00_Evan

joined 3 years ago
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[–] 00_Evan@lemmy.world 1 points 1 week ago

So how would the player opt-in to such a system without it either pausing things every time they lose control or just being a toggle in the settings? If it's an opt-in it creates the tedium is described above, if it's a toggle then 95% of players won't know it exists, and 5% will get to choose between auto-skipping or having to manually process turns every time.

I am generally aware that paralysis effects (especially from lightning traps) are currently a pain-point for lots of players though, it's something I'm considering making changes to generally.

[–] 00_Evan@lemmy.world 1 points 1 week ago (2 children)

Seeing the player can't act on the turns when danger indicators appear while paralyzed anyway I don't think this is an issue. The other ones are user-prompted, and I suspect making the player skip over each turn would make those effects very tedious.

 

Hey Dungeoneers,

I'm hopefully going to have more vault quest stuff to show off next weekend, but for now here's a quality of life change that folks have been asking for for a while. Instead of immediately fading, danger indicators will now persist until the thing they are warning you about actually happens! This persists over save/load as well!

To be honestly I'm sort of iffy on the game's red danger indicators in general, which is why I took so long to make this tweak. They were a sort of phoned-in addition I made while busy with all of the enemy/boss changes in v0.8. They feel very visually noisy and 'videogamey' and I'd like to look into replacing them with more purposeful visuals for each hazard/attack at some point. However, there's no doubt that they're an important part of gameplay clarity for now, and having them persist is important for players who want to take their time or who just happened to be distracted for a moment.

 

Work continues on the upcoming vault quest. It's almost content-complete, though after that there'll still be some polishing that needs doing before it can go to beta.

As I briefly mentioned in the last blog post, there's going to be a new use for dwarf tokens in the vault, and it has something to do with this room and mirror. You lose all of your items when entering the vault, so wouldn't it be nice if there was some way for the heroes to regain their signature items in the vault and access most of their abilities again...

(Note that these visuals are a WIP)

A GIF showcasing a room with an inner chamber. The inner chamber is behind a door with ten golden indentations on it, and contains a large mirror inside.

[–] 00_Evan@lemmy.world 2 points 3 weeks ago

Yeah while I was scanning over all the icons I made a few tweaks here and there too. You can see that I also changed the horn to use a variant that's partly full.

[–] 00_Evan@lemmy.world 6 points 3 weeks ago (1 children)

The entire asset file for this is 31kb currently, so it's a drop in the bucket. In general pixel art assets take up very little space versus stuff like splash arts (~200kb each after lossy compression) or audio (~400kb per minute after lossy compression)

[–] 00_Evan@lemmy.world 6 points 3 weeks ago (3 children)

I agree that increasing visual detail has to be carefully considered in the context of the game, it's something we've always been aware of and will probably be the number 1 thing we pay attention to as these visuals are implemented and refined. I don't think exaggerating like that helps your argument much though, it ends up sounding like "new thing bad because new", which unfortunately isn't helpful feedback.

 

Hey Dungeoneers,

With a bunch of spritework improvements starting in v4.0.0, I decided to spend a little time looking at historical stuff in the changes scene this week. Currently if a visual asset is updated in the main game it's updated in the changes scene too. It doesn't really feel right for something like a v0.1.0 change to use item sprites from v4.0 though, so I've decided to change that!

I've now converted the changes screen to use its own dedicated icons file, so that icons can be accurate to when a particular update was released. I've even decided to add the original release notes for Pixel Dungeon for good measure, going all the way back to v0.1 in December 2012! This ended up being a lot of work, the changes scene currently has almost 275 unique icons!

Here's how that looks on the oldest set of changes from 0.2 and prior. Current on left and new on right:

An image showing Shattered Pixel Dungeon's changes screen for some very old updates from 2012-2015. The version on the left includes a bunch of new pixel art releasing with the upcoming update, whereas the version on the right uses icons that are accurate to when each update was released. The right version also includes a new section at the bottom for changes to the original Pixel Dungeon.

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submitted 1 month ago* (last edited 1 month ago) by 00_Evan@lemmy.world to c/pixeldungeon@lemmy.world
 

Hey folks!

I'm still working away at v4.0, and don't have a whole lot of new things to show off just yet after the recent blog post, but here's one new room from a bit ago that I never showed off publicly.

