Delver - Joshua


Good news everyone! Joshua and I have been working hard lately on adding Steam Workshop support to Delver, a feature that we have been looking forward to having for a long time. This is an important feature, as our awesome community can now easily share their additions to Delver and help make the game bigger and better or even help translate the game for their language.

Along with this update, we're opening up our Steam Workshop to everyone. We've already added some example mods ourselves (with source code available, if you want to see how we made them!) alongside some mods from our community members that are all available to play right now. Go check it out!

To play a mod, just subscribe to it via our Workshop page. Steam will then download the mod for you, and the next time you open up Delver it will add it into the game.

Some Mods to try
Guns for Delver by Joshua
Weapon Expansion Pack by Lobo
Grey Wizard Character Pack by Joshua
Boarding Party (sci-fi total conversion) by Cuddigan

Language Packs
Joshua has also been working hard on making sure Delver can be localized for different languages, and a few awesome community members have made translation mods that are available right now as well!

German Translation by BlueStone
Spanish Language Pack by Lobo
Delver en français by louiscarl

Thanks to everyone that helped make a mod or translate the game into a new language! We're super excited to see what the community adds to Delver, because we have been blown away by what we've seen already.

Changes
  • Game is now localizable into different languages
  • Mod loading from Steam Workshop
  • Mod uploader added to DelvEdit
  • Game folds more mod resources together properly
  • Added gun support
  • New light halos on high graphics
  • Characters have shadows now!
  • Level lighting process is much faster now
  • Better outdoor level generation support
  • Shopkeepers have more dialogue now
  • And more!

To keep in touch or follow along with development, you should follow us on Twitch or Twitter!

Chad Cuddigan on Twitter
Joshua Skelton on Twitch
Joshua Skelton on Twitter
Community Announcements - cuddigan


Sup Delverers. The weather is getting colder, and I'm drinking eggnog which can only mean one thing: it's Delver Update Time. We have been busy with all kinds of fun additions lately, mainly focusing on upping our ranged attack game. Wands have been given some love to differentiate them all, and archers get a whole new revamped arrow physics system that is super accurate, and a whole toolbox of new bows to find.

There's some other fun stuff in there as well, including a boatload of new weapon and armor enchantments, a durability system, and some hidden stuff. Consider it our holiday gift to you, our favorite fans.

Changes

  • New arrow physics system - arrows stick in and can be recovered from walls
  • Arrows shot into mobs have a chance of being dropped on death
  • Arrows have a chance of breaking on hit
  • Bows can be enchanted, damage enchantments follow through with the arrow
  • A whole heap of new bows, differentiated by range. damage, and speed
  • Magic missile wand now lets loose a volley of rapid missile attacks
  • Weapon and armor quality decreases over time when used
  • Fire missile wand now causes a huge explosion on hit - be careful!
  • New paralyze wand to stop foes in their tracks
  • Magic weapons have a chance of being unidentified
  • Added identify scrolls
  • Added 'Enchant Armor' and 'Enchant Weapon' scrolls
  • Items can have both a suffix and prefix enchantments now
  • Loot drops are weighted a tad now based on player stats
  • Magic missiles can be knocked back with a melee attack
  • Graphical updates for the Ice and Storm wands
  • Start area gained a happy little waterfall
  • New particle effects - things kick up dust now
  • Status effect animations for poison / being on fire / being paralyzed
  • Start of a fire system, that can spread fire to other entities
  • Torch animation updates
  • UI improvements for the Save Selection and Shop screens

Bug Fixes
  • Bug fix - level change screens should show the correct floor names always
  • Bug fix - pressure plate traps have returned!
  • Bug fix - mobs no longer climb up onto eachother / the player
  • Bug fix - fixed decal drawing, doubled number of decals that can appear
  • Bug fix - gamepad honors 'invert look' value
  • Tweak - mace knockback values balanced
  • Tweak - crosshair is always shown when holding a ranged weapon now

Have you caught any of Joshua's Delver development streams? - you should follow him on Twitch to be notified when he streams.

