25 Oct 13
Now, this is a pretty little update!
We’ve added a chunk of new animations this week, vastly improving the appearance of a lotta common dungeon interactions such as exploration and enemy thwacking. Bosses have suitably ominous bone piles placed around them (the unfortunate remains of unfortunate adventurers, no doubt) and gold coins are about 50% more golden and coin-ish.
We’ve also added one last game system to fill out a hitherto barren panel on the Kingdom screen: the long-delayed Advisor Tasks panel, designed to direct, intrigue and reward players with micro-quests and common chores. Players stuck on dungeons will no longer find themselves completely bereft of achievements or income, and beginners should find the tasks pulling them in interesting new directions. Give the system a try and let us know what you think!
New sound effects are being added this week, too. The process has only begun in this update, but we’ll have another whole chunk of ‘em by this time next week. They’re already sounding pretty crackly, magical and chilling on our end, so it’s just a matter of plugging ‘em into the game itself!
What more have we added this week? How much extra content is possible? Which final gaps are being plugged at this late hour? The changelog reveals all: More…
24 Oct 13
As Desktop Dungeons nears release, we’ve been spending a lot of time thinking about trailers. Indie games tend to be hugely impacted by their trailers – that’s how a lot of potential players first interact with your game. For ages, we had no idea how to convey the ideas behind Desktop Dungeons in video: The game isn’t really packed with action, gameplay tends to be slower and less spectacular and players often sit and think instead of being bombarded with situations they have to deal with right-the-hell-now.
A few weeks ago we started working on our trailer problem in earnest and things are starting to get really interesting. We ended up reaching out to several professional trailer makers, hoping to get a few ideas that would work. In the end, it looks like we’re going to have multiple trailers – two by different people and a third one that we initially weren’t going to pursue, but ended up liking so much that we thought we might just try to film it and see how it turned out.
That happened last weekend. The early cut of that live-action trailer has made the people we’ve tested it on laugh quite a bit, so that’s good. The other trailers serve different purposes – one is designed to get people’s attention and the other is an attempt at showing off gameplay (yes, that’s hard to do, it doesn’t mean we didn’t have ideas that could work). Shooting for a trailer that’s just over a minute long took most of the day, we’re really glad that we have friends in the film and TV industries, otherwise we’d never have made anything this cool happen… Also, effects are pretty fun to make! The eggs above worked wonderfully, although you’ll just have to wait until the trailer is finished to see exactly what we did with them.
18 Oct 13
Here’s another juice update for y’all. As we continue padding out the animations for dungeon interactions, we’ve started bringing our attention to small — but oft-forgotten — aspects of the dungeon experience, such as tile scouting, fog-o-war and an actual frikking graphic for the actual frikking backpack.
Bug fixes and minor interface adjustments abound. We’re also halfway through the Advisor Tasks system, one final mechanical tweak that’s due to be rolled out soon. Players needing additional victory metrics and a small gold boost should appreciate this little bit of content, which will be explained in more detail when it arrives next week.
How much could there possibly be left to do? Well, a rapidly diminishing amount, as it so happens. Adjustments sink further into details as we prepare for the final push! Changelog follows, loyal beta users: More…
11 Oct 13
This week sees a juicy visual update with the introduction of a brand-new score screen, iterating on the basic improvements shown in the last update. Now players can take after-dungeon screenshots to be truly proud of, showing off their adventuring prowess without the burden of an all-encompassing inky void, ugly stats and text in odd places. Hooray!
People waiting for the official full release of Desktop Dungeons will be excited to know that this is the last significant overhaul of a temporary graphics scene, meaning that visual adjustments from here will only concern themselves with smaller game elements (and maybe a tasty-looking splash screen for good measure). Minus the juice that we still want to add with animations and additional UI tweaks, this is pretty much starting to *look* like the product we’d originally envisioned. Additional background work should soon have it *sounding* like the product we’d envisioned, and significant advancements in haptics and Goat Cheese Over IP technology should also mean that we’ll get it *tasting* just like we imagined.
