All posts tagged with "roguelikes"

Gaslamp Interviews on DIY Gamer and Roguelike Radio

People keep wanting to talk to us even after they played Dungeons of Dredmor so we’ve got a couple interviews giving a bit of insight into the odd places in our heads that this whole mess spawned from, plus some talk of Things To Come.

First we chatted with a nice fellow from DIY Gamer and told him many things. Too many things, probably.

On DIY Gamer: Dungeons of Dredmor, Sonic Porn, Gaslamp Games’ Origin Story and MORE!

Then on Wednesday we recorded a interesting podcast with the fellows at Roguelike Radio. Here’s hoping it was heavily edited.

On Roguelike Radio: Interview with Gaslamp Games (developers of Dungeons of Dredmor)


Posted in Dungeons of Dredmor, Gaslamp, Interviews | Tagged , , , , ,

Media Roundup: Dredmor podcast & Gaslamp interview

Dungeons of Dredmor on Roguelike Radio

The new podcast Roguelike Radio did an entire show about Dungeons of Dredmor, check it out here. (Or on itunes.)

It’s fascinating to listen to people speak very seriously about our game and hear them speculate about what we were thinking when we made this or that design decision (odds are, we weren’t; they’re mostly acts of animal desperation drawn from the lowest id before the conscious mind comes up with a post-hoc justification).

Anyway, we’d be foolish not to be inspired by plunder the thoughts a seasoned pack of roguelike players/designers have about Dredmor — to this point, I’m pretty sure I just heard a great mechanic to act as a foundation for a cheesecrafting skill.

Gaslamp Games interviewed by Gaming Irresponsibly

An extremely patient fellow over at Gaming Irresponsibly has posted interview with us online which we finally got around to fully answering; check it out here.

One wonders if we really ought to say the things we say in public. Then again, we did make Dungeons of Dredmor public and we all know how that turned out. I also have to wonder why Nicholas keeps trying to start a hip-hop style feud with Notch. Have you seen the size of that guy’s posse? Man.

Why are you still reading this? Go read that interview while listening to the podcast.

Posted in Dungeons of Dredmor, Gaslamp, Interviews | Tagged , , , , , , , ,
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… and there’s a tutorial, ya’know.

(We’re close to the end/the beginning and Gaslamp is antsy to announce a ship date. But we can’t do that just yet. Yes: working hard. Especially Nicholas with his pile of hatred incarnate, see: bugtracker todo list.)

Beta testers: We’ve finally added a tutorial! Unfortunately you’ve probably all learned everything in it through an education of pain & countless deaths.

Other people: Although we’ve made a game that’s found most people dying to drinking acid or being savaged by a horde of small bird-like animals in the first minute or so of play, we’ve been good enough to have scripted up a fun little set of tutorials to teach a bit of how to play Dredmor – using items, skills, UI interaction, and such.

As a game built on roguelike foundations the key to Dredmor is the core concept of each action taking a single “turn”. Yes, it’s a turn-based game. But there are many turns and they are taken quickly each time you do anything — take a step, execute an attack, cast a spell, drink a potion, open a door, and so on — so the flow of the game has a fluidity to it while allowing you to effectively pause the action and take your time to consider your tactical options whenever you so desire. And you will certainly need to.

Here are some shots, 1. of the tutorial list and 2. of a poor diggle that’s about to get a final education in bomb-throwing.

Now I know that you hardcore players are not about to get excited about a set of tutorials, but consider what happens when we open up the scripting that made them possible. It could allow for some very interesting possibilities both in official expanded content (which I’ll probably have a heavy hand in) and for modders who want to push the game past what we at Gaslamp ever imagined possible.

Posted in Dungeons of Dredmor | Tagged , , ,

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 , , , , , , , , , , ,

Dredmor the Roguelike

I’ve been trying to figure this out for myself for a while — is Dredmor a roguelike?

And confronted with the obvious (in the midst of recording the Immortal Machines podcast, even; good fun by the way, will post a link when it’s released), I’ll have to concede entirely on this point. To lay it out:

Why Dredmor is a roguelike

  • Dredmor’s gameplay is turn-based with the implicit movement/action-as-a-turn mechanic
  • Dredmor is definitely a dungeon crawler; you explore a dungeon, fight things, loot things, etc.
  • Dredmor uses random, emergent structures for gameplay instead of a linear narrative structures

{ read this article }

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