Apr 112013
 

Been pushing on two initiatives last week, one of which was reimagining the role of towns in the overworld. Early builds of Dungeonmans had towns built much in the same way as dungeons: mostly random layouts with winding paths between rooms.

These towns were unique without being unique. Sure you never knew exactly where or what shape the Inn was, but it didn’t matter, you’d find it and it would be the same as every other Inn. An Inn, a Shop, some houses with pleasant peasants and the occasional Town Mayor, a portly man who’d offer you a quest to go kill Scrobolds somewhere.

The end result of all that is that towns were boring, and that won’t cut it for the Dungeonmans of today. They may never be as exciting as actual dungeons, crawling with monsters, but a new town on the horizon should make the player happy and eager to see what’s inside.

So, yeah: Towns.

Towns are focused, small locations with pleasant layouts. Using a psuedorandom location builder similar to the Crypts, towns are a few houses and shops built along some roads or nice park land. Navigation should be easy.

Towns contain a few houses and shops, and one main attraction. The houses have NPCs to say silly things, bookshelves to plunder and barrels to kick over. Wouldn’t be an RPG without that. The shops are selected from a wide variety of shop types. “Weapon Store” is a bit generic, but maybe this town has someone who focuses on cloth armor, or a collector simply obsessed with hammers. The shops are a chance to put your gold to work.

The Main Attraction is a reason to come back. The most basic example would be a tavern that serves a delicious, stat-enhancing meal. It won’t be useful for all time, but it would be of use while you’re in the area and you may want to remember it if you’re hunting in the wilds nearby. Perhaps there’s a super fancy artisan who has exceptional gear on sale for an outlandish price? Maybe there’s even crazier stuff I’m not going to talk about here? Let’s hope so.

Here’s a couple of screens showing the new art. Bobby’s environments are starting to roll in, and you can see the Crypt for the first time, as well as new and improved Academy art. Click for larger versions, though I’ll be damned if the page listens to me when I tell it to open them in a new tab.



Apr 052013
 

This has been an incredible week for development! Some important stuff has fallen into place in recent days:

  • A collection of light, medium, and heavy armor sprites: multiple tiers, multiple gear slots.
  • New and improved art for the Crypt and Dungeonmans Academy.
  • Music system lurching to life: intros, looping sections, and the beautiful overworld theme.
  • Retooling the UI with vastly improved art and item information descriptions.

Dungeonmans has been around as a project for a long time, with a great collection of art and development assets, some of which have aged better than others. Clearing out the old items and entering the new is somewhat time consuming but quite rewarding! I’m seeing new gear drop from prettier monsters in improved areas, with the awesome dungeon background track playing, it’s terrific.

I’ll admit, today I was so wrapped up I forgot it was Thursday until just a little while ago. I really enjoyed last week’s update, because talking to people and learning from them is super fun and one of the best parts of running your own project. At the same time, sometimes you just gotta knuckle down and work. My apologies for being light on content this week.

I do have a screenshot of a wonderful bug in the new UI, one that I might want to fix given the small, itsy-bitsy potential for balance and misinformation issues:

 It's burning for *you*.

That’s it for now. Thanks for reading!

Mar 282013
 

Rather than just go over this week’s work (which was mainly systems and engine code, nothing glamorous) I wanted to talk about Consumables. Just for clarity, I’m referring to the typical array of items with limited uses that provide an interesting effect. Potions, wands, and scrolls are the most typical, but you could also count ammunition in there as well.

They’re a staple of the genre, everyone who can rub two dice together knows about potions of healing and scrolls of fireball. In roguelikes, they’re often mysterious at first. You find a potion, swirling with color, but you don’t know what it does. You can identify it with magic if you’re lucky, or you can just choke it down and hope for the best.

Over the last week I’ve been collecting opinons and having discussions with a number of roguelike fans and critics, a number of whom contributed to The Seven Day Roguelike Challenge held a couple of weeks back. What are some of the issues with consumables in games today?

The mysterious aspect is the number one feature. Potions can often be dangerous instead of helpful: sure maybe it’s a healing potion, maybe it’ll light you on fire from the inside. Unfortunately, they’re also necessary to stay alive in difficult situations. Using the right potion at the right time is a key part of surviving and winning. However, player’s attitudes towards this are mixed. It’s almost a foregone conclusion that early potions are going to be wasted if you are being safe.

