All posts tagged with "skills"

Conquest of the Wizardlands: Pocket Dimensions & Banksters

What with all this talk of pocket dimensions and wizards and somesuch, we thought it would be helpful to give a little tour of the sorts of things you’ll see in the upcoming Dungeons of Dredmor expansion pack Conquest of the Wizardlands.

Daniel and I talked about how to approach writing this post and we’ve agreed to do something a little different that we haven’t done in quite some time. Instead of just listing the features, we’re going to dig a bit into the game design process and discuss the thoughts behind the decisions we made in coming up with these features and their functionality.

Let’s start with the big feature that may do the most to change how Dredmor is played.

Pocket Dimensions & You: A Room Without a View

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Dredmor Expansion Preview Shots

While Dredmor patch 1.0.7 beta #3 runs through the thresher we figured you might like to see a bit of what we’ve been working on.

So for those who like digging too greedily and too deep into the Dungeons of Dredmor, here are a few early screenshots of the expansion (which-shall-not-have-its-name-revealed-just-yet). Note that these are early and in-development and all the usual disclaimering.

I heard you like rust. But what I mean to say is that there will be new dungeons to trawl full of new and more interesting dangers. And I probably owe Adrian Carmack another apology for all this.

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A Different Kind Of Magic

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?

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Posted in Dungeons of Dredmor | Tagged , , , , , ,
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Dredmor Skill Icons

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.

Posted in Dungeons of Dredmor | Tagged , , , , , , ,
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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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Posted in Dungeons of Dredmor | Tagged , , , ,
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Commitment Anxiety in Skill Selection

In the current revision pass on Dungeons of Dredmor we’ve finally had to make some hard choices about what skills mean to a player’s character. Thus far, all skills have been more or less freely available to select from any point for testing purposes. But if every skill is always available then by the time a player earns a few levels they shall have had the chance to buy a completely new set of skills which would render the importance of their initial choices mostly meaningless. We want every playthrough of Dredmor to be about an experience which is meaningfully different from a playthrough with different starting selections — so far as we are able to make it so.

Dungeons of Dredmor hero choosing skills

Which will you choose?

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