Wednesday, August 6, 2014

The joys of Steam, part I

Now that we are getting into the details of moving ADOM to Steam we suddenly stumble upon all kinds of weird challenges. I'm amazed about ho simplistic todays gaming seems to be :-) Or maybe we are just too stupid to understand the Steam API.

Just as an example:
The modern world no longer seems to have interesting highscores, just "leaderboards". Meaning: I can store the ID of a player and his score in such a leaderboard. The score is a 32 bit signed integer...and then you store another 32 such integers. But not text. None at all. Such much for making the "leaderboards" interesting to read... we could attach "user generated content" to a leaderboard entry - but you have to load each such piece of content separately so making the leaderboard more interesting by adding user generated content is not even meaningful possible as that content is not meant to be displayed. So we have pretty boring leaderboards with just a username and a score.

I mean, a simple text addition of up to 200 characters or so would have been nice to actually turn leaderboards into something truly interesting to behold. But roguelike games really seem to be incredibly different from the rest of the world. It never would have occurred to me that this even could be a topic...

How will you like that?

Tuesday, August 5, 2014

The new challenge mode for ADOM Deluxe

Right now I'm working on the new challenge mode for ADOM Deluxe. It's progressing quite nicely and all suggestions from the linked ticket already have been included. I still need to implement the actual in game effects and we yet have to link this up with shared highscores on Steam and so some work on blocking all but the first game result (you will be able to play a challenge more than once but my current idea is to only accept the first game result in the shared highscore; locally you will have a highscore of your own). Here are two screenshots illustrating the progress and hinting at some of the features of the mode...

Sunday, August 3, 2014

Fiddling with the ADOM Deluxe menu screens

Right now I am toying with the new design and interaction workflow for the ADOM Deluxe menu screens - in ASCII mode. Once the dust settles and I am happy with the design (and Team ADOM agrees ;-) ) Krys & Co. will turn the ASCII design into a beautiful graphical layout.

Friday, August 1, 2014

Announcing the release of ADOM R50!

Hi everyone!

We are proud to announce ADOM Release 50 - the 50th time a new ADOM version has seen the light of the day since its inception in 1994. While the release is only a rather minor bug fix release it represents an important milestone for one other reason: After a short pause in development activity we now will be moving forward with full force in order to get to Steam as soon as possible.

The roadmap for the ADOM Steam release has been laid out (although some more minor points probably will be added) and there is some pretty extensive work ahead of us. ADOM Deluxe on Steam really will be the best ADOM ever. And we wanted to start working on some of the more extensive changes with a stable version out there.

ADOM R50 is yet another closed prerelease but you can join the circle of prerelease testers if you want - Enjoy!

Thursday, July 31, 2014

Why do *you* love ADOM?

Yesterday I had an intense design and architecture meeting with Jochen to prepare ourselves for the final push towards Steam (which is the single most important thing we need to do next to hopefully ensure the continued and long-lasting resurrection of ADOM). One of the many topics we addressed in our milestone plan was the question of redesigning (which now has a totally antiquated look and definitely needs to transport a different message).

As I envision to be te future central portal hook to move from their into the Steam shop (with GOG and Desura to follow), to Facebook, Youtube and Twitter it also needs to answer one important question: Why would people newly pointed towards ADOM want to buy and play it. And thus I find it appropriate to ask the most important question of them all to you:

Why do *you* love ADOM?

Answers in the comments are very welcome and if you can, then try to focus on the top three most important aspects for you, straight from your heart.

Thanks for providing your opinions!

P.S.: If we receive awesome quotes we might consider using them for the website. If you don't want that to happen please add a small note. We have not yet finalized the plans for that but we have been talking about it.

Monday, July 21, 2014

More feedback to animated spell effects, please!

Hi everyone!

Below you find a small demo video prepared by Krys in order to illustrate some of the new animated ADOM spell effects. We are looking for feedback, especially also from the folks who do not have access to the prereleases.


 So, what do you think?

Friday, July 18, 2014

ADOM Release 49 (version 1.8.1) is out!

After ADOM release 48 proved to be pretty buggy and unstable we are proud to present ADOM release 49 which now is available for download for all prerelease testers. Besides a load of bug fixes the latest release now also includes awesome animations for mind craft powers (in NotEye). And now go playing!

P.S.: We were a bit disappointed to not receive more feedback about the new spell animations as we think that they are pretty awesome ;-)

Spell animations

Right now Team ADOM is heavily working on adding animations for spell casting. Krys had this awesome idea of adding spell sigils to the animation effects and while I do not want to share the animated glory yet, here's a preview of the sigils to be used:

Wednesday, July 16, 2014

Looking for more feedback on (more) handling

Obviously my attempt to handle many messages in ADOM R48 has not been that good as an idea. See this bug report. Please comment on the questions I raise. Other approaches (except for a much larger message buffer which is difficult outside of NotEye) are welcome.