00_Evan

joined 1 year ago
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[–] 00_Evan@lemmy.world 1 points 1 day ago

Glad to hear you like the new art! There isn't a specific plan when it comes to mimics visuals, but yes I would like to preserve the current tells in roughly the same form.

[–] 00_Evan@lemmy.world 2 points 4 days ago

As I mentioned, there are 2 variations, for portrait users. The game picks one of these each run and sticks to it, this is mainly because loading screens (except for the 1st one for each region) only last for a second, and so changing up the image would be very jarring.

[–] 00_Evan@lemmy.world 4 points 4 days ago (2 children)

Actually yes, there are variations! You see the whole splash on landscape, but for portrait mobile users the game picks between 2 different vertical slices of the image.

 

Hey rat punchers, Shattered Pixel Dungeon v2.5.0 is getting very, very close to being ready for beta. Sorry for the delay, but there's a few additions over what I was originally planning for this update that have made it take a while.

One of those additions is region splash arts during the game's loading screens! After teasing these all the way back in 2023 they're now ready, and will release with v2.5.0!

[–] 00_Evan@lemmy.world 8 points 1 week ago* (last edited 1 week ago) (1 children)

It's worth noting that this game has nothing to do with Pixel Dungeon, and seems to just be trying to piggyback on its popularity by stealing its name.

[–] 00_Evan@lemmy.world 3 points 1 week ago

Unfortunately no it doesn't. Currently the talent only works with the wand recharging and artifact recharging buffs specifically. Ring of energy is only for wands, artifacts, and hero armor abilities currently.

[–] 00_Evan@lemmy.world 2 points 2 weeks ago

Thanks for the feedback! I'm going through a lot of it so it's difficult to respond to each person individually, but I am taking it all in and discussing with the artists. Overall the reaction to the new art has been really positive, which is great, but there are definitely detail adjustments to be made in lots of cases.

[–] 00_Evan@lemmy.world 9 points 2 weeks ago (1 children)

Thanks for the kind words! I'll answer your questions in order:

  • It's interesting that you mention this because you're already playing with 'improved degradation'! The changes I made in v0.4.0 with strength scaling, and subsequent adjustments in updates like v0.4.1 and v0.8.0 are sort of my version of the degradation system. I think the goal of the system was good, nerfing the 'dump every upgrade into the first high-tier weapon and win' strategy, but there was too much collateral damage. I solved the problem by making it harder to access high-tier gear early, and generally making raw offense with no planning or strategy much less effective.
  • I have checked then out! I don't really have a use for procgen tools myself, but I do keep tabs on what Watabou is doing. Amusingly, a D&D campaign I was in a couple years ago did actually make fairly regular use of Watabou's medival fantasy city generator.
  • I do have some plans, obviously I can't keep working on Shattered forever, but for the foreseeable future I still have ideas for Shattered and the game is doing way too well for me to consider stopping development.
[–] 00_Evan@lemmy.world 3 points 2 weeks ago (1 children)

Thanks for giving Lemmy a try!

Lemmy.World has a few different web UIs that you can try out, otherwise if you're on mobile various Lemmy apps support themeing:

[–] 00_Evan@lemmy.world 3 points 2 weeks ago (1 children)

Not at all, thanks for the feedback! I appreciate that the new visuals are a change no matter what. and it'll feel a bit weird to imagine only some new visuals in the game mixed in with the old ones. In the future I might be able to show an example of a game screen with 100% new graphics.

[–] 00_Evan@lemmy.world 3 points 2 weeks ago

Afraid I'm not ever going to add toggles to turn off new content added in updates, although I do want the new visuals to satisfy as many people as possible.

 

On this day, 10 years ago, I released Shattered Pixel Dungeon v0.1.0. This tiny initial release was my first serious attempt at gamedev and was distributed to maybe 50 people on the Pixel Dungeon subreddit.

Fast forward 10 years and Shattered is my full-time job, with roughly 5 million combined downloads and roughly 150 thousand combined sales over several platforms. Even after all these years, more new people are discovering Shattered now than ever before, and the updates I make are getting bigger and better.

Join me for a quick walk down memory lane, and for a preview of something very exciting that's yet to come...

Read the Full Post Here

[–] 00_Evan@lemmy.world 2 points 3 weeks ago

I do think there are cases where the game could include a bit more numbers clarity, but I'm afraid I don't want to just effectively put the wiki into the main game. Are there any particular 'hidden' mechanics which you think are most egregious? I don't think any of the things you list are crucial to winning the game, and in fact the game does mention solution potions to special rooms in the guidebook.

