Saturday, March 4, 2017

Ever expanding soundscape - where no roguelike has gone before.

Lucas isn't messing around when it comes to weapon sounds :)

Lucas has been hard at work digging into ADOM sounds. This week's focus was on combat audio, making the sounds clearer, easier to distinguish, and generally more detailed and pleasant to the ear. As you can see from the twitter pic above, Lucas is really going to town with this :) Given that rouglikes in general aren't known for their sweeping soundscape, Lucas' attention to detail blows me away every time.

Saturday, February 25, 2017

Fog of War descends upon Ancardia

Orcs tend to start with low perception..and thus can't see very far.

When deciding what features to add to graphical mode, one of our core rules is: graphical shouldn't show stuff that you don't know about in ASCII mode*. Just allow you to see more at a glance. So one promintent feature we haven't touched yet that fits this rule really well is Line of Sight.

How far you can see is dependent on your perception and modified by a wide range of factors. And yet ADOM does provide the current exact view range directly - the "l"ook command clearly states where your LoS ends by adding a "you recall:" prefix for tiles that are not currently visible.

However, the game doesn't give any clear visual indication, so we're experimenting with that right now. Zeno is doing his magic again so that you don't have any doubts where your sight range ends :)

Saturday, February 18, 2017

Bringing ADOM to life

The technical side of Team ADOM is busy preparing the playing field for things to come. That leaves us artists free to do anything we want! Well...more or less, anyway. We're focused on bringing more life to the "fancy ADOM version" through sights and sounds.



So what are we up to this week? :) Read on. There's a moving picture inside, I promise!