This is another lower tier treasure room that just requires a bit of timing to overcome. The sentry scans in a consistent pattern, but you'll need to make use of that pillar and good timing to avoid getting caught in a scan on the way to the treasure.

[–] 00_Evan@lemmy.world 1 points 1 month ago

The answer to any form of toggle suggestion is almost always no. Players incorrectly think of it as the best of both worlds, but in reality 95% of players will only ever use the default, and so the main impact of the toggle is more bloat in the settings menu.

[–] 00_Evan@lemmy.world 1 points 1 month ago (1 children)

Thanks for the feedback,

I agree that a lot of the original art is iconic, but it's also true that Pixel Dungeon's art has always been basic. This isn't the first time that I've made in-game art changes, and if past trends are anything to go on then there will be some change resistance and eventually people will view the new visuals as a strict improvements in retrospect (as long as I get it right, of course). The 2.5D walls are the best example of that, initial feedback on them was fairly mixed.

The goal with the new item sprites is to try and make better visuals, but keep the style the same or similar. A LOT of attention has been paid behind the scenes to try to come up with new sprites that are more of an extension of the current style than a replacement for it. Think of it a bit like the new title screen visuals that released last year, it's grander and higher detail but the core ideas are still the same.

[–] 00_Evan@lemmy.world 1 points 1 month ago (2 children)

So you're the second person to mention preferring the wavier scrolls, which is interesting to me. As I mentioned in another comment, the earlier feedback I got on them was that players overwhelmingly preferred the flatter symbol design, even though it does cheat the perspective a bit. The wavy symbols were too big of a change and too hard to read vs. the flat ones.

[–] 00_Evan@lemmy.world 1 points 1 month ago

So you agree that there's a design motif, but don't see a problem with breaking that motif? Based on your table, seeds and darts wouldn't vary by shape, which is already how they are. If I added shape variance then seeds/darts would also appear in the same cell as stones.

I agree that adding icons is a bit redundant for stones (immediately discernible by shape), in the exact same way it would be redundant for seeds and darts (immediately discernible by color), but there are some cases where it may be helpful for players who have a hard time discerning by color (colorblindness, in the extreme case), and it would be inconsistent to add symbols for seeds/darts and not also for stones.

As for the 'elevated' bit, in general I don't want to add a lot of specific and awkward to explain gameplay interactions like that.

[–] 00_Evan@lemmy.world 1 points 1 month ago

Adding details that are mostly cosmetic in order to make game spaces feel less empty or 'liminal' is sort of the point here. I agree that there's a risk of over-detail though.

[–] 00_Evan@lemmy.world 1 points 1 month ago (3 children)

Seeds/Potions/tipped darts only differing by color is intended unfortunately. There's a duality to the consumables where potions/seeds differ by color and scrolls/stones differ by symbol. The darts are going to differ in shape between tipped and untipped, but otherwise will be the same. Probably if I were to ever improve the differences here it would be by adding icons to seeds/stones/tipped darts like potions and scrolls already have.

You're the first person who've said they prefer the wavier scrolls actually. The common argument seems to be that the curvier symbols are just too hard to distinguish versus the simpler flat ones.

Those hero sprites are fairly outdated at this point, they will likely be changed a fair bit before being re-shown.

[–] 00_Evan@lemmy.world 1 points 1 month ago (4 children)

I'm not really sure what you mean by the newer sprites having less depth, are you referring to items or environments? Are there particular ones you like more or less?

 

Hey folks!

Sorry for the extended wait, I'm back with some news on v4.0 and a new ETA! Unfortunately v4.0 is still a little ways out, it's ended up as a much bigger update than expected! Currently I estimate that v4.0 will ready for beta sometime in July, hopefully earlier in the month.

In this blog post I'm going to share a quick update on the vault quest, then go over some very exciting things also coming in v4.0.

(Please keep in mind that while I always try to keep to the ETAs I provide, they are just estimates. If you don't hear from me by the ETA, it means I'm still busy with the update!)

Read The Full Post Here

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submitted 1 month ago* (last edited 1 month ago) by 00_Evan@lemmy.world to c/pixeldungeon@lemmy.world
 

Hey Dungeoneers,

Expect a more full blog post later this coming week. That post which will go over all of what's coming in v4.0 and provide a new ETA.

