Archive for October, 2010

Dredmor Design Dialog

2010/10/13

At Gaslamp Games, I’ve long since learned that it’s far better to present Nicholas with a fait accompli which he finds amusing to implement rather than a rational argument for a feature. Allow me to demonstrate.

NV: What am I supposed to do with ingots, herbs, and fruit?
DB: *shrug*
NV: You do this just to tempt me, don’t you.
NV: …Fine, I’ll play your little game.

NV: Fuck you for making me add smelting.
DB: You didn’t have to.

NV: What’s the coal for?
DB: The iron needs a carbon source to be turned into steel.

Just another day at Gaslamp Games.

I don’t know what this is but I want to do the art for it

2010/10/06

Painted these while daydreaming about tile-based games:

What is it, the world map of an RPG set in a post-apocalyptic world, a spiritual successor to Fallout? (The only Fallout.) Is it Armageddon Empires with charmingly re-interpreted graphics and non-awful UI?

(From a design and aesthetics standpoint, I admitĀ  it’s actually a combination of the idea of Danc’s Miraculously Flexible Game Prototyping Tiles with a reaction to Arne’s art style, particularly how he draws terrain, as you can see in the Cortex Command campaign map.)

Why do a job once when you can do it eight times in only eight times the time?

2010/10/04

[Posted to the Gaslamp Games blog]

Quiet? Only outwardly. Our Dear Leader saw fit to allow ye players to select your own resolution rather than be limited to a proper and traditional 800×600 screen. Oh, we have such things in store. You will be able to descend far deeper into the Dungeons of Dredmor than ever imagined previously!

Now come with me and perform a cheap analogue of descending into the dungeon by scrolling down past this large image which is a crop of the title screen painting, showing how I’m expanding it to fit higher resolutions!

By deeper I’m referring only to the resolution of the game, of course. We’re not radically changing the actual number of levels, though one could say that the depth of the gameplay you will find in said levels will be much greater than before. I won’t get into it much, but the thought process is to focus gameplay more on what you see in the game (eg. the items, the skills, the tactics involved in using the grid of the dungeon layout, finding crazy stuff) than on what you don’t see in the game (eg. percentile bonuses to hidden stats).

Back to the art aspect, as the official Gaslamp art janitor, I get to clean up the messes that other people make as they change the fundamental requirements of the game. Bitter? Never! Well, only most of the time! — at Gaslamp I expect, nay, demand pain. Please sir, may I have another artistic beating? (Actually this turn of phrase reminds me of a certain performance art piece from back in art school, but I digress.) In short, redrawing the entire UI really does get easier when you’ve done it seven times before.

Worse yet, the clever new pixel scaling algorithm which Nicholas is employing works much better with low-color art than with the high-color art style which I used to draw everything. Pixel art formalism, which I’ve railed against before, has struck back at me, and I have surrendered to it. And I’m finding that I like it.

You’ll never find me drawing a dither gradient though, unless it’s very intentionally for texture. I may be a videogame artist, but I do have some pride left. Here, check out new items:

Feel free to speculate wildly about the significance of fruit, a top hat, and ingots of various metals.