Unopened booster packs from Spellfire: The Worlds Most Successful CCG.Antinumeric: “If they start off unidentified then the best thing to do is frequently unintuitive (find a safe spot and chug, pray you don’t get a good potion that youd want to use later) and they are more useful if the player memorises all the different possible potions so they don’t need to drink them all.”

100 HOGS AGREE: “I have never had fun identifying items in roguelikes. I have always found it to be a massive chore and I usually end up putting off identification for as long as I possibly can (usually this time is after I have died).”

On the other hand, it’s fun stumbling across old and forgotten treasures that contain unknown power. Finding that [?Mysterious Sword?] and seeing it become a Mighty Nightsteel Blade of Suffixes + 10 is a great feeling.

Dross: “I love identifying tons of items at once, it scratches the same itch that opening sealed product in Magic does.”

doctorfrog: “Item ID is a weird thing that is both a pain, but also a somewhat enjoyable strategy puzzle that I don’t think you can take out of a good roguelike.”

Dungeonmans is going to approach this from an angle that gives the player the option of passing knowledge from one generation to the next. Upgraded locations such as the Alchemy Lab or Enchantry at the Academy can give new heroes a head start on consumable IDs, with more being revealed as the Academy grows. Players are free to decline this power as well, meaning that those who want to stick to the old ways can do so.

When a potion can bring you back from the brink of death, or cause your muscles to burst with incalculable strength, it seems wise to save them for the right moment. Such are the thoughts of many dead Dungeonmens, who let the right moment pass by unknowingly. The hoarding instinct is a strong one, but what most players don’t realize is that games are usually balanced around active use of consumables. Hanging on to them makes early fights harder, and if you hang on to them too long, you’ll outgrow their usefulness.

Roctavian: “Certainly you have to exercise some restraint and not, say, drink a potion of curing in Crawl every time you get poisoned or sick, but it’s generally far better to spend than save. ‘Dying with useful consumables in your inventory’ is practically an insult in the Crawl community.”

andrew smash: “There’s no reason to hoard your cure light wounds potions that might heal 1d6 HP or whatever to use in later fights when that amount of damage might be trivial and not worth wasting a turn over.”

What could help this? Games that employ shops give the player an opportunity to offload unwanted gear, generally allowing them to turn four or five of an item into one that they actually want. Actual Alchemy is another option, letting players mix, match, and dissolve items until they brew the thing they want– or a deadly poison.

Indecisive: “I guess the most important thing I hope for in future roguelikes is for every consumable to be useful… (and) I’d like to see consumables that aren’t the same stuff that gets pulled out for every other roguelike. Sure, they are staples because the mechanics support them the best, but damn, lets get creative!”

Antinumeric: “If I’m in combat and panic-drinking potions I don’t want to get paralysis, I want to get something that can help, but only if I use it correctly, like temporary electric skin, or flaming weapons or the ability to walk through monsters.”

This potion in Brogue causes the ass of every monster within 100 tiles to erupt in rays of sunlight and flame.It is absolutely time to step past the traditional uses of these items and into more interesting waters. Scrolls and wands are often the methods which roguelikes use to grant additional power to characters, even the tubbiest fighter in the heaviest plate armor can use a wand of speed, levitate or teleport. In Dungeonmans, though, powers like those are part of the mastery system, which means they’re available to nearly any character that’s created.

Dungeonmans has a solid collection of “staple” consumables, ones that players expect. But there are also consumables that let you do things you can do in no other way. The most challenging aspect of that sort of development is keeping at least one foot on the ground. There’s a line between creativity and novelty, usefulness and goofiness. Even in the most lighthearted of games, players tend to roll their eyes at the 20th Wand of Comedy they pull up. One option is to combine perks with drawbacks, of which there is no finer example than Morrowind’s Boots of Blinding Speed.

That’ll do for today. Many thanks to the bustling roguelike community at the Something Awful forums for joining the conversation.

Mar 212013
 

Another busy week here, mostly character development and rebuilding the mastery trees. There’s been a few system changes to the game over the last couple of months so it’s time for me to go back and smooth over the fundamentals. Most of the masteries are existing ones, but there are some new ones, as well as edits that fold two less interesting powers into one.

