All posts tagged with "teamwork"

Patch beta, Project Odin, and another Secret Project

Wow, it’s been a long time since we’ve posted anything on the blog.  Sorry about that guys.

The big patch beta has started, those of you who are interested in trying it out can take a look here.  There are still a few bugs in it, but we can use all the help we can get in testing it out.  Windows only for now, OSX and Linux on the way.

The team for Project Odin is almost complete: Joseph Nejat is joining our sodden ranks as 3D Character Artist. We are really looking forward to having him on the team largely due to his awesome English accent. And it’s becoming evident that we probably need to update our group portrait sometime soon =)

We are busy organizing our notes in preparation for finally releasing the details of Project Odin; right now we’re stuck on the name, but we should be coming to some consensus soon. (See: THE PIT.)

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Posted in Dungeons of Dredmor, Gaslamp | Tagged , , , , , , , , ,
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Patch 1.0.9 Addendum: It’s Out There Somewhere

We have sent 1.0.9 off to our friends at Steam, but they are really busy right now.  As far as we are aware, the Mac version has been successfully delivered to the distribution servers, so those of you with the Mac problems we were experiencing should be able to get your fix.

As far as the Windows flavor of Dredmor 1.0.9: we sent them an extra copy just in case they left the first one in their pants pocket at home, so we are expecting it to be up sometime today.  I will edit this post when we have confirmation of it being available for download/update for everyone.  Thanks for your patience, we will get to the bottom of it.

UPDATE: Looks like Steam is slowly rolling out the 1.0.9 update.  In order to get it to update quickly it is possible to delete the local files and reinstall, but those more patient than I should have it shortly (this will not erase the save files as they are stored elsewhere).

UPDATE 2: Some users are reporting issues with existing characters experiencing a teleportation bug.  We’re working on it right now; if you do have this problem, just force-quit the game (ctrl-alt-del) and roll a new character while you wait;  it seems to only affect existing characters.  We will keep you up to date as we get more info.

 

 

 

 

 

 

Posted in Dungeons of Dredmor | Tagged ,
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Realm of the Diggle Gods Trailer and Screenshots

Wish ye to ken eldritch knowledge of the Realm of the Diggle Gods? Look you no further for I present to you a trailer most fabulous for this new expansion to Dungeons of Dredmor:

Realm of the Diggle Gods will be released for sale very soon. Indeed, sooner than you imagine, unless you’re a very imaginative person indeed.

A big thanks to the talented Ian aka Verbal Processing for creating this trailer for us. Check out his Youtube channel in which he plays and discusses various games in an amusing manner. You’ll laugh and maybe even learn a thing or two.

And credit as always is due to the talented Mr. Steele who created the music; you can listen to as well as purchase the Dredmor soundtrack at Matthew’s bandcamp site.

If you don’t abide by Your Tubes, please do enjoy these screenshots that follow featuring all sorts of new nonsense you’ll discover in the Realm of the Diggle Gods.

Here, in the (new) Underground Forest, I make use of the lovely new fireball effect while a pack of loyal hunting diggles looks on. It’s possible some were caught in the blast. They’re very loyal. Usually.

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Posted in Dungeons of Dredmor | Tagged , , , , , ,
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Patch 1.0.4 Status & The Road Ahead

EDIT: Okay, final patch release date for 1.0.4 can now be confirmed as Tuesday morning – the morning of September 6th, 2011. We’re putting one last beta out even as I speak, and the actual release candidate will be sent to Valve over the weekend. Why are we doing this? Well, frankly, because it’s a very bad idea to ever release a patch on a Friday. That’s just asking for something to go wrong and for everybody to be frustrated over the long weekend. So go enjoy your last few moments with Dredmor 1.0.3, and throw some Lutefisk on the grill.  Next week, there’s a whole new Dredmor waiting for you. — N.

We’ve been fairly quiet on the blog so I figured I should fill everyone in on progress on various fronts. Let’s dive in.

Dungeons of Dredmor patch 1.0.4 status

We released the second iteration of the 104 to testers yesterday and it seems pretty stable. Lots and lots of small fixes, tweaks, and rebalancing plus a few new features (like the “digest” button), some new content, and some new achievements (pictured above).

There are also known smaller issues, tweaks, fixes, and new content that aren’t going into the 1.0.4 patch because we want to ship a patch sooner rather than never. We’ll push them to the next patch. Your patience in all of this is very much appreciated; we’re a tiny team.

We’ll try to assemble a comprehensive list of changes when the actual patch ships — this may be as soon as Friday, if all goes well.

Gaslamp Games & offices

Nicholas is moved to Vancouver and he and I are now set up in a shared office space – naturally, with a coffee machine running at all time. Expect crazy things. We’ll have to post a picture as soon as we remember to do so and aren’t all busy with this patch.

We’ve also got income coming in now so we can focus our efforts on Gaslamp (read as: Nicholas doesn’t have to sell his belongings to make rent).

