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I Throw Down The Gauntlet [Jul. 13th, 2011|09:58 pm]
Spectre Gruedorf Challenge Blog

mad_and_crazy
http://store.steampowered.com/app/98800

Is a #1 place on Steam enough to get one a Gruedorf Victory?
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Have I Won This Thing Yet? [May. 26th, 2010|03:16 am]
Spectre Gruedorf Challenge Blog

mad_and_crazy
(cc'ed from Gaslamp Games blog)

We have a beta release candidate for Dungeons of Dredmor.

I’ll be packaging it tomorrow – a task that requires me to swear at our software updating tool on not one, not two, but three platforms, and which will probably also require some wrestling with the Nullsoft installer and the peculiar chain of evil that is required to ship binaries on OS X. Hmm. The actual code, though, is done and tagged in Subversion.

Despite what the previous cartoon says, we are accepting *limited* applications for beta testers. We don’t want to overwhelm ourselves with bugs and data, and we want to make sure that people who are playing the game get to have their stuff taken care of as efficiently as possible. For the next week, at least, we will probably have about five beta testers, and we’ll see where we go from there. If you want in on the beta testing action, please drop us an e-mail at beta@gaslampgames.com and tell us that you want in on the action. In no particular order, preference will be given towards:

* people we know, and are experienced QA Doodz
* people we know, and who are not experienced QA Doodz
* people who are members of the Indie game development press
* people who are members of the real game development press
* anybody who makes funny cartoons about video games
* people who buy pre-orders for Dungeons of Dredmor (this will hopefully be launched really, really soon.)
* everybody else

Be warned: the game is going to be rough for a little while. We still have to fill in missing particle systems, missing text descriptions, and to deal with any of the myriad of random bugs that occasionally show up in games where 90% of your content is randomly generated. There are issues of balance to be sorted. There is the always humbling experience of watching real players try to figure out how to play your game. The next month will be Fun.

We’ll be doing various press releases, interviews, and figuring out media relations and singing and dancing all next week. E-mail addresses for the press will be provided soon, but in the mean time the beta e-mail probably works as well as anything.
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(no subject) [May. 17th, 2010|09:14 pm]
Spectre Gruedorf Challenge Blog

mad_and_crazy
Dredmor Trailer #2.



Really, you folks should just follow the Gaslamp Games blog. Can somebody maintaining the tracker point our Gruedorfing efforts over there?
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(no subject) [Apr. 27th, 2010|10:12 pm]
Spectre Gruedorf Challenge Blog

mad_and_crazy
One of the joys of having eighteen million social networking things is that I need to push all my new content and advertising across absolutely *everything.* So here you go, have a Dredmor video. I think this is the last place on the Internet that I haven't put this.

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(no subject) [Jan. 30th, 2010|08:28 pm]
Spectre Gruedorf Challenge Blog

mad_and_crazy
Current assigned bugs and issues in the tracker:

Tutorial text needs to be re-written & expanded : for Beta
re-evaluate monster invisibility behind walls
scrolls broken
game crashes while saving on Windows 7
OS X - backspace in New Game menu spawns tabs
Crossbow (and presumably thrown) weapons can be shot through walls, if targets are visible
tomes of random text with Dredmor backstory
Some bolts and thrown weapons need to have spell-like effects when used
Staves need to be useful to mages
Animated items
Grenades
Stairs are drawing overtop of objects "behind" them
Description of dungeon object and belt objects both drawn on mouseover
root of t'char not implemented
Intro menus back/done but. 0/1 states not implemented + missing from "choose your name"
Exotic text not appearing on tooltips in character window
Dock Ock and other sprites spawn with incorrect colours
item names in tooltips do not wrap
Summoned monster combat
player sliding movement
sprite outlines not drawn on certain sprites
spells shoot through walls
wrap spells from the spellbook onto subsequent pages
Lutefisk not stackable

... ugh.
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(no subject) [Jan. 24th, 2010|02:08 am]
Spectre Gruedorf Challenge Blog

mad_and_crazy
The following is the new list of major bugs now blocking Dredmor from going to beta:

- artifacts granting you vampiric powers do not correctly grant you vampiric powers
- summoned monsters get in your way and cannot be shoved
- the currently highlighted object does not always correctly correspond to the object that is actually triggered
- the quest window is not fully functional

So - yes, down to four two. Now granted I might give up and decide to throw some more bugs into the "must be fixed before beta" pile while I wait for the other Beta Shit to get thrown together, but still, I'm happy. Gonna try to slam these out this evening, let's see what happens....
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(no subject) [Jan. 14th, 2010|02:38 am]
Spectre Gruedorf Challenge Blog

mad_and_crazy
The following is the list of bugs and issues on my plate that are now blocking a Dredmor beta:

- crash: targeting a spell beam at the player's location
- locked chests do not spawn
- summoned monsters get in your way and cannot be shoved
- the currently highlighted object does not always correctly correspond to the object that is actually triggered
- afflictions and curses are incorrectly applied to the player during combat (apparently randomly)
- you can cast spells on objects behind the inventory screen
- polymorph traps are completely broken
- artifacts granting you vampiric powers do not correctly grant you vampiric powers
- monster buffs are applied to the player instead of the monsters
- stacked items do not merge correctly on your belt
- the quest window is not fully functional
- monster zoos are broken and need to be re-done
- monsters spawn on top of breakable objects
- player walk animations do not loop correctly

After that, I guess I blunt as many of the other issues and rough edges that are in the game while I wait for everybody else to get their beta shit together, and we go ship this pig.
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(no subject) [Nov. 23rd, 2009|04:13 am]
Spectre Gruedorf Challenge Blog

mad_and_crazy
A long absence from Gruedorf has been interrupted to inform y'all that the Dredmor source tree has now hit its two thousandth SVN commit.

And that's only counting those SVN commits made to the tree since we last had a server blowup.
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(no subject) [Mar. 30th, 2009|03:22 am]
Spectre Gruedorf Challenge Blog

mad_and_crazy
Docks make everything better.

Naturally, there's a fair amount of cleanup to do on this: docked windows don't collapse, there are some interesting sizing issues, some tool windows need to be redesigned to account for a change in vertical/horizontal space, etc. But that's all just easy stuff.

Shadows, on the other hand, are pissing me the hell off. Sancho the sad octopus, no matter where I put him, does weird shit when you light him. What's worse, he *always* has shadow acne. Maybe that's why he's sad. One thing that did help with the VSM was biasing depth space so that, instead of going from [0,1] it now goes from [-0.5,0.5]. You wouldn't *think* this makes much of a difference, but it does. Basically, floating point precision sucks. Floating point precision on the GPU sucks more than usual. I still haven't been able to get everything operating with respect to the original distance metric suggested by Andrew Lauritzen (z-distance before projection in eye space), though. And I haven't added a blur pass yet, which will probably help things a bit.

In other news, I upgraded the version of the Bullet physics library that we use to 2.74. This one includes an actual character controller, which beats the hell out of my hacked together thing even if it does tend to get stuck on geometry sometimes. That might be me, you never know.
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(no subject) [Mar. 28th, 2009|03:00 am]
Spectre Gruedorf Challenge Blog

mad_and_crazy
Note to self: store coordinates for shadow maps in eye-linear space, not post-divide space.

I really need to stop hacking on the fun graphics stuff and get back to the boring toolchain, don't I?
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