[–] 00_Evan@lemmy.world 1 points 3 weeks ago (3 children)

So an evasion augmented armor grants 4 + 2*lvl evasion. I could include this stat, but it's not actually going to help decision-making at all, as you have no idea how that compares to the amount of blocking you've lost. Furthermore extra points of evasion/accuracy aren't necessarily more useful, generally the more of it you've got the less useful each point is, which is often the opposite of blocking's value. So I just don't include the numbers at all as that ends up being a similar amount of information with less complexity.

Accuracy figures are the exact same in this regard, I'd rather have no numbers at all than show numbers which aren't actually useful.

 

Hey Adventurers, July is coming to an end and I owe you guys an update!

Unfortunately, I'm going to miss my earlier estimate of a beta during July. This is mainly due to v2.5.0 becoming a much bigger update than I originally planned. I'm now anticipating v2.5.0 will be ready for beta around the second full week of August. In the meantime though, let's go over some of the new stuff that's coming soon!

Read the Full Post Here

 

Hey folks, one more small update about UI improvements before a bigger blog post next week. I'm afraid Shattered Pixel Dungeon v2.5 isn't going to be ready for beta in July, but it's very close!

v2.5 includes a few other UI improvements in addition to all the ones I've shown off: a display for badges in the in-game journal window, a better alchemy UI layout for larger screens, and a full journal UI from the main menu (pictured here)!

(Image Description: An image showing new Journal UI from the main menu. Badges are currently being shown (which is unchanged), but there are new tabs for catalogs, the dungeon guide, and alchemy.)

 

After getting requests for years, I am finally adding support for custom notes in Shattered Pixel Dungeon!

You can make plain text notes, or attach them to a dungeon floor or item. These are a great way of keeping track of information between play sessions, or deduced properties of unidentified items. Custom note titles will even appear in the descriptions of their items!

(Image Description: An image showing the various UIs for adding custon notes. A selection window for adding them is shown on the left. A cropped window is on the top-right, showing five custom notes in the adventuring notes UI. Another cropped window is in the bottom right, showing a custom note appearing in an item's description.)

 

I'm also using the new Grid UI to overhaul Shattered Pixel Dungeon's journal notes page! The automatic adventuring notes, which record keys and landmarks, are now presented in a much more compact form! I've also added a few new landmarks, such as special floor types.

You might notice that there are a couple of other new things in this UI as well, more on that next week...

(Image description: An image showing the new 'adventuring notes' UI in the journal on the left. Notes are organized by dungeon floor with icons the player can tap for more info. On the right two example note descriptions are shown)

 

Continuing the trend of interface improvements coming to Shattered Pixel Dungeon in the next update, I'm adding a new window when you try to upgrade items!

Currently the only way to know how the stats of an item change with upgrading is to actually spend an upgrade scroll, but with this new interface you'll get a helpful little summary first! The window includes almost every stat in the game that scales with item level.

 

As mentioned last week, Shattered Pixel Dungeon's catalog is being expanded, but it's getting more than just new items. The catalog now also includes all of the game's enemies (plus plants and traps), and lore documents!

In total this means the new catalog has gone from 101 things to just shy of 500! It'll also keep track of stats such as how many times you've defeated an enemy, and comes with 9 new badges.

 

Hey folks, since last week I've finished the new catalog UI, so here's a more fulsome screenshot!

For reference, the existing catalog contains 101 items, and this new one now contains a massive 315 of them! Almost every item (and enchant/glyph) in the game is now viewable here, assuming you've found it first.

It looks like there are still 2 more categories though, I wonder what's in them...

 

With Shattered Pixel Dungeon v2.4.2 out, I'm properly starting work on the next update, which is going to include a bunch of changes to the journal interface.

Here's one of them, a new UI for the game's item catalog, that uses a grid instead of a long list. This makes the catalogs easier to navigate and gives me loads of room to add new things to them too...

1
submitted 2 months ago* (last edited 2 months ago) by 00_Evan@lemmy.world to c/pixeldungeon@lemmy.world
 

Hey Dungeoneers, sorry for being a little quiet here lately!

I've just released Shattered Pixel Dungeon v2.4.2, which is mostly focused on followup balance tweaks, but also fixes a few bugs. Here's a link to the changelog on Steam: https://steamcommunity.com/games/1769170/announcements/detail/4185612701676471088

 

Hey folks, the beta for Shattered Pixel Dungeon v2.4.0 should be ready to start this coming week!

The beta will have everything I've shown off so far, including a new item category, changes to alchemy, and changes to the Duelist. There are also some levelgen additions! Entrance and exit rooms in particular are going to become more visually varied.

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