All posts tagged with "screenshots"

Ten Screenshots from Dredmor v0.94.3+

…With commentary.

Our Dredmor version numbering system has run off the rails a bit as we’ve done a lot of builds in a short time period due to quick turnaround on tester feedback. Regardless, I just did a little playthrough with a focus on our smithing craft skill and took screenshots as I went along. I’ll even try to remember what I was doing at the time of each shot.

Let us begin this tour. Be sure to click on any thumbnail to view it full size.

1. ┬áThe title screen. I’ve still got to do a polish round on this art (and I think we’ve got some work to do on wherever that tutorial button is supposed to lead).

2. Choosing the difficulty of the game. I’m still amazed at home readily certain-people-who-know-who-they-are have beaten Going Rogue. It does help us find out which skills to nerf, thankfully. … I’m going to go medium, because I’m really in this for taking screenshots.

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More Dredmor Beta Shots

It turns out I haven’t put any new screenshots on the front page since Dredmor v0.90. Considering we’re about to hit Dredmor v0.95 in the run up to release, something had to be done. Let’s get to it!

Click on the image to view full-size.

Dungeons of Dredmor Screenshot 19

Here (in the above shot) I’ve found a Diggle Nest room absolutely full of junk. (The over-clutter is due to an issue in the dungeon building that’s compressed all the items in a full level into a space smaller than intended.)

Diggle Eggs? Good eating. And I’m getting some good use out of my Thaumite Infection wand to kill these guys.

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Dredmor Beta v0.94.1

We’ve just declared Dungeons of Dredmor beta 0.94.1.

It’s a beautiful thing how much this has come together. I can see it looking back just a week — and two weeks, a month, the changes are huge! We have a real game here which is almost ready.

What’s new in this version? Oh, all sorts of things: new stairs that aren’t awkward, custom scripted rooms (which means we can do Very Silly Things), lots of UI polish, lots of new dungeon content, many more varieties of monsters — and spellcasting monsters. ┬áTons of bug-fixes. Lots of new sounds. Players actually getting to level 4 or 5 of the dungeon. Lots of new things.

We’re confident enough to start sending copies out to a couple press outfits and we’ll be mining the beta list for testers as soon as we figure out a protocol for all of this.

Yeah, it’s all a bit of a blur right now. My mind is still decompressing from this last crunch cycle. (And shall be back at it soon enough, I assure you.)

So here, have some pictures.

We have all kinds of tooltips loafing around our UI just waiting to fill your head with baseless hearsay and conjecture.

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Working hard on Dredmor beta 0.92

Let the Black Blood of the Earth flow, for Gaslamp is in crunch mode! (And I really ought to be polishing up the spells and some tilesets right now.)

This beta release is all about the spells. For example, from the school of “Mathemagic”:

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Dredmor v0.90 Screenshots

For your viewing pleasure I’ve taken some new screenshots of Dredmor in fabulous HD-o-vision for you to pick over and tear apart, pixel by pixel.

Dungeons of Dredmor beta screenshot showing Octo interrupting cheese-plundering Dungeons of Dredmor beta screenshot skill tome, choosing skills

1. An Octo has rudely interrupted my cheese-plundering. And those skull bolts are amazing, except they’re doing the wrong damage type right now.

2. Deciding what skill to upgrade next; I settled on taking the next level of Dual Wield because it increased my ability to counterattack.

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Two New Screenshots

As promised in my previous post, here are two new Dredmor screenshots:

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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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