and multiplayer games just work differently. We are taking the opportunity to do some optimization to ensure that the game takes advantage of all these newfangled “cores” we hear about in the computer stores these days as well. Again, if you have your toes in the programming world, you know that this can be tricky. (If you don’t but you are curious, check out this educational wikipedia article on race conditions! If you don’t like circuit theory, feel free to skip that.)
We are also taking some time to actually get organized. The game is going to take more than a year to get done (not six like the last one! maybe two though) and one of the biggest issues with making a thing that takes as long as games do is that it’s difficult to keep all the important stuff in your head when you haven’t thought about it in a while. We were guilty of a lot of this on our first (failed) project, and we were guilty of more of it on Dredmor. I’m sure it will happen for Odin as well, but my job over the last two weeks has been getting us set up with a way of managing our project stuff so that we can be as organized as possible with as little effort as possible. (For those of you who are interested, we’re using Atlassian, and it seems pretty awesome so far.) I’m also starting to understand why so many indies make all their games, start to finish, in a month.
Coming soon: some Dredmor news pertaining to toys, the Steam Workshop, and some new content!
A potential terrain style that we have since scrapped for technical reasons (orange didn't test well)
Dungeons of Dredmor has now been updated across all distributions and all platforms: Steam, the Humble Download Page, Desura, and GameFly (our bonus new distributor!) So far, the only problem we are aware of is that the skills for Realm of the Diggle Gods are not installing correctly in the GameFly build only; we are looking into this with Gamefly, and hope to have it resolved as soon as possible. There have also been reports of some people being able to wear cheese as armour, but that’s neither here nor there.
The full change log for the patch is reproduced under the cut. If you have any feedback on the new patch – balance changes and complaints, bug reports, praise, suggestions, or simply wish to enjoy the complementary Lutefisk samples, please don’t hesitate to let us know on our forums.
So what do we do for an encore? Stand by for … three announcements.
Congratulations to Gaslamp Programmer-Affiliate Ryan C. Gordon (better known as “icculus”, the great and knowledgeable), who is now the proud father of a lovely daughter. (This has slightly delayed our incoming patch yet more; just before dashing to the hospital, Ryan immediately said “Here! Have an entirely new SDL library and audio driver!” This fixes a lot of the stuttering issues, as well as various performance issues and crashes under OS X, but I’m currently quietly poking his changelist with a stick, somewhat afraid that it will bite me.) We have celebrated by having Chris Triolo produce this small homage to the Lion King.
We are pleased to announce that Sean Hamilton has joined the Gaslamp Games team. Sean will be working with us on Project Odin; since his arrival on the project, he has already produced three crates, a selection of small shanty houses, two logs, one ingot, and a mineshaft. Auspicious.
We are still looking for a character modeler and a gameplay programmer to do some contract work on Dredmor with us. I think we’ve got everything else taken care of at this point. Exciting. If you think you’d be a good fit for either of these things, please drop us a line at email@example.com ; I think, at this point, that we are restricting ourselves to locals after all for the most part.
There is vague talk of doing another Dredmor DLC pack, either as an additional paid expansion (of a form to be determined) or a free DLC package of some sort to be determined. Other than our continued commitment to patching and general subterfuge, is there anything else specific that you’d like to see from us? Let us know in the comments.