We’re frantically working through an ever-dwindling checklist of “Stuff That Still Needs The Doing” and there’s an aura of excitement in the air strong enough to trigger a fainting goat reflex. Changelog follows: More…
04 Oct 13
We’re pretty stoked about the presence of Desktop Dungeons and Make Games SA at this year’s rAge expo in Johannesburg. Our game is just one entry in an exciting list of local games forming the pretty respectable setup seen over here. This is probably MGSA’s most impressive showing at rAge so far and we’re actually kinda jealous that we can’t make it up there this time around.
If you feel like dropping by the expo itself, be sure to try out our unique build of DD featuring a never-before-heard selection of the orchestral music track from Danny Baranowsky and Grant Kirkhope. That’s some special incentive right there! Sadly, we’re not putting the audio into DD’s online version just yet (yeaaah, file sizes), but we have our regular weekly offering uploaded and ready for your consumption with some animation improvements, bugfixes, the beginnings of our revised score screen (you didn’t think that was going to be its final version, didya?).
This week has seen a smattering of improvements in various areas of the game. Surprise bonus: if your DD profile was created relatively recently, chances are that you’ve only just earned access to a quest or two that were unwittingly orphaned a little while back. Think of it as the game content equivalent of finding a few forgotten bank notes stashed in one of your pockets! Changelog follows:
- Dragging a glyph/item, and then replacing it in the inventory should no longer trigger its use.
- Added footprint trails.
- Fixed a bug where using WONAFYT in the Yin/Yang subdungeon could summon and enemy into a wall.
- Changed toast interaction to only happen when toast ribbon is near it’s final position.
- Changed score screen kill list to activity list.
- Changed score screen money description to sales/income list.
- Vicious Halls of Steel quest only shows up after at least one victory in the regular dungeon
- Clarified exit removal in Banker fight
- Adjusted Crusader Bronze for clarity
- Fixed Transmuter quest description and flags
- Restored some orphaned quests on certain profiles
- Selecting a preparation during step 1 of the advisor prep tutorial is now optional
- Fixed building name tooltip overlap
- Reworded IMAWAL description
- Updated Codex numbers
- Updated wall destruction animation.
- Updated PISORF knockback animation.
- Added cursor animations for ENDISWAL and PISORF.
- Added slow effect animation.
- Fixed bug with looping animation playback missing frames.
27 Sep 13
There’s nothing that says “still in active development” quite like a healthy colony of interface, progression and mechanical errors popping up every week. We have mixed feelings about the number of these little guys that are still cropping up, but at the very least it means that we have a regular bunch of sharp-eyed forum users who have nothing but our best interests at heart (at least until we finally discover what secret agenda has kept them playing the beta for all this time).
So, this week’s changelog is a nice chunky example of what happens when we panic and realise that a three-update-buildup of game issues is busy glaring at us more furiously than a level 10 Meat Man’s death prediction glow.
We’ve been inserting more graphics and animation tweaks this week while gaining steam on more behind-the-scenes stuff (hint: a certain Danny “Lithuanian and proud” Baranowsky and Grant Kirkhope are really excited about the version of DD they’ll be seeing this weekend).
Prepare to read the word “fixed” a lot if you dare gaze any further! Here’s this week’s changelog: More…
20 Sep 13
Okay, technically the map has been in for a really long time already. But now it actually looks the way we want it to.
That’s right, the realms of Desktop Dungeons are no longer a barren waste of parchment-coloured desert and dirty brown dungeon buttons. The same treatment that our Kingdom screen recently enjoyed now extends to the full game world, revealing a magical adventurescape of vibrant colour and custom-drawn hazards. Hooray for that!
