Soldak Entertainment Forums

Soldak Entertainment Forums (http://www.soldak.com/forums/index.php)
-   News/Blog comments (http://www.soldak.com/forums/forumdisplay.php?f=5)
-   -   Latest tweets (http://www.soldak.com/forums/showthread.php?t=2946)

Shadow 11-15-2010 10:25 AM

Latest tweets
 
Ok, I'm going to try to remember to post my latest tweets in this thread instead of long blogs. Feel free to comment as usual.


Din's Curse expansion: lightning bolts from storms now do damage and an Electrical Hazard world modifier was added today. Storms can also leave puddles. Puddles of water and electricity are a bad mix. :)

Shadow 11-16-2010 02:06 PM

I took our Mac into the shop today to hopefully be fixed, can't get it to boot with the HD or DVD and tried all the normal things. :( Dead computers are kind of annoying.

Shadow 11-17-2010 04:56 PM

Our iMac is officially dead so I bought a Mac Book Pro to replace it. I might as well get multiple uses out of the purchase if I'm out of a bunch of unexpected money.

DeathKnight1728 11-17-2010 05:17 PM

I have a question. Will we start to see the din's curse expansion page with the monsters and class info under dins curse soon?

Shadow 11-17-2010 08:11 PM

Quote:

Originally Posted by DeathKnight1728 (Post 18368)
I have a question. Will we start to see the din's curse expansion page with the monsters and class info under dins curse soon?

I was going to start officially announcing stuff today, but computer issues postponed it a little (not for too long though).

Shadow 11-19-2010 03:44 PM

Added invasions with multiple waves today and an invasion wave mode to Din's Curse: Demon War.

Shadow 11-19-2010 05:37 PM

My package shipped from China made it here before the one shipped from Pennsylvania.

DeathKnight1728 11-19-2010 07:44 PM

Thats when you know that we are losing the war:D

Shadow 11-22-2010 05:32 PM

I have a working Mac again :)

DeathKnight1728 11-22-2010 06:21 PM

Nice. As much i am a pc man, the macs usually outlast most of my pcs for some reason. I believe its the coding.

Shadow 11-23-2010 05:40 PM

Started adding achievements today to Din's Curse: Demon War.

Shadow 11-24-2010 04:53 PM

Added 50 achievements today to Din's Curse: Demon War.

Ghost Matter 11-28-2010 08:16 PM

I'd like it if the achievements worked in Impulse(or Steam, if they accept the game) and Raptr. It'd be awesome. Good work.

Shadow 11-30-2010 05:33 PM

I need to name some new caves/dungeons in Din's Curse: Demon War, any ideas?

FloodSpectre 11-30-2010 06:22 PM

Quote:

Originally Posted by Shadow (Post 18708)
I need to name some new caves/dungeons in Din's Curse: Demon War, any ideas?

Here are some random ones I forgot to suggest a while back:
Forsaken Sepulchre
Dead Wind Catacombs
Infernal Abyss
Cyclopean Cavern
Dismal Dungeon
Domain of the Dead
Bloody Barrow
Shattered Tomb
Treacherous Passage
Ebon Mausoleum
Bloodsoaked Pit
Tyrannical Labyrinth
Mines of Misery

Greyloch 11-30-2010 06:51 PM

-Shaggoroth's Maw
-Den of Iniquity
-Undertown
-Pit of Abandoned Hope
-Death's Embrace
-Arena of <insert war/battle deity of choice>

SharpCarlos 11-30-2010 07:46 PM

Dungeon Names
 
1 Attachment(s)
Here, I've attached several hundred. I actually had a thousand in the file, but it was bit bigger than the allowed attachment size.

Obviously, I just threw dungeony-sounding words together at random, and I didn't even check for duplicates, so there might be some. But this little exercise got me thinking: How is Din's Curse generating dungeon names now? Are they pulled randomly from a list, or randomly generated, like the list I just created?

But then I had a REALLY interesting thought: What if the dungeon names were, at least partially, procedurally generated based on the world modifiers? Like the way that items are named. So, in much the way that a sword which does fire damage and adds to your strength might be called a "Fiery Sword of Might", a dungeon in a world that has lots of rain and undead could be called the "Haunted Dungeon of Floods" or something.

DeathKnight1728 11-30-2010 08:05 PM

Slayer's Requiem

That's all i got.

FloodSpectre 11-30-2010 09:01 PM

Not terribly fond of "<adjective> <location> of <adjective>" names myself, they sound a little too bland to me. Something about just one descriptor sounds so much better to me when I read it.

Oh, and I too had been thinking names based on world modifiers or the tileset of the dungeon would be nice, but again, I think I'd prefer full dungeon names from a list (which I think is the current system of naming) than randomly generated, and certain entries in that list might have qualifiers like "only available with Undead worldmod."