To stay up to date with Delver news, please follow us both on Twitter for more development news:
Chad's Twitter
Joshua's Twitter
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Brendan Caldwell)

Every Monday, we arm Brendan with a tiny dagger and push him into the early access ruins. This week, the catacombs of retro dungeon-crawler Delver [official site].

I stabbed the green man in a panic, and he hit me back with a big stick. Wow, you don t get that much health to start with, I thought, and kept stabbing. I stabbed until he fell down in a pile of pixelly blood and meat. But something else also fell out of him. It was shining and warbling. That must be loot. I moved to pick it up. The warbling got louder. The warbling increased to a high pitch, the item started to flash rapidly. Huh? I thought, as the piece of loot exploded and killed me. … [visit site to read more]

Sep 11, 2016
Community Announcements - cuddigan


Welcome to another Delver update! We're back after a hiatus (more on that below) with one of our biggest updates. This time we've added a new dungeon section, the Temple, that expands the game with two new dungeon floors full of undead horrors and nasty traps. If you survive that, you might find even more changes...

Along with that, we've also worked on making Delver even better with improved water effects, a bunch of bug fixes, a new randomized trap system, a totally revamped death screen, and potion grenades. Did we mention potion grenades?

Changes
  • New dungeon area, the Temple!
  • Boss area update
  • Mouse wheel can be used to switch between hotbar items
  • Better win / death screens.
  • Potions can now be thrown when held
  • Added water trim effects
  • Fixed more cases where the player can get stuck while teleporting
  • Juiced up magic particle effects
  • Removed last vestiges of the cursor mode
  • New splash particle effect
  • Spikes are now 100% more metal
  • Crusher traps to turn players into paste
  • Collapsing floors
  • Tweak to improve clipping plane issue with high FOVs
  • Probably other stuff we've forgotten

Announcements!



This update is dedicated to Malcolm Laurence Skelton, the first child of our resident artist Joshua Skelton and his wife Melissa. Look at that little guy!

If you haven't caught it already, Joshua has been streaming while he works on Delver lately - follow him on Twitch to be notified when he streams.
Community Announcements - cuddigan


In our efforts to make a polish pass for every single area of the game on our march towards release, we've gone back and made some big overhauls to the sewer floors, possibly the weakest part of the game in the past. Now after our overhaul it's home to some of the most interesting level design and architecture in the game, we hope you enjoy it!

In addition to that we've spent some time polishing up some menus, fixing some bugs, and then adding some extra stuff just for fun...

Change log
  • Revamped sewer area!
  • New sewer procedural room generator!
  • Updated main menu
  • Game now tracks number of wins / deaths
  • Added a fancy death animation for the player
  • Ice wands are a bit more useful now...
  • Ladders!
  • Bugfix - dungeon room generator should no longer attach hallways to windows

As always, thanks for playing and let us know in our discussion area here on Steam your thoughts on the new update, and any issues you run into.
Community Announcements - cuddigan
It's Delver update time again, and this one is a good tease for things yet to come. You might find a few new places on your way to find the Orb, and the caverns are starting to shift and change as we expand our random level generation from the last update to them as well.

To finish things off, there's also the inclusion of some new music from our friend Derris-Kharlan to accompany you on your way back to the surface, if you happen to survive long enough to enjoy it. He's done more great work, and we're super proud to have it in game!

Features
  • Fully procedurally generated cave rooms.
  • Dungeon generator knows how to make ramps now.
  • Updated dungeon generator with some more placeable prefabs.
  • New chase music tracks.
  • Transitional shop area added between the dungeon and cave areas.
  • Strange, it's starting to get cold down there...
Apr 25, 2015
Community Announcements - cuddigan
It's time for another Delver update, and this is a fun one!

Our dungeon generation so far has worked by piecing together hand built level chunks, which has gotten us a long way and let us make spaces that are fun to explore. That also means that you may see the same areas repeat themselves between playthroughs which can be not so fun