Many of the touch ups this week have involved ranged combat. I was asked in a comment last Thursday if ranged attacks can go through other characters, like in this image below:



Should the player be able to take a shot at one of those archers in the back, even though he’s got other bad guys between him and them? My answer is yes. It isn’t quite realistic, but that’s not something I worry about. Ranged attackers need to remain a threat for the player to either dispatch quickly, or hide from until ready to fight. Using trees and columns as cover is great, but other enemies, not so much. Take a look at this example:




In this case, it would be advantageous to the monsters if units blocked ranged attacks. Sure, the Boneshooter can’t get a shot in right now, but neither can the player, and the monsters are free to overtake the player as they move in. The player might have to hustle to keep the archer out of LOS, but most movement actions (whether you’re just moving one square or taking a jump/dash action) are usually defensive, meaning the player is going to be overwhelmed unless they stop and fight.

Advantage: monsters, right? So why not let units block ranged attacks? Well here’s another example.




The typical Conga Line Of Death, where the player just hangs out in a hallway and crushes monsters as they just line up to get owned. Boring! All the player has to do is sit here and fire, only worrying about the front line monster, one at a time. To me, this is the most compelling case to let ranged attacks through. The Boneshooter must be a threat, or this setup quickly becomes uninteresting.

That’s it for today, back to work! Thanks for reading, and I’d love to hear your comments or questions.

Mar 142013
 

Pictures! Here’s some shots of graveyard combat in action. Let’s follow Lady Crushfeld VII as she explores a ruin discovered in a shrouded forest. Get to clicking!

Look at those cowards. What are they so afraid of, they already died once!

Surrounded! Well that didn’t take long. Zombies are closing in from the south, and a trio of Boneshooters have set up to the east, behind the iron fence. Note that while the fence blocks movement, it doesn’t block Line of Sight. The trees, however, do so. What to do? Execute a Long Jump and try to get next to those Boneshooters? Shield Rush the zombie to the Southwest in order to get distance from the ranged attackers? Or just down a cocktail of potions and start beating the crusty boneshards out of everyone with in arm’s reach while yelling really loud? These are the heavy and ponderous questions one must answer in the rich world of Dungeonmans.

This shot shows Lady Crushfeld VII clearing out some of the fallen temple areas, generally where the good treasure and stronger monsters live. Right in the corner of her vision is a Bone-Damned Apostate, ready to drop all sorts of ruinous green magic on our heroine. The zombies to the Northwest have to funnel through the single hole in the fence, so she’s got time to maybe take cover behind the statue and clear the skeletons, or just try to make an end rush and get to the Apostate before he starts breaking bad with the really unfortunate spells.

 

Here is a bold action shot, showing our heroine use Furious Assault against a Defeated Captain. Dangerous foes, the Defeated Captains can use Sound the Sundered Horn to buff the strength and speed of nearby undead, making those slow moving Zombies suddenly a great deal more threatening. Let’s nip that crap in the bud right now.



Finally, a couple of smaller shots showing off things like the Ancient Cryoscientist firing Icy Graveshards at heroes, and of course the opportunity for treasure in the Graveyards opening up old, dusty coffins and sarcophagi.

In other news, there’s been plenty of code written this week and other improvements, but I’m going to keep those in my pocked for the next Thursday update, when I don’t have as many pretty pictures 🙂 back to work!

Mar 082013
 

This week has been dedicated to crunching numbers and preparing the little things in combat and equipment. There’s been a big overhaul of how I handle systems like elemental resists, extra attacks, bonuses from gear and status effects. Scrolls are in now, they weren’t before, and wands mostly work. I don’t think the players would mind too much if they never went away from use but that’ll be fixed shortly!

In addition, the groundwork for set items and unique named items is in place. Every new campaign will have uniquely generated matching sets of gear, with a variety of bonuses that increase in power as you wear more of the parts. They’ll be quite good, but not mandatory, as the idea of cool set gear becomes a grinding chore when it becomes the must-have armor. The set bonuses are designed to be interesting and useful as well as powerful. Bonuses to stats and damage are great, but so are powers like finding rings more often in treasure chests, or recovering health every time a monster nearby flees in terror. Roguelikes are often equal parts careful character building and making the best of the gear you find; a broad and creative spectrum of gear abilities can only help.

