[-] 00_Evan@lemmy.world 1 points 17 hours ago

This is exactly why I added a warning popup later into the beta, to try and remind players that the vault is deadly and that they do have an easy way to escape if they want to.

The vault is sort of a little microcosm of progression, and that also includes learning about how it works. Pretty much all combat is avoidable so you really want to try and work your way up before fighting enemies.

I'm planning to keep an eye on how success numbers go as people play and learn about the vault, at the moment they are quite low, but the vault is also brand new. It's a later game challenge, so I don't think I'm ever going to just have an automatic safety net though, as this stage of the game players should be expected to recognize when they need to flee.

[-] 00_Evan@lemmy.world 2 points 3 days ago

I'm afraid I don't usually put in toggles to revert changes made by updates, or revert them in general, and this time isn't an exception. I understand the hesitance about new art, but this isn't the first time Shattered has had major art changes, it's not the first time people have been resistant to them, and if the past is anything to go on then people will end up getting used to these changes and will see them as an improvement.

As for colorblind stuff, I have made some specific tweaks for them and will continue to do so as major things are brought to my attention. I'd rather just try and make the base game reasonably playable for everyone than support separate colors for different users. This is partly why potions have little icons to denote their function once you've IDed them.

[-] 00_Evan@lemmy.world 5 points 4 days ago

I'm actually working a bit with the F-Droid folks to have reproducable builds available soon! This won't mean the updates are faster sadly, but it will mean that F-Droid and Github builds will become interoperable.

24
submitted 4 days ago* (last edited 4 days ago) by 00_Evan@lemmy.world to c/pixeldungeon@lemmy.world

Hey Dungeoneers, Shattered v4.0.0 has been released!

v4.0.0 is arguably Shattered's biggest update yet! There's a massive new quest, a bunch of new in-game art, 6 new enchantments, and plenty smaller changes and adjustments.

Read the Full Post Here

28

Hey Dungeoneers, after far too long of a wait, v4.0.0 is finally ready for beta!

This update ended up ballooning in size from just adding a new quest, I'd say it's arguably Shattered's biggest update yet at this point! There's a massive new quest, a bunch of new in-game art, 6 new enchantments, and plenty smaller changes and adjustments.

In this blog post I'm going to quickly show off some of the now-finished new quest. Don't expect all the details though, I wouldn't want to spoil everything!

Read the Full Blog Post Here

[-] 00_Evan@lemmy.world 8 points 1 month ago

That's very nice pixel art of Yog-Dzewa, did you make it yourself? If not, make sure to give credit to the artist.

45

Hey folks, the beta for v4.0 is almost ready!

I've been making a few final tweaks and squashing a few bugs, and the biggest thing I've got left to do now is write the blog post.

I expect that I'll be able to release the beta sometime on either the 14th or the 15th, just barely making the 'first half of august' ETA I set previously.

In the meantime, here's one final teaser. If you're able to get to the end of the vault, expect an assortment of upgraded loot! You can only take one thing back though, choose wisely!

90

Hey folks, as of today Shattered Pixel Dungeon is 12 years old!

I don't have anything special prepped for today, I'm still working away at v4.0. Refinement is coming along well though and it's looking very likely that it'll be ready for beta before August 15th!

Here's one more upcoming vault treasure room in the meantime. This one has some pretty rapid fire traps, so there's no avoiding them. You'll need some sort of help to get past them unscathed.

21

Hey Dungeoneers, time for a little update!

Just about 2 months ago I gave an ETA that v4.0 would be ready for beta in July, hopefully earlier in the month. We're now reaching the end of July, so how's that looking?

v4.0 is extremely close to being beta-ready, but to ensure that it's not rushed (and also for the sake of my stress levels) I'm going to be moving that beta ETA back a little bit to the first half of August.

Read the Full Blog Post Here

37

Hey Dungeoneers,

Progress continues on v4.0's new vault quest! I'm unfortunately probably going to miss my July ETA for a beta, but it's getting very close!

I've been working on final design and implementation for the final boss, so that's what's getting teased this week! The Greater Elemental is unstable can swap between forms, each one has it's own weaknesses and attacks. Here's probably the simplest attack, a wave of fire with a convenient gap (visuals are a WIP):

37

Hey Dungeoneers,

I'm hopefully going to have more vault quest stuff to show off next weekend, but for now here's a quality of life change that folks have been asking for for a while. Instead of immediately fading, danger indicators will now persist until the thing they are warning you about actually happens! This persists over save/load as well!

To be honestly I'm sort of iffy on the game's red danger indicators in general, which is why I took so long to make this tweak. They were a sort of phoned-in addition I made while busy with all of the enemy/boss changes in v0.8. They feel very visually noisy and 'videogamey' and I'd like to look into replacing them with more purposeful visuals for each hazard/attack at some point. However, there's no doubt that they're an important part of gameplay clarity for now, and having them persist is important for players who want to take their time or who just happened to be distracted for a moment.

23
submitted 2 months ago* (last edited 2 months ago) by 00_Evan@lemmy.world to c/pixeldungeon@lemmy.world

Work continues on the upcoming vault quest. It's almost content-complete, though after that there'll still be some polishing that needs doing before it can go to beta.

As I briefly mentioned in the last blog post, there's going to be a new use for dwarf tokens in the vault, and it has something to do with this room and mirror. You lose all of your items when entering the vault, so wouldn't it be nice if there was some way for the heroes to regain their signature items in the vault and access most of their abilities again...