SharpCarlos 11-30-2010 09:07 PM

Quote:

Originally Posted by FloodSpectre (Post 18720)
Not terribly fond of "<adjective> <location> of <adjective>" names myself, they sound a little too bland to me.

True. It just SCREAMS "randomly generated name", doesn't it?

One thing I thought would be nice would be to work a random proper noun into that final spot sometimes. So, "Deadly Caverns of Gazuul", or whatever. Or maybe even stick the town name in there.

FloodSpectre 11-30-2010 10:04 PM

Quote:

Originally Posted by SharpCarlos (Post 18721)
One thing I thought would be nice would be to work a random proper noun into that final spot sometimes. So, "Deadly Caverns of Gazuul", or whatever. Or maybe even stick the town name in there.

That sounds good to me. Maybe the name could be some dark god or one of the bosses in that particular dungeon.

Shadow 12-01-2010 09:23 AM

Currently how it works is the dungeons and caves have a set name that goes along with the tileset, so Vicious Chambers always looks the same. The towns on the other hand just pull from a list.

Shadow 12-02-2010 05:43 PM

I'm trying to test a lighting issue but imps keep putting out the torches. :)

udm 12-03-2010 11:49 AM

Awesome! Will there be animations on the imps?

Shadow 12-03-2010 05:59 PM

Quote:

Originally Posted by udm (Post 18765)
Awesome! Will there be animations on the imps?

These are the same imps that have always been in the game. They just kept getting in the way of testing.

Shadow 12-03-2010 05:59 PM

Din's Curse: Demon War started alpha testing today!

Caal 12-03-2010 06:36 PM

Nice. I'm sure there's lots of other folks like me looking forward to the beta. :)

xorch 12-03-2010 07:01 PM

I've been thinking of picking up Din's Curse as a bit of a Xmas gift for me and my fiancee. (She generally hates video games + considers them a waste of time so that says something BIG for the demo :) ) Will there be a Combo pack , ie Din's Curse + Demon War offered for when the expansion hits sale ready status?

Shadow 12-06-2010 10:53 AM

Quote:

Originally Posted by xorch (Post 18775)
I've been thinking of picking up Din's Curse as a bit of a Xmas gift for me and my fiancee. (She generally hates video games + considers them a waste of time so that says something BIG for the demo :) ) Will there be a Combo pack , ie Din's Curse + Demon War offered for when the expansion hits sale ready status?

I haven't really decided yet if we should do a combo or not.

Shadow 12-07-2010 10:49 AM

ego weapons can now level up in the Din's Curse expansion

DeathKnight1728 12-07-2010 10:58 AM

Thats friggin awesome!. So they get better and stronger the more you fight with them?

Shadow 12-07-2010 01:38 PM

Each level up they will gain a point or two of base max damage.

DeathKnight1728 12-07-2010 02:15 PM

Interesting. That would be so cool if you could wield one of the original weapons that is ego and unique from start of the game to finish. It would be so awesome. I think i have one too so i cant wait.

Shadow 12-07-2010 04:33 PM

Added 30 new unique weapons to the expansion today.

DeathKnight1728 12-07-2010 08:32 PM

Since weapons max damage will go up minimum will stay the same so it doesnt completely rule out regular uniques and such. But what about armor, will the armor go up every lvl of the item or level of your character. If level of the item you can use the item on a low level and make it beast when you reach a high to mid level. Im thinking too far ahead :cool:

udm 12-08-2010 01:00 AM

Now all that's left to do for ego weapons are ones that smack talk :P

Really awesome idea for ego weapons to level up, by the way.

Shadow 12-08-2010 08:52 AM

Quote:

Originally Posted by DeathKnight1728 (Post 18857)
Since weapons max damage will go up minimum will stay the same so it doesnt completely rule out regular uniques and such. But what about armor, will the armor go up every lvl of the item or level of your character. If level of the item you can use the item on a low level and make it beast when you reach a high to mid level. Im thinking too far ahead :cool:

Right now leveling is limited to ego weapons.

Shadow 12-08-2010 05:14 PM

Right after adding a put flowers on a grave quest, I added a thieves den world modifier. :) I just thought it was kind of strange that these were back to back.

DeathKnight1728 12-08-2010 07:30 PM

Thieves den, what is there like a group of AE's (artemis entreri's) that run around and steal stuff from the shops and kill people if they get in their way?

It would be cool if there was a king of thieves or something like that who is a unique. Be a fun thing to an already fun game.

Shadow 12-09-2010 10:47 AM

NPCs can now get into fights with one another in Din's Curse: Demon War.


All times are GMT -4. The time now is 02:35 PM.

Powered by vBulletin® Version 3.6.7
Copyright ©2000 - 2020, Jelsoft Enterprises Ltd.
Copyright 2007 - 2019 Soldak Entertainment, Inc.