00_Evan

joined 1 year ago
MODERATOR OF
[–] 00_Evan@lemmy.world 4 points 3 weeks ago (6 children)

The next update isn't actually revealing any more information than the game already displays, it's just giving it to you in a nice compact form that's much easier to access, and in the case of SoU it's showing it to you before spending the scroll instead of after.

Unfortunately I don't intend to show off accuracy and evasion stats because the numbers aren't particularly meaningful. The hero has 10 accuracy and 5 evasion to start, and gains +1 of each per level. This tells you nothing about the actual hit/dodge chance on a per-enemy basis. the only real way for me to show this information would be to show the exact hit/dodge chance for each enemy, which feels like way too much information.

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

The level boost isn't changed for the bow vs. other thrown weapons, so there's no need to put in another line on the update window. The item's description is probably a better place for clarity on that front.

[–] 00_Evan@lemmy.world 8 points 3 weeks ago

Equippong/unequipping armor takes 2 turns, so completely swapping from one set to another takes 4 in total. However, this is currently affected by hero speed, so wearing excessively heavy armor would result in this taking longer than 4 turns. I agree this is a bit of a trap that isn't explained anywhere currently.

[–] 00_Evan@lemmy.world 4 points 3 weeks ago

The cleric is going to the the focus of v3.0.0, which is almost certainly going to be the next major update after v2.5.0. I can't give an ETA yet but late this year seems most likely.

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

I do want to look into ways to encourage more supporter purchases, especially on the Google Play verison, but it's never going to be locking a major content update behind a paywall.

[–] 00_Evan@lemmy.world 4 points 1 month ago (1 children)

If the item is unidentified then it'll always show stats as if it going from +0 to +1, and will let you know that.

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

No specific date yet, but we are getting close. I said 'sometime in July' and I think that's still accurate, though it'll be later obviously.

It's worth noting that v2.5 ended up growing quite a bit bigger than I initially planned for it to be.

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

Hah! As far as I'm aware Java is a pretty memory-safe language, and the game has also already supported text input for a while now, so hopefully never.

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

Please look at the screenshot again, there already are separators when two floors are on the same row. Separators on different columns seems unnecessary as there's already a new header that serves as a separator.

[–] 00_Evan@lemmy.world 6 points 1 month ago (4 children)

I went back and forward on this in development before settling on the more compact view. I do agree that this can result in reduced readability, but I felt it was worth it compared to making the player scroll a whole lot to access earlier floors. I made this choice partly because the lack of compactness makes the current list UI totally unusable, and moving to the grid's main goal is to address that. Using one floor per row would also be especially bad in landscape where there's roughly twice the horizontal space and half the vertical space.

[–] 00_Evan@lemmy.world 6 points 1 month ago (2 children)

I would like to give a little more info on score in the future, but this isn't really the feature for that. Landmarks mainly automatically note things which you'd care about remembering between floors, such as an alchemy room. Secret rooms aren't noted at all. I agree that a similar UI could be used to break down missing things by floor, but I wonder if just noting them would be sufficient, compared to doing something like showing where they were on the map.

[–] 00_Evan@lemmy.world 4 points 1 month ago (1 children)

I don't often directly implement them into the game, but I'm always happy to listen to suggestions as a form of feedback.

 

After almost 10 years, the rat skull will finally return in Shattered Pixel Dungeon v2.4.0 as one of the game's new trinkets! It was formerly a quest item that I removed way back in v0.2.1. Now the skull will passively boost the chance for you to encounter rare exotic enemies like albino rats or crystal mimics. This means a bit more challenge, but also more rare loot!

 

Hey Folks,

I'm afraid work on Shattered Pixel Dungeon has been on pause this last two weeks, as I've been helping my father recover from knee surgery. Everything I've announced previously related to 2.4.0 is still happening, but the first blog post for it will probably be later than early-mid March. I'll hopefully have some more things to share here in another week or two.

 

Happy New Year rat punchers!

After a busy holiday, and getting sick =S, I'm back with some news about v2.3.0 and my plans for the year ahead! This post starts with a year in review, and then lists the major changes and additions that I have planned for Shattered Pixel Dungeon in 2024 and beyond.

Read the full post here

 

Hey Rat Punchers, and welcome to the first c/PixelDungeon community newspost and spotlight! These posts summarize community events over the last few months, and provide a good starting point for new readers.

If you're new here, welcome! c/PixelDungeon is a place to talk strategies, tell stories, or discuss anything related to Pixel Dungeon or its many versions. To sign up, just make an account on Lemmy.world: https://lemmy.world/signup. You can also use an account from any other Lemmy instance that lemmy.world federates with.

