Ask A Dev

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Ask A Dev

Postby Nandrew on Fri Mar 14, 2014 10:34 am

I'm kinda tending to the community while most of the guys are at GDC.

So for the next few weeks, here's a dose of reassurance that I exist and have opinions on things. Think of this thread as a lite AMA with slightly more despotic qualities. Gimme questions and I'll answer some of them at my leisure for whatever reason. I'm biased towards interesting stuff and answers of more than a few words. Don't be tiresome.

Questions continue until an arbitrarily-decided lock time. :D
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Re: Ask A Dev

Postby flap on Fri Mar 14, 2014 2:59 pm

Do you know what awaits QCFdesign post Desktop Dungeons ?
Would it be even more DD (add ons, and other weird stuff), or do you have some unexpected but still juicy projects in your basket ?
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Re: Ask A Dev

Postby flap on Fri Mar 14, 2014 3:00 pm

Question 2 :
What part / character / objects of DD are you particularly proud of ?
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Re: Ask A Dev

Postby Darvin on Fri Mar 14, 2014 8:41 pm

Q3) some of the classes went through a variety of iterations before they settled on their final form. Were there any particularly funny or memorable designs that were tested internally but never revealed to the public?
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Re: Ask A Dev

Postby nopaint on Sat Mar 15, 2014 12:25 am

As someone who really loves videogames I really would like to know about the following aspects, for and indie developer:

- how much did you invest in DD? Not talking so much about money, but what did you study to be a developer, how you began to think yourself as a developer and how much time and effort did it require to make DD a full fledged product?

- are you happy with the sales figure of the game? how is marketing viewed by a indie developer and how do you make your game known to the public?

- the art is absolutly gorgeous. How did you guys get to know the artist, what do you asked him to do, how much supervision was needed to make DD as you envisioned.

Uff, I think that's all :)
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Re: Ask A Dev

Postby TheSchachter on Sat Mar 15, 2014 1:06 am

Here's a question: While observing people play the game and discuss it on the forums, has anything ever happened that really surprised or impressed you? Like strategy being discovered, an God being pushed to unexpected limits, etc.?

Also, if you had to go back and rebuild the game from the ground up, is there anything you'd change or do differently? (yeah, that's a boring question, but I'm curious :P)
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Re: Ask A Dev

Postby flap on Sat Mar 15, 2014 7:15 am

Another crucial one : what do indie game developpers have with goats ? (see positech.co.uk, Galcon, DD,...)

@TheSchachter : check that post. You'll get an answer to your first question.
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Re: Ask A Dev

Postby Nurator on Sat Mar 15, 2014 10:19 am

Another one: How did you do the algorithmics for the random dungeons? This seems incredibly hard to create infinite random dungeons, that make all sense.
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Re: Ask A Dev

Postby Nandrew on Sat Mar 15, 2014 4:12 pm

flap wrote:Do you know what awaits QCFdesign post Desktop Dungeons ?
Would it be even more DD (add ons, and other weird stuff), or do you have some unexpected but still juicy projects in your basket ?


Still not 100% sure about immediate direction beyond DD cross-platform, so I'll tell you *some* of the possibilities:

- We CAN do more DD. Enough groundwork, experience and idea implementation is there for it to be a potential avenue. I'd personally favour some very aggressive design changes if we went that route, digging into fixing some existing design problems and experimenting with these ruleset changes inside DLC dungeons. But dunno.

- We regularly produce side projects which have the potential to become our next "thing". A small ocean of 'em. This is our latest public prototype show: http://www.youtube.com/watch?feature=pl ... H8EqcFs6aQ It would be kinda nice to explore different directions and I'm sure we can do a lot of good with differently scoped projects (avoid the whole "few more years" thing)

flap wrote:Question 2 :
What part / character / objects of DD are you particularly proud of ?


I sought out to faithfully reproduce the intensity, personality and emotion of one of my favourite videogame villains evar (not a well-known one), and I think Namtar turned out well. Very satisfying.

Darvin wrote:Q3) some of the classes went through a variety of iterations before they settled on their final form. Were there any particularly funny or memorable designs that were tested internally but never revealed to the public?