Buying Dungeons of Dredmor via non-Steam distribution channels

Is a real thing that really exists and it’s up next on the to-do after patch 104 ships. Deals have been made and will be announced when the time is right.

Dungeons of Dredmor on Linux

Is also a thing that will happen after patch 104 (and of course requires the above non-Steam distribution channels because there’s no Linux Steam … yet?

Dungeons of Dredmor patch 1.0.5

Looks like it’ll be UI upgrades, some fun content, the usual round of fixes and rebalancing, and official/useful modding support seems likely. We’re aiming to fire off a patch every two weeks and I hope we get the process smooth enough to be able to do so. At the very least there won’t be delays like that between 103 and 104 (as that was due to a move and sorting out how we can actually pay ourselves).

The future of the Dungeons of Dredmor looks bright. Or dark and murky, if that’s what a dungeon is supposed to be. Whatever – point is that we’re getting on track with running a business and working out how to systematically patch (and work on Project Odin) in an organized manner without random stuff exploding. One step at a time.

If there’s anything else y’all would like to know feel free to ask in the comments and I’ll answer if I can.

Posted in Dungeons of Dredmor, Gaslamp | Tagged , , , , , , , ,
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Meet the Team

It looks like much of the crashing is quashed (and that’s all up to Nicholas’ code-magic anyway) so I figured I’d waste time drawing a silly picture of a bunch of the folk who made Dungeons of Dredmor possible.

From left to right:

  • Nicholas: he is the master of code and creator of the original Dredmor project back in, what, 2005? He can be awfully English at times.
  • David: (that’s me!), art, content, and other silly stuff.
  • Daniel: handled much of the earlier gameplay code then became a rocket scientist or something and is doing a lot of the internal business operations and PR. The lutefisk thing is probably his fault.
  • Derek: Server-keeper, web guy; We panic and leave him voicemail when our servers crash and burn.
  • Chris: A driving force of Business Acumen, he gets the deals done.
  • Matthew: Sound and music guy. Maestro? Does that work? And did I mention you can listen to and/or buy the Dredmor soundtrack from him?

Oh, and because I neglected to include him in the picture, here’s a Dredmorified version of that punk “executive producer” Ben who filled the Steam scoreboard the day before the game came out to give all you new players a challenge to beat

Now you know who to blame.

We’ll get back to our scheduled Dredmor Bloggageddon featuring Actual Content Of Substance And Import once the release-week madness calms down a bit. Hope you’re all having fun! If you’re not, please fill our contact email inbox with the reasons why plus crash .dmp files and broken savegames.

Posted in Gaslamp | Tagged , , , ,
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Preview Roundup 2 + Beta Madness-Vortex

Here at Gaslamp we’re in brain-rending beta vortex of madness mode. I’ll try to piece together a couple thoughts at the end of the post, but first a couple more previews:

From Gamer CredentialsDungeons of Dredmor Preview – suddenly diggles, thousands of them!

It’s hard to believe, but just about a week ago Daynab (a Dredmor beta tester) wrote up this quick preview of Dungeons of Dredmor. All I’ll say is that he’s been a big help and Dredmor has come a huge distance in this short time.

And from Paul’s 8bit Patio : Indie Test Drive : Dungeons of Dredmor Beta (Roguelike/RPG)

Paul Soares was good enough to make a video of Dungeons of Dredmor gameplay for his Indie Test Drive series in which he gives a good introduction to the variety of ways to die in the game. Check it out:

And how about a word on Beta and Crunch?

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Posted in Dungeons of Dredmor, Gaslamp | Tagged , , , , , ,
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Of Stairs And Such Twisted Architectures

Yes, this is the post on stairs alluded to by Nicholas a few days ago! And it is actually just about stairs. … But it might well tell a story which informs all manner of gameplay design processes carried through the development of Dungeons of Dredmor.

To start: Dredmor needs stairs. They’re the classic portal between dungeon levels in roguelikes, and as much punk-rawk pleasure as I’d take in flouting convention, this is one we’re rolling with. (Portals to sub-dimensions and doors to sub-rooms will have to come in the expansion.)

Here are our wonderful stairs being wonderful at us; on the left some down-stairs, on the right some up-stairs:

They’re lovingly cut into the dungeon walls and use of the stairs is implicit in walking onto them. Simple enough. It was not always so.

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Posted in Dungeons of Dredmor | Tagged , , ,
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Gaslamp Games Quote File #1

I assure you, these words were uttered in perfectly reasonable game development discussions. For entertainment purposes, I have stripped them all of context. (Hmm, maybe this would more appropriately be called the “zany game-development with Nicholas quotes file”.)

Let us begin:

1.
Nicholas: Oh, it’s used to indicate the presence of an oiled character
Nicholas: monster, rather.
Nicholas: although I suppose if the player gets oiled, that is a possibility as well.

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