So yes, new features this week:

  • Rings
  • Scrolls
  • Wannndsss sort of
  • Elemental resists / weaknesses
  • Gear abilities that increase the power of your attacks
  • Natural elemental attacks on enemies, such as adding poison to a slime’s basic slam
  • The ability for certain enemies to equip items

No screenshots or art shows, unfortunately. I’m excited about all that’s going on but until I take the time to make it presentable, it’ll have to wait. This is going to be a busy month!

Feb 282013
 

First of all, if it’s still 28 February 2013 and between 12 and 2 PM Eastern Standard Time, stop reading this and check out artist Bobby Frye as he streams some of his sprite work on Dungeonmans. It is an incredibly more rewarding experience than reading a dusty old development update.

This week in Dungeonmans Development has been a whirlwind of bug fixing and business development, and not quite as much fun new features as I like. I’ve given myself monthly milestones and so the last week of the month is often a time to cross i’s, dot t’s, and generally clean up whatever messes I might have made while putting stuff together.

I did manage to complete the layout and generation of Caves, which actually might be better off being called Tunnels given the design. They are build to connect two points in the overworld map, you enter one side and come out the other. A good deal of exploring a cave involves winding tunnels and larger caverns, with passageways that go in many different directions. There’s a main passage from one side to the other, but it isn’t always obvious which means there will be some wrong turns along the way. Fortunately for our hero, caverns that are otherwise dead ends usually contain a camp of monsters who are lairing or just hanging out, guarding a worthy pile of treasure. Exploration will be rewarding no matter what direction the player heads off in.

What’s the big deal about two entrances? In the overworld, Mountains and Badlands provide a mazelike environment to explore, and sometimes a mountain range presents a barrier that the player is forced to go around. Caves help get around that, allow the player a shortcut to locations that might otherwise require long overworld journeys. Exploring is great fun, but it is also nice to be able to claim clear paths from one place to another when you have a destination in mind.

Other than that, I spent some time clearing out old cruft from the codebase to make it easier to write area generation functions, fixed some annoying save game bugs, and did some work into making Dungeonmans scale to any resolution. I also received some absolutely wonderful environment art for the Graveyard, once that gets wrapped up I am totally putting together some new screenshots.

Feb 212013
 

Work on dungeon layouts continues, and I’d like to show off some of the blueprints I’ve been working with to help keep the layouts unique and interesting. There’s a vast overworld to explore, but one of the development risks is that if areas are too similar, the game will begin to feel like a grind through a procedural wasteland. I don’t want to see that happen.

Today, I’ll show layouts of the Dungeons, Warrens, Graveyard Ruins, and Crypts. There’s a fifth type currently, the Cave, but it’s not quite ready for prime time. The overall goals remain:

* Keep areas varied and interesting.
* Provide different levels of danger and challenge, separate from the strength of enemies.
* Encourage players to adopt multiple strategies across their career.

Am I close? Take a look:










Feb 142013
 

Things have been moving at great speed over the last couple of weeks, and unfortunately today I don’t have a great picture show for the updated. Graveyards and Ruins are relatively young, and the content is still temporary art.

Found deep in forests, away from roads and friendly towns, Graveyards are a source of danger, treasure, and knowledge for the brave. Unlike the typical dungeon, the environment is open and enemies can come from everywhere. Gravestones and rusted iron fences can impede your path, but the clever Dungeonmans will use them to his advantage in keeping foes at bay and fighting on his terms. Even so, the ground is full of the unquiet dead, and it should be no surprise to see threats bursting up from the earth in an attempt to surround you.

These graveyards also contain various ruins: old mausoleums and small temples that have cracked and fallen with age. Here, stronger groups of foes gather, ancient guardians and soldiers who never figured out that the fight was over. The cracked columns and old statues can provide solid cover for stick-and-move type harriers, or just be a pretty backdrop for armored titans who want to chew through enemies with a two handed weapon.

Careful searching of these graveyards will reveal generous treasure as well as the possibility of even greater danger: the old crypts underneath, sealed long ago but exposed in the fighting. More dungeons!