None memorable. All need to burn. Buuuuuuurn.

Most of the rejected designs would be variants on what we gave to the public rather than new systems outright. If something didn't work, we'd sometimes just massage it into something better, test it a bit and check that it was good to go. The idea being that we were going to revise anyway, but could probably share our efforts with the community in the meantime (cue many frustrated Beta players dealing with interim feature implementations, when we saw fit to let those loose).

nopaint wrote:As someone who really loves videogames I really would like to know about the following aspects, for and indie developer:

- how much did you invest in DD? Not talking so much about money, but what did you study to be a developer, how you began to think yourself as a developer and how much time and effort did it require to make DD a full fledged product?

- are you happy with the sales figure of the game? how is marketing viewed by a indie developer and how do you make your game known to the public?

- the art is absolutly gorgeous. How did you guys get to know the artist, what do you asked him to do, how much supervision was needed to make DD as you envisioned.

Uff, I think that's all :)


- Years of experience and growth and learning and raw prototyping. I'm serious about the prototyping. DD started in a convo with a friend about the idea of an "RPG Minesweeper" years before anything was even done about it. Then it was years of prototypes and games exploring that and related areas. Then there were a few games in a particular creative space that started getting rad. Then DD.

- Whoah, three. Yes, it's enough to promote growth and further projects. With great trepidation. Using every avenue possible but hot marketing buttons are Let's Plays, Twitch casters and the merest mention on Penny Arcade. Also related industry-interest blog posts, apparently.

- The art is a combination of several artists rolled into one artist-ball. They all have various artist back stories. Lurk approached us from the shadows and haunts our dreams and whispers via e-mail. Damouse got her superpowers through radiation exposure on a space trip. Shamie's real name holds deep and ancient power for the human tongue that manages to utter it.

TheSchachter wrote:Here's a question: While observing people play the game and discuss it on the forums, has anything ever happened that really surprised or impressed you? Like strategy being discovered, an God being pushed to unexpected limits, etc.?

Also, if you had to go back and rebuild the game from the ground up, is there anything you'd change or do differently? (yeah, that's a boring question, but I'm curious :P)


Oh holy shit, ONLY LIKE ALL THE TIME EVER. And yes, that's only an answer to every single of your questions at the same time.

flap wrote:Another crucial one : what do indie game developpers have with goats ? (see positech.co.uk, Galcon, DD,...)


DD thinks goats are great because Crawl thinks yaks are great. My best theory at the moment is that everybody else thinks goats are great because DD thinks goats are great. Though others may also be yak-inspired, or have drawn creativity from different mammals entirely.

Nurator wrote:Another one: How did you do the algorithmics for the random dungeons? This seems incredibly hard to create infinite random dungeons, that make all sense.


Individual algorithms are simple and precise. It's quite different from the algs that determine most roguelikes because there's not much room for "aesthetic" dungeon walls (level shapes that have lots of curving cave walls, for example). Get a senior coder in and they'll probably tell you that they could reproduce something similar without much trouble. Challenges were more along the lines of creativity, variety and practicality.

The algorithms and art required to tile and join everything visually, on the other hand ...
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Re: Ask A Dev

Postby flap on Sat Mar 15, 2014 9:44 pm

Nandrew wrote:
Darvin wrote:Q3) some of the classes went through a variety of iterations before they settled on their final form. Were there any particularly funny or memorable designs that were tested internally but never revealed to the public?


None memorable. All need to burn. Buuuuuuurn.

Most of the rejected designs would be variants on what we gave to the public rather than new systems outright. If something didn't work, we'd sometimes just massage it into something better, test it a bit and check that it was good to go. The idea being that we were going to revise anyway, but could probably share our efforts with the community in the meantime (cue many frustrated Beta players dealing with interim feature implementations, when we saw fit to let those loose).



Ah, I see one rejected design : the changeling from the alpha. Too bad that it didn't make it through the new version. Maybe was it too broken...
Last edited by flap on Mon Mar 17, 2014 10:41 am, edited 1 time in total.
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