Saturday, April 15, 2017

A Glowing Example


Actually, I mean the title literally. There's an example of how glows work in ADOM inside :)

But before we move on to some nasty (but cool-looking!) Steel Horrors and Molochs, I'd like to take this opportunity to wish you all Happy Easter from the entire ADOM team.

We hope you'll be able to get some time off, create amazing plans and fantasies, and find courage and dedication to make them happen. But just getting some time off will be great :) Happy Easter everyone!

I was looking for a suitable picture to mark the occasion...I know of a few Easter Eggs (haha) in the game, but I didn't want to spoil anything, so here's some bunnies instead. One seems kind of odd. Ah well...



...read on to check out the new glow animations :)

Sunday, April 9, 2017

ADOM crowdfunding progress

Hi everyone!

Quick update from me about the current happenings regarding ADOM:
  • The past two weeks I have been focussed on moving ahead with the stuff that needs to be done to finally fulfill the still open crowdfunding rewards. Specifically we have been working on the remaining physical stuff (the poster map was updated for printing for the great folks that pledged for the limited ADOM rpg box), I have started writing the ADOM Lite RPG Arcana booklet (another 32 page booklet just for those box donors), Krys has provided a cover for that, and we have laid put a roadmap to work on the remaining virtual rewards (e.g. ADOM extensions). Jochen has been busy working on the ADOM community server code (shared highscores and more surprises for the future).
  • Next week should finally see wave 2 of shipping ADOM Lite RPG (mailing about already shipped copies as well as your statet on Tuesday, actual shipment probably by the end of the week or on the Easter weekend) and a lot more work on finishing the RPG boxes.
  • In parallel I am still working on the largest batch of new features in a long time (volcano quest, lots of new levels, staves - a new category of rechargeable magic items, primeval beings and more). This task actually is somewhat annoying as I started it before I broke my arm and before we had GIT. The code changes now are so entangled that we still can't use the GIT advantages as I need to get this huge batch finished.
  • That next batch will go to the prerelease testers as there are so many new features that we need all your talents battling bugs and the Steam release will be somewhat later.
  • After this huge batch we will move to much smaller updates in order to finally profit from GIT as our new version control system.
Behind the scenes more is going on but I still need another probably 3-4 weeks to be able to talk about that (hopefully at the beginning of May). You won't be disappointed - I promise :-)

(and I had yet another sickness phase - one more horrible cold - 2017 hates me - I have been sick for more days than in my while life before and by now am deeply frustrated)

Luckily Spring finally has reached Germany and all the sun has been very good for my mood. The hand mostly is ok again (as far as programming goes) although I still feel intense pain in the joint after prolonged typing. But that's something I can get by with.

So keep alert for the RPG lite shipping mails if you are still waiting for your copies (on Tuesday) and the actual shipping notice on the weekend.

Stay tuned!

Saturday, April 1, 2017

A Glimpse at ADOM Worlds!


Greetings ADOM™ fans. We'd like to talk about something special today - you'll be pleased to know that we are moving forward with another ambitious project under the ADOM™ brand name. Say hello to ADOM Worlds™!

As a team we decided to move where nobody has gone before and create a Minecraft-inspired 3D roguelike with various influences from many other genres.

The core idea behind ADOM Worlds™ is to build the largest,  most imposing Cthulhuoid Castle. It's a race against time versus four other opponents in local and online multiplayer.

Each game takes place on the barren PlAnE oF cHaOs, which means that incredibly strong monsters, scarce resources and an ever-shifting ground plane will make the game a suitable challenge for roguelike fans.

The winner is determined based on scores for the Castles' volume, mass, real estate value and overall corruptive effects, as well as the average number of cHaOs tendrils per cubic foot. All this assuming the owner survives until the end of the round. The cHaOs PlAnE is indeed an unforgiving place.

Of course block-based Castle building isn't the only focus of ADOM Worlds™. As with any respectable roguelike you'll be able to level up your character. learn skills and abilities, gain items and gold and so on. It's not ADOM™ without all of that, now is it?

All these elements put together should create a volatile mix of "easy to pick up" but "difficult to master" gameplay.

Expect a full list of features soon, and in the meantime enjoy our first teaser image of ADOM Worlds™!