In the meantime though, here's another new larger room coming in the vault quest! The hallway room features a long stretch with an enemy making rounds back and forth. The included tunnels tuck you away just far enough to avoid detection while they pass.

A GIF showcasing the new hallway room, the hero is tucked into a tunnel and stays out of view as an enemy passes back and forth.

 

Hey Dungeoneers,

Work on Shattered Pixel Dungeon v4.0.0 continues! I expect I'll be making a blog post about what's coming sometime in the next week or so, though unfortunately I don't yet have an ETA for when the update will be ready for beta testing.

A big part of why it's taken so long is that v4.0 has become a bigger update than initially planned. I'll be sharing some more details on this soon, but here's a little teaser in the meantime. A bunch of improvements are coming to visuals in the dungeon environment, and this includes some improvements to the upcoming vault quest before it even releases!

 

Hey Dungeoneers,

Here's a little demonstration of the other two new enchantments coming in the next Shattered Pixel Dungeon update. Just like with the previous two (Venemous and Vorpal), there's an emphasis on bringing back some old enchants with new mechanics, and trying to make more enchantments that deal extra damage with some tradeoffs.

Firstly, Eldritch is a returning uncommon enchantment that has a chance to apply fear to visible enemies that aren't your primary target. Excellent for managing multiple enemies at once, and potentially juggling two enemies with ranged attacks.

Secondly, Crystal is a new rare enchantment that ALWAYS deals an extra 25% magic damage, but with a big durability tradeoff. Crystal weapons can crack and eventually shatter, but steadily repair themselves over time. You won't be able to depend on it constantly, but crystal offers the most consistent bonus damage of any enchantment.

 

Hey Dungeoneers,

In addition to the new quest, I'm planning to add four new weapon enchantments and two new weapon curses in the next update to Shattered Pixel Dungeon. Here's two of them, they make look very familiar to long-time players!

Venemous is a common enchantment that adds a stacking poison to the enemy. This poison can add up to a LOT of damage over time, but the initial application is delayed by three turns, meaning you'll need to plan around it to make use of the effect.

Vorpal is an uncommon enchantment that has a chance to deal bleed instead of a weapon's regular damage! That ends up being quite a bit more total damage, but it gets applied over time. Don't worry, vorpal doesn't apply to enemies that are immune to bleed and also doesn't apply if the regular attack would have killed the enemy.

These two new/returning enchants are actually a big reason I decided to add some DOT visuals to health bars, which I showed in last week's update.

 

Hey folks,

Here's a little quality of life tweak that's coming in the next Shattered Pixel Dungeon update. Health bars (enemy and player) will now visually indicate the amount of incoming damage over time by darkening part of their area. I'm making this change to go along with some other additions coming in the next update that will really benefit from being able to see total DOT at a glance.

This works with most sources of damage over time in the game, including ones with some randomness like burning and bleeding. When RNG is involved the amount of darkened HP can go up or down, but I've done some tweaking behind the scenes to make this less pronounced than you might expect.

 

Hey folks,

I've been working on expanding the various enemies you'll be facing in the dwarven vault (including some rather important changes to how the code works vs. the tester area). One thing I want to do is to base enemy designs in the existing dungeon regions, to make it easier to tell how dangerous an enemy is at a glance. That gives a chance to bring back and old enemy that was removed just about 6 years ago back in v0.8!

These skeletons are pretty similar to the ones in the prison, but you can tell that they're dwarves because they still have their distinctive beards, somehow. They used to be minions summoned by Dwarf King before I overhauled that fight.

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submitted 3 months ago* (last edited 3 months ago) by 00_Evan@lemmy.world to c/pixeldungeon@lemmy.world
 

Hey folks,

Last blog post I shared a bunch of designs for treasure rooms in the upcoming vault quest. Here's one that is in the tester area but that I didn't mention in the blog. The waves of lasers can be dodged with good movement, but a harder variant of the room could turn the beam speed up and require a consumable to get past.

A GIF showcasing a room with treasure at the end and rows of lasers firing in a steady pattern. The laser beams progressively move forward in a way that would let the player step past them if timed right.

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