Drop items on Brax to sell them.piratepwnsninja said:I also wish there was a way to break down items or sell them.
you are a savior.slidewinder said:Drop items on Brax to sell them.
fuck ASCIIMan God said:Nethack, it's a roguelike, it has ASCII, it's funny and it's free.
kai3345 said:fuck ASCII
That was a dangerous thing to say in a roguelike thread.kai3345 said:fuck ASCII
Man God said:Nethack, it's a roguelike, it has ASCII, it's funny and it's free.
Nope. It's currently only on Steam and will eventually be on other services. They have a blog post explaining why they're not directly selling it.KuroNeeko said:Is this game only available through Steam? Can you buy it directly from the developer?
Heres the third thing, however what does it mean for a game to be commercially viable? The Bay 12 Games guys release their income figures every month, explaining how much cash theyve hauled in as a result of Dwarf Fortress. Most months they seem to make about $2500 USD/mo., some months they make about $4000 USD/mo., and when Dwarf Fortress had a major release in 2010 they pulled in $16,000.00 in the month of April. This isnt a success on the level of Minecraft, but it is enough that Dwarf Fortress continues to be developed actively and on a full-time basis. Remember, this is by *donation*. Commercially viable means a lot of interesting, wonderful things when youre a small studio. If, by the grace of the game-buying public, Dredmor can pull in four thousand dollars a month and can do so consistently with occasional spikes, we will have leeway to keep building weird and wonderful things. My Business Acumen people, of course, want to pull in way more money than four thousand dollars a month. We think that the game will do better than that in terms of turning a profit, and we still have a few tricks up our sleeves to make this happen. (everybody still likes buying 200 hats worth of DLC, right? Right. Good, were done here!)
I think well do fine but its important to note that we dont need a AAA return on Dredmor in the range of hundreds of millions of dollars or even Notch-level, in terms of tens of millions of dollars for Dredmor to be a financial success. I have always viewed Dredmor as a means to an end it has enabled us to build a company, to build an infrastructure, and to discover how to make independent game development work. From these perspectives alone, it has succeeded beyond my wildest dreams. Finishing Dredmor has put us in a great position for whatever comes next. We have some technology, unrelated to Dredmor, that we are going to finish and release and which I am very excited about, and then well, there will be another game. We havent finalized what were doing we have a bunch of ideas, and were going to do some prototyping in-house to determine which ideas are good ideas and which ideas are just awful but looking at the short list we have so far, I can tell you that pretty much all of them are 100% TIGSource Bait. (A surprising number of them also involve wizard towers.)
Sye d'Burns said:
Very briefly, because people keep asking: Can you make mods for Dungeons of Dredmor? What is the plan for modding for Dredmor? Emphatically: a) yes, b) what is contained below.
Dredmor has mod support built into it. You make mods in the same way you used to make them for Quake 3 you take your mod, you build a parallel directory structure for it, and you shove it in a ZIP file. The ZIP file then goes in a mod directory on your hard drive, and you can turn them on or off. A mod is listed as either being a patch-style mod in which case, it just loads after the core game or a total conversion style mod, in which case the core game by itself is not loaded and you must replace *everything* that Dredmor looks for. This is a lot of stuff.
This and TotalBiscuit have sold it to me! Looking forward to playing this evening. And tomorrow evening. And...CosmicQueso said:I sank hundreds of hours into Rogue on my amber monochrome display back in the mid-80s. [...] I'm really enjoying it [...]
lure them back into a narrow path? lol.Toma said:
*goes to cry into a corner*
Is there any chance to defeat those monsters one by one? Or is one of them too strong for me?
And how the hell are you supposed to win that if you arent a vampire?
DMPrince said:lure them back into a narrow path? lol.
Billychu said:I think the spawning system needs some work. I just run into way too many enemies in every room. It just feels completely unfair when I open the first door and there's 4 enemies right there and I've already lost.
demon arm said:This and TotalBiscuit have sold it to me! Looking forward to playing this evening. And tomorrow evening. And...
Wallach said:My favorite title in this strange genre is probably still Shiren (DS); how does the gameplay compare to that? The character building seems a lot more complex.
I play Crawl. I know roguelikes are hard but good ones are fair. I don't think this one is fair yet.Philthy said:Welcome to roguelikes!
Toma said:IMAGE FULL OF ENEMIES
*goes to cry into a corner*
Is there any chance to defeat those monsters one by one? Or is one of them too strong for me?
And how the hell are you supposed to win that if you arent a vampire?
And what would happen if I go a level down again, would they simply disappear?
Wired All Wrong said:This might be useful for people too.
Billychu said:I play Crawl. I know roguelikes are hard but good ones are fair. I don't think this one is fair yet.
Then I'm apparently super unliuckyPhilthy said:I think this game is a LOT more forgiving than Crawl. I could never get past the second level in that after a billion characters. Heck, in Angband I *still* die by Smeagol half the time and thats only three floors down and 15 minutes into the game. This current Dredmor game I've got about 3-4 hours in on this character so far.
Monroeski said:This may have the most unappealing trailer I've ever seen. Turned me right off when I watched last night.
It's rare to find the materials as-is, but you can make them from more common drops. An iron ingot in an ingot grinder makes 2 rust, and then there are a whole bunch of ways to make the aquae vitae (I think it is called) in the pot still, some involving two steps; just look at the recipes for it, as they're available from the beginning.Valygar said:Now I am trying to use alchemy, and I can't even do a healing potion, I don't find the materials.
Toma said:And what would happen if I go a level down again, would they simply disappear?
Wallach said:I forgot to mention the worst part about losing my first guy; I had found a "Horadric Lutefisk Cube" that turned anything I put into it into a piece of Lutefisk, which was totally awesome for the shrines. Mega bummed I lost that.