Woot! Short blogpost this week because the fancy new mapscreen has been the crux of our playerside output. We’ve also worked up the first iteration of a somewhat more spiffing login screen, and done more of that recent behind-the-scenes stuff. For additional details on some of the mild bugfixes and design tweaks we made on the side, changelog follows: More…
13 Sep 13
Our new Kingdom map is nearly ready for in-game awesomeness! We just need to finish up the different states required for all of the dungeon graphics (yep, they have different appearances based on completion criteria), then it’s off to plugging them in and watching them go.
In the meantime, open up the in-dungeon menu when you have a moment and check out the cool new badge graphics we’ve got for you! Finally, your unique and hard-earned dungeon achievements have been honoured with equally unique and hard-drawn dungeon badges from our unique and hard-pressed dungeon artists!
This has been another week of text fixing, with a bit of narrative improvement and some flesh-out-ness when it comes to lore and Exclusive Edition content (several EE characters so far being dispensers of this additional lore, so keep an eye out for them). From a UI perspective, we should have dealt with that pesky bottom cut-off problem that’s been plaguing the Kingdom’s dialog boxes for a few weeks. Please send us a report via e-mail or our gigantic thread o’ bugs if you still encounter graphical glitches. Screenshots are always helpful in these cases.
Aside from that, there’s been a few minor in-dungeon tweaks including a BLUDTUPOWA / Goatperson nerf. Not our idea, honest. This one’s on you guys.
A rather incremental week, though it has been filled with content and adjustments that we’re not allowed to talk about. Is that a valid carrot to dangle or not? Either way, changelog follows with the stuff we DO get to divulge: More…
06 Sep 13
Good news! We’ve made some sweeping, game-wide tweaks this week and players of all levels and Kingdom progressions should see some improvement in today’s update.
The new animation system is gaining momentum and we’ve been focusing on making everyday dungeon interactions like fighting, killing and piety gain that much more visceral and satisfying. It takes time, but the effort has been well worth it so far.
The general dialogue went through a considerable overhaul. Most of it is subtle reorganisation and condensation. Portraits, icons and character sprites have been corrected and updated. A few more advanced tutorials have been put into place. Lore and codex adjustments have been made. Et cetera et cetera. These past few days have really been an eye-opener regarding just how much text exists throughout the game.
(Oh, and female characters finally have their own name lists populated!)
We’ve also done our best to improve information flow, particularly with player gold. Two important changes in this regard are the new once-off advisor tutorial replacing the annoying gold cap popup in the Kingdom, and the ability to preview monster trophy values in-dungeon.
Finally, for those of you plugging through the Special Edition campaign: yep, slightly easier again. Particularly the third one. Maybe. Though we don’t know whether or not we went overboard in throwing an entire Kingdom’s worth of heroes at those final dungeons to help you along …
The changes this week are subtle. Profound. Powerful. Occasionally generous. Now would be a pretty decent time to fire up a new profile and test out Kingdom progression if you want to look at how much better it’s doing nowadays. Just saying. Otherwise, changelog follows: More…
30 Aug 13
And that’s another pass on the early game progress done.
In our neverending quest to streamline the learning experience for new players (and cram as many lessons into as small a space as possible without sacrificing everyone to the vengeful god Waloftext), we’ve added more icons, helpful pointers, concept explanations and aesthetic improvements to make stuff “pop”. The map isn’t in just yet, but that’ll be in as soon as our artists come out the other end of the UI spam that they’re being forced to endure.
From a bug (and performance) perspective, we’ve made a few important optimisations which should improve the game radically on systems that previously suffered! Even our less oppressed players should notice fewer halts and hiccups in their overall game experience.
Be on the lookout for weird hiccups in the progress if you decide to play through this week. We discovered and squashed a surprising number of long-standing gremlins towards the end of this cycle, but we tend to fall into a horrible habit of playing the game absolutely perfectly every time we go through it and that doesn’t really do much for exploit catching. So annoying.
For those concerned about balance, some of the Goat Glade quests are subtly easier this week – though for the most part they remain resolute in their difficulty. Sorry. But look at this lovely changelog! Isn’t it just lovely? Yeeeess. Yes it is. Precious. Things below: More…