(Note that these visuals are a WIP)

A GIF showcasing a room with an inner chamber. The inner chamber is behind a door with ten golden indentations on it, and contains a large mirror inside.

27

Hey Dungeoneers,

With a bunch of spritework improvements starting in v4.0.0, I decided to spend a little time looking at historical stuff in the changes scene this week. Currently if a visual asset is updated in the main game it's updated in the changes scene too. It doesn't really feel right for something like a v0.1.0 change to use item sprites from v4.0 though, so I've decided to change that!

I've now converted the changes screen to use its own dedicated icons file, so that icons can be accurate to when a particular update was released. I've even decided to add the original release notes for Pixel Dungeon for good measure, going all the way back to v0.1 in December 2012! This ended up being a lot of work, the changes scene currently has almost 275 unique icons!

Here's how that looks on the oldest set of changes from 0.2 and prior. Current on left and new on right:

An image showing Shattered Pixel Dungeon's changes screen for some very old updates from 2012-2015. The version on the left includes a bunch of new pixel art releasing with the upcoming update, whereas the version on the right uses icons that are accurate to when each update was released. The right version also includes a new section at the bottom for changes to the original Pixel Dungeon.

24
submitted 3 months ago* (last edited 3 months ago) by 00_Evan@lemmy.world to c/pixeldungeon@lemmy.world

Hey folks!

I'm still working away at v4.0, and don't have a whole lot of new things to show off just yet after the recent blog post, but here's one new room from a bit ago that I never showed off publicly.

This is another lower tier treasure room that just requires a bit of timing to overcome. The sentry scans in a consistent pattern, but you'll need to make use of that pillar and good timing to avoid getting caught in a scan on the way to the treasure.

46
submitted 3 months ago* (last edited 3 months ago) by 00_Evan@lemmy.world to c/pixeldungeon@lemmy.world

Hey folks!

Sorry for the extended wait, I'm back with some news on v4.0 and a new ETA! Unfortunately v4.0 is still a little ways out, it's ended up as a much bigger update than expected! Currently I estimate that v4.0 will ready for beta sometime in July, hopefully earlier in the month.

In this blog post I'm going to share a quick update on the vault quest, then go over some very exciting things also coming in v4.0.

(Please keep in mind that while I always try to keep to the ETAs I provide, they are just estimates. If you don't hear from me by the ETA, it means I'm still busy with the update!)

Read The Full Post Here

40
submitted 3 months ago* (last edited 3 months ago) by 00_Evan@lemmy.world to c/pixeldungeon@lemmy.world

Hey Dungeoneers,

Expect a more full blog post later this coming week. That post which will go over all of what's coming in v4.0 and provide a new ETA.

In the meantime though, here's another new larger room coming in the vault quest! The hallway room features a long stretch with an enemy making rounds back and forth. The included tunnels tuck you away just far enough to avoid detection while they pass.

A GIF showcasing the new hallway room, the hero is tucked into a tunnel and stays out of view as an enemy passes back and forth.

[-] 00_Evan@lemmy.world 7 points 1 year ago

I appreciate change can be difficult but I agree with Alek's opinion there are issues with the previous splash designs, and his desire for Shattered to showcase his work at its best. This one is the largest change, mainly because the existing proportions were very off (man was skinny under that armor!) and the armor design didn't make any sense for a character coming from a nordic-inspired area.

[-] 00_Evan@lemmy.world 9 points 1 year ago* (last edited 1 year ago)

Thanks for letting me know. I'm still open to tweaking these colors if needed. Just for the sake of comparison, these are the old and new colors with a Deuteranopia filter (old on left, new on right):

I was mainly focused on making the cursed color stick out a bit more from the inventory BG, but I can see that unknown and curse-IDed aren't much better than before.

[-] 00_Evan@lemmy.world 10 points 1 year ago

As annoying as these sorts of apps are, it's best to ignore them. The vast majority of people aren't going to buy this and it'll fall down the search results quickly. Just report it as impersonation and move on.

[-] 00_Evan@lemmy.world 10 points 2 years ago

A weaker enemy from the next region can rarely appear at the end of the current one. This goes for thieves in the sewers, bats in the prison, ghouls in the caves, etc.

[-] 00_Evan@lemmy.world 10 points 2 years ago

One thing that's worth mentioning for item tiers is that they create some strategy for SoU use, as there is a tradeoff between spending SoU sooner to not die immediately, and saving them for later higher tier gear. If weapons and armor scaled up with player level, then experienced players would just dump SoU on literally anything and win the game with it. This was actually a problem with Huntress before her rework in v0.7.1, as prior to that her unique item was directly upgradeable and experienced players could just win the game outright with it alone.

[-] 00_Evan@lemmy.world 11 points 2 years ago

It depends a lot on what items you have. Generally upgrade/reforge/harden are better if you already have good gear, and smith is good if you need to fish for a good weapon or armor. Reforge, harden, and upgrade can each be used a second time, but the second use costs 1000 more favor.

[-] 00_Evan@lemmy.world 8 points 2 years ago
[-] 00_Evan@lemmy.world 11 points 2 years ago

Generally anything that isn't equipment can be used in the alchemy interface, but not all items have a recipe.

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00_Evan

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