@David Erikson: Hell, I agree with most of the negatives. And on the whole it’s a very interesting post. I also appreciate the civility of your criticism.
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Gameplay repetition and slowness is a bit of an issue, yeah.
Ideally you’d burn through your mana and have to find other solutions to problems rather than using the same one again and again. Plus, some monsters are more resistant to certain things (which is played up a bit more in the next patch). The problem is holistic and it’s something we want to refine, of course. This also connects with your point 6.
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Monster spellcasting had some big problems. We upped it, added more, and it ought to happen more. Egregious, admittedly.
More monsters will appear sooner or later, but to offer a poor explanation: At one point we had a tiny budget and it was blown on sprite art in 2006. Since then, nothing. And the sprite format is archaic and horrible. We’re hiring another animator to do new sprites in png format (and Nicholas needs to write the png animation system for monsters).
- Hmm, are the spells limited? I mean, compared to the wonderful and absurd spells of those old D&D games, yeah, we’ve got a brittle and limited system that’s largely about assigning various types of damage in various ways.
It’s rather far from ideal on the whole in my mind, and if (when?) I get a chance to take really part in the core gameplay design this is going to be different. I tried to make it interesting with things like Deathly Hex, Nerve Staple, Golden Ratio, Dragon’s Breath all doing something different. Problem is, no one uses Deathly Hex and Golden Ratio is overpowered. Many changes to these (and others) in the next patch.
Compared to some contemporary games that are about crunching DPS, are the spells so weakly designed?
- I disagree on this point.
My goal with the skill/archetype system was the boil down the player choices to exactly what is important with no extra fluff (eg. useless stat upgrades like in Everquest or … did WoW do this? I barely remember).
It’s like that Bruce Geryk article on wargaming [somewhere in here]: a choice that is optimally made in only one way is not a choice. A false choice just gives the player a place to screw up and get confused so it should be removed.
As it is, with one click you make a stat archetype choice (which is admittedly a bit broken - fixed in next patch) and a skill line choice which gives either an ability or a stat upgrade. The basic stat upgrade is more boring than I’d hope, but one can’t overload a player on active skills and have them care to use them.
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Yeah, I’d like to do dungeon rooms way, way, way better; the dungeons make me unhappy with what they could be. The content patches should emphasize differences far more, and there ought to be new dungeon features coming down the line.
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As a design decision, I badly don’t want to give the player an “auto-heal/mana” button. Nor do I want players to bore themselves with an optimal spacebar-mash-fest gameplay experience, but see Soren Johnson’s “Water finds a crack”.
Some new mechanics should be introduced to help fight spacebar-mashing if our coder doesn’t ‘forget’ to implement them… (we fight about these things).
- Item discovery is intentionally not in the game. Maybe we would have done it if we magically had a budget, but from what Dredmor is trying to do I’m really unsure that it’d ever be a good idea.
It could be a tedious Diablo-like thing, but: tedious.
It could be random & roguelike, but this would require somehow explaining the concept to non-roguelike players who don’t have expectations of item ID mechanics. Crossbow use is hard enough, and a couple big reviewers missed the shift-click to pick up items in the tutorials; iterating gameplay UI/interaction is … hard. And we did a lot, I daresay, and are still in trouble for how rough it is.
The last part of this is that I wasn’t interested in following Roguelike design traditions for the sake of following Roguelike design traditions. I’m not accusing you of this, but we’ve received flak from roguelike players for not following the traditions of their favoured lineage of roguelikes - all I can say is “Dredmor is not a graphical skin over a core roguelike”.
Plus, generic item art, generic descriptions don’t play to the flavour that’s (arguably) a strength of Dredmor.
All that said, we still might do something with item ID mechanics if it’s worth it.
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Agreed, wands and potions not saying what they do is indeed bullshit. I swear, we had a bugtracker ticket for fixing this way back …
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The minimap sucks, I agree. What you’ve got now is the two year old version. As you may imagine, this is all redone in the next patch.
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As for inventory, I’m a bit torn on this. Players obviously want more space, but they shouldn’t be able to stock every item in the game in their backpack – part of the game is choosing what to keep and what to leave. Unfortunately the infinite shop buying and lutefisk cube means that it is optimal to scour the dungeon for every single item.
We’re caught between player demands, harsh design, expectations from other games, and a lutefisk shrine.
(For the record, I wanted shop selling limited to the open pedestals in the shop. And the lutefisk cube was meant to be a joke but it turned into a major mechanics plus, see: Soren Johnson’s “Water finds a crack” again.)
- Lots of balance issues with everything; some are addressed soon, some are going to have to get iteration of patches.
And quests should give some XP in addition to a stupid item, shouldn’t they.
- No mob loot - that’s just broken. And fixed in the next patch.
Funny thing, it probably would have been a good move to spend 3-6 months more on the game and charge $5 more, but then the dev team would be on the streets and we’d all hate each other. Part of the story of the development of Dredmor is the story of launching Gaslamp Games as an utterly bootstrapped startup. It is sad but true that outside economic reasons impose upon game development. But that’s all a story for another time.
What I’ll say is that I think we can sort out most of the issues you raise over the next 3 months as we plan to do patches every two weeks now that Nicholas is moved to Vancouver and we’re finally set up in the same office as of … Wednesday, I believe. Plus, as soon as we get paid we can actually do development full-time! – Dredmor should indeed hit that 3-6 months of additional development by, oh, November or so; I hope by then it’s the game you’d like it to be.
And with Dredmor launched, the next game actually has a budget. Things will be very, very different!