Recent News

Although this is c/Pixeldungeon's first newspost, it's the 11th one in total. The prior 10 posts were on our previous community on Reddit. That really does set the tone doesn't it? c/Pixeldungeon has come into existance as a new place for the pixel dungeon subreddit community, hosted by a platform that will hopefully be less abusive to its users.

After some initial turbulence relating to uptime and new registrations on lemmy.world, c/pixeldungeon now seems to have settled into a steady cadence of about 2-3 new posts a day. While I'd certainly like for us to one day get as big as r/pixeldungeon was, I think this is a great start. We've off the ground, and hopefully can continue maintaining and growing from here.

One thing I've been very happy to see is a strong presence from Pixel Dungeon developers! While I've been trying to make weekly posts of my own, there have also been dev announcements from both new and long-standing developers. Even if you ignore my posts, we're already doing quite well on that front I think. As for general activity, this newspost is a start, but I'll be seeing about making some megathreads soon to encourage more participation. In the meantime though, here are some of the best posts made in the last few months:

Top Posts

Here are our picks for top posts made in the last few months! There is a max of one post per person per category, and posts from moderators aren't eligible.

Top Recent [DEVeloper] Posts:

  1. More Info Shattered Pixel Dungeon by @inverse_snake
  2. My mod of shattered pixel dungeon by @elektrochecker
  3. Experienced Pixel Dungeon 2.15.3 has been released! by @Trashbox_Bobylev
  4. New Map Editor Mod of Shattered Pixel Dungeon by @AlphaDraxonis

Top Recent [Original Content] Posts:

  1. Traditional Art: Pixel Dungeon Meshi by @onlineworms
  2. Traditional Art: I drew something for Inktober by @cats_hurricane

Top Recent Regular Posts:

  1. Let's discuss: Ring of Arcana by @GWLexx
  2. So..... I tried I ring of wealth run for the first time by @disce_pati
  3. I just started learning how to mod ShatteredPD to make my own PD game and found something I never knew about in the files! by @DonnieBirb
  4. New highest level throwing stone with updated blacksmith rewards by @depresbian
  5. Happy Halloween indeed! Make the Imp wear Christmas hat later, please! by @riomist
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submitted 9 months ago* (last edited 9 months ago) by 00_Evan@lemmy.world to c/pixeldungeon@lemmy.world
 

Hey folks, here's some work I've done on the upcoming gnoll variant for the recently released caves quest.

Gnoll Guards are the common enemy for this variant, they lack the raw stats of gnoll brutes, but have a spear with some attack range instead! They'll do a lot of bonus damage if they can attack you from a distance, but also have trouble reaching around solid terrain. You'll want to use the environment to force them to get up close.

 

Hey Rat Punchers!

So it's been about two months since the community was founded, In that time we've grown to a healthy basic level of activity, but I'd really like to see things continue to grow.

I've already ported over some basic features from our former subreddit community, such as the same basic structuring of rules and an approximation of our old flair system to highlight OC and dev posts. Clearly there is more that could be done though, so I'd love to hear what sort of things you guys would like to see!

As an example, the old Pixel Dungeon subreddit used to run various events earlier in its life to help drum up activity, such as competitions with specific limited rulesets. Things like Shattered Pixel Dungeon's seed function would help a bunch with this, although I'd want to make events possible for other versions of the game as well.

 

Ever get tired of hunting things down for Shattered Pixel Dungeon's first quest? in v2.2.0, the ghost questgiver will only wander in the exit room, and the quest bosses will be more likely to wander towards the player. This should hopefully cut down on frustration without making the quest feel much different.

 

(old on left, new on right)

I'm putting some smaller feedback-driven changes into Shattered Pixel Dungeon's next update, as usual. Here's a change to crystal path rooms that gives the player a lot more choice in terms of what loot they get.

I'm afraid it's really not in the cards for these rooms to give equipment loot, as enough rooms already do that, but I can at least improve player choice here, to make these rooms feel a bit more like their crystal key counterparts.

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

Hey Rat Punchers!

This Lemmy community is an extension of the Pixel Dungeon subreddit. We've moving on from r/PixelDungeon to c/PixelDungeon for reasons that should be pretty obvious, but you can read my recent Reddit post if you want a more full explanation: https://www.reddit.com/r/PixelDungeon/comments/151g2tz/introducing_cpixeldungeon/

This community is brand new! So things are a little barebones at the moment. For now, please treat this place as an extension of the Pixel Dungeon Subreddit: all of the same rules apply. I'll be adding more here over the coming days.

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