Mechanically, what does all this mean? Well, here’s the goal for a Graveyard Ruin:

* Graveyard areas that contain organized semi-random layouts of gravestones as well as other graveyard props. The idea is to present some degree of order, even though things are old and entropy has set in.
* Graveyard areas allow for zombies to bust up through the ground from time to time. The player will have some warning about timing and position, and be allowed to react.
* Mausoleum / Ruin sections provide focused encounters with larger and more varied monster packs, though as long as the player stays on the stone they won’t have to worry about monsters breaking through the ground.
* Arrange the graveyard generally so that the best rewards and strongest encounters are far enough from the entrance to feel meaningful.

Word words words words I know. Eventually, pictures. Hopefully, over the course of development and iteration, I’ll hit that goal and make the Graveyard Ruin fights feel totally different from a regular dungeon crawl. We’ll see!

UNTIL THEN why don’t you have an awesome time crushing monsters on your tiny handheld communications device? I am happy to shill for the excellent QuestLord, a dungeon crawl set in the old ways of first person exploration and combat. Grid based maps, a charming world, and tiny pixels doing great big things. QuestLord was built with the same independent fire and spirit that fuels Dungeonmans, except flames for QuestLord were powering someone who can actually make a good game.

Seriously go look at it.

Feb 072013
 

As a knee-jerk reaction, when someone uses “balance” and “roguelike” in the same sentence, you get a hardy laugh and a funny look. Roguelikes are dangerous, deadly and unfair! Cheap instant kills, year long stuns, and deadly situations with arcane solutions you can’t possibly figure out without looking them up online. Come on. Well sure, those are the big points the genre might be known for, but when you look past the surface at some of the more polished roguelikes in the field, you’d be surprised what you find.

Games like Crawl use early areas of the game to teach and warm a player up, but never by holding their hand. You can certainly die horribly on the first floor of the dungeon, but you have to be exceptionally careless. Note that careless is different from unlucky, because early on, luck doesn’t factor too much into it. There are plenty of combat situations down the road that can be slaughterfests, but the first floor for a new player should be a good place to learn about the game by playing it. In this case, we want to teach the player how to handle fights against more than one monster. In general:

1) One on one fights against the earliest monsters
* Will be won by the player if he fights using all the abilities of his new hero.
* Can be, and usually are, won by the player if he uses simple melee.

2) Many (2 or more) vs One fights against the earliest monsters
* Can be, and usually are, won by the player if he uses all the abilities of his new hero and positions himself correctly.
* Will probably end in death for the player if he just auto-attacks without regard.

Let’s focus on a many vs one fight. Here’s a situation in which a melee-based green rookie Dungeonmans is facing off against two Dungeon Crab-Rats.

Two on one, the player will probably lose if just choses to stand still and beat them both down. He may have picked up a decent new weapon or might feel courageous with his Shield Bash, and the player is well within his rights to charge ahead– that’s the red path. However, a more cautious player might want to find a location where he can fight his foes one at a time. In most roguelikes, this involves standing in a doorway, but not all dungeons are going to have doorways! That means early areas should have choke points as part of the random generation as seen below.

Since Dungeonmans lets you move in eight directions, stepping between those rock walls and into that space is easy to do. Once done, the player only has to face one rat at a time. The other one will likely run around the back to get him but that gives the player a few rounds to mop up the first one.

Of course a player new to roguelikes might not know they can move into a space like that. Admittedly, it’s not the most intuitive thing. How do we solve this? Easy– a clear, guided, hand-held tutorial on dungeon movement!

Alright joke’s over. No that’s terrible, never do that. A much better idea is to nudge the player without telling him. Give him a reason to try moving into that space even before the monsters show up. Let’s use loot.

Crab-rats or not, when a player sees treasure, they generally want to go pick it up. They’ll try anything to get to a shiny something that appears just out of reach. In this case, it isn’t out of reach at all, but if someone sees this arrangement without realizing they can move diagonally into corners, they’ll discover through sheer force of greed. This means we have a new design rule for our earliest dungeon areas: Build a few chokepoints that have treasure inside them. Encourage the players to move into a position they might not have moved into otherwise, and they’ll learn without realizing it.

That’ll do for now. Any thoughts on the update? Other things you’d like to see more roguelikes try and teach? Please let me know in the comments below, or even via the Facebook or Greenlight pages!