Tuesday, September 18, 2018

Announcing ADOM 3.3.0 as a Steam Beta

Hi everyone!

After a long pause we are proud to announce ADOM 3.3.0 as a Steam Beta version (initially). To activate the beta (and switch back later to the stable branch read these instructions).

The biggest change in ADOM 3.3.0 is a major addition to the play comfort:

The graphical version now sports floating texts that indicating important events in the game. There's a multitude of things getting reported:

  • damage suffered
  • hitpoints recovered
  • critical hits
  • state changes (e.g. becoming poisoned, stunned, hungry, confused, Strength of Atlas waning and so on)
  • indicators for items on the ground
  • and more.
IMHO this is a huge UI improvement because in the graphical version the texts in the message buffer become less and less important and you can focus on the PC and the immediate environment. To me this single change completely alters the way I interact with ADOM in the graphical mode and I fell in love with it from the very first moment. In retrospective I feel sorry for not having added this much sooner.

Another (far minor) change is another round of buffing the boss monsters. We still are trying to find the right middle ground for them. Let us know what you think about the latest change.

Additionally ADOM 3.3.0 features dozens of bug fixes and minor improvements and enhancements. You can find the full changelog here. There are some important bugfixes related to multi-turn actions and finally the Volcano quest / interaction with Rolf always should work as intended (sadly that bug corrupted older save files and you only will be able to fully enjoy the quest with new games).

Please try out the Steam beta and test it intensely as we'd love to do a full Steam release very soon as well as a general public release. And then there is something called GOG that is looming on the horizont ;-)

Axes high!
Thomas & Team ADOM

Friday, September 7, 2018

Ultimate ADOM @ Roguelike Celebration

Hi everyone!

We are proud to announce that we are sponsoring the Roguelike Celebration 2018 (October 6-7 2018 in San Francisco). Without Roguelike Celebration there would be no Ultimate ADOM so we thought this would be a good way of saying thanks to the awesome organizers of Roguelike Celebration as well as the roguelike community. Thus we decided to sponsor the arcade party on Saturday night where there will be tons of roguelike to play, talk to the developers and generally have an amazing time.

Tickets are still available and the list of speakers already is totally mind-blowing! IMHO Roguelike Celebration is the one event to be if you enjoy roguelike games. Come and let's talk!

I've been there since its inception and met nothing but wonderful funny & brilliant people. And San Francisco also always is worth a trip ;-)

We are going to do two things at Roguelike Celebration:

Presentation about Entity Component Systems

Entity component system architectures are very interesting if you are going to create highly flexible game designs. I will give a 30 minute presentation about how ECS is being used in games and how we use it to make Ultimate ADOM ultra-flexible.

Live demo of Ultimate ADOM: Caverns of Chaos

At the arcade party we will do the very first live demo of the then-current state of Ultimate ADOM: Caverns of Chaos. While it will not yet be a functioning game at that point we will be able to showcase lots of exciting features already implemented during our mission to create the most flexible and mind-blowing roguelike dungeoncrawler ever. Stay tuned and enjoy our new logo:

Saturday, August 25, 2018

Ultimate ADOM Update

Hi everyone!

I'm somewhat late with my planned Ultimate ADOM update... here we go with bits and pieces.

But first the reason for being late:

Actually we are getting prepared for Roguelike Celebration 2018 in San Francisco. There we will show a first live demo of Ultimate ADOM: Caverns of Chaos, our upcoming attempt at building the ultimate roguelike dungeon crawler in a world with details never seen before. (well, maybe in Dwarven Fortress... in some respects... but we are working on building an easily accessible game with tons of depth and surprises ;-) ).
While preparations are underway we decided that we will start seriously speaking about Ultimate ADOM beginning with the presentations at Roguelike Celebration 2018. One part of this is that we currently are preparing a separate new website for Ultimate ADOM that also will contain a blog so that we have a focussed communcation channel for all news regarding Ultimate ADOM.

We have spent the past 8+ months building the underlying game engine for Ultimate ADOM (called AGE for ADOM Game Engine) which in turn is using Unity as a technical platform so that we can more easily ship Ultimate ADOM on many platforms.

AGE is a platform agnostic game engine controlling the game flow and everything that exists in the worlds of Ultimate ADOM. It's Unity-inpendent (although we have no plans to use something other than Unity) and uses an Entity Component System architecture for modeling everything - with refinements to the basic architectural approach to allow us to be even more flexible and build worlds of incredible depth.

The past months have been spent on building many of the basic features needed for a deep game (and there are still quite a few months ahead of us for building more of that).

While I now could start talking about our detailed skeleton infrastructure modeling the shape of bodies (and allowing for amuptations and grafting), our breath-taking new magic system (in which I just added spells for animating inanimate objects), our system for possessing/controlling arbitrary monsters, our growing in-game physics simulation allowing more and more complex interactions with the environment (from freezing water over boiling it to steam clouds, push mechanics and more) I'll defer doing so until we start presenting stuff at the beginning of October.

Additionally we are heavily working on our graphics and sounds for the game as well as lots of concept art (some of which I already posted).

Please follow my Twitter account where I occasionally tease things if you feel you need infos now... everything else will have to wait a little more. Next week we will be finalizing our communcation plans for the weeks and months to come and then we'll see!

Kind regards
Thomas Biskup

P.S.: Here's a brief summary of things I posted on Twitter that you might have missed:

A short video demo of bits and pieces of the new ASCII animation system:

Genders, genders, genders:

Modeling bodyparts:

Our beautiful ASCII tooltips: