Friday, May 24, 2013

First graphical prerelease nearby...

Hi everyone!

Just to let you know... real soon now we'll release p14 - which is going to be the first prerelease with graphics, sounds and NotEye fully integrated. Naturally things still are in a flow... the music is far from finished and Lucas is working hard to get ahead, Jochen and Zeno are fiddling with various enhancements for the NotEye integration and Krys is fine-tuning many of the graphics, giving the cute dog another overhaul, adding details, working on variant tile sets and other stuff. So - once it is released - please take p14 as a first alpha prerelease of the final version.

Here's yet another teaser of the (almost complete) monster tile set (do you spot what's missing?):


Just to give you an idea about the things that keep us busy: Jochen, Krys and Zeno e.g. have been investing quite a bit of thought and work recently to fiddle with the transparency of the leaves on trees. A detail, but a detail that adds a lot to the final appearance.

Read ya soon about the release!

Thursday, May 9, 2013

Request for comment: The size of the global highscore list

Jochen and I have been talking about the size of the global highscore list for ADOM Deluxe. How many entries should we store? Globally and per player? Should there just be a global limit (e.g. the global highscore contains a maximum of 100.000 entries)? Or should we "just" define a limit per player (e.g. not more than 20 globally stored highscore entries per player)?

Currently I lean towards one global limit (option 1) instead of the "per player" limit as this seems to be the more common way of doing highscores, but let us know what you think...

Another look behind the scenes of current ADOM developments

Hi folks!

Because recently we have been pretty silent Jochen and I tonight are doing a planning session to resolve certain important issues we right now are working on together with Krys, Zeno and Lucas. This blog entry has been written over the course of the evening and hopefully the recent lull in activity will become more understandable after you read it.

Sunday, April 28, 2013

Blog word cloud

I just used this tool to generate a word cloud for the blog:

I'm going back to writing ADOM Lite RPG now ;-)

Tuesday, April 23, 2013

Call for artists (ADOM Lite RPG)

While I continue to write the rules book for the ADOM Lite RPG it just occurred to me to include community based material in the RPG. Specifically I was thinking about art as I already bought some artwork for the RPG but am not yet completely happy with some parts. So here's the deal...

Tuesday, April 16, 2013

Back in the saddle again (ADOM Lite RPG update)

Hi everyone!

I'm back from a wonderful vacation to Namibia (that's the main reason for my silence during the past couple of weeks... Internet was kind of a problem during our trip - if it was available it usually was so slow that it was not fun to do much). Here'a a quick update of what happened in the meantime.

Wednesday, April 3, 2013

ADOM 1.2.0p12 and p13 are out (kind of old news)

Hi everyone!

As mentioned in my last post I'm currently quite a bit on the road and have shaky internet connections at best (and little time). So Jochen has taken over release management and released ADOM 1.2.0p12 and ADOM 1.2.0p13 (you can download them in the usual location). If you haven't downloaded either so far, you can skip p12 right away as p13 contains a very important bug fix.

Thursday, March 28, 2013

The long tail


Hi everyone!

Updates have been few and far inbetween right now, now because we are not working but rather because we have hit what I call the long tail of software development.

Sunday, March 3, 2013

Graphical monster variants & tidbits

After spending the day with more paperwork and stuff regarding the crowd funding campaign I wanted to give you a quick peek at how Krys manages to shape the monster variants from the basic monsters he painted so far. I really love how these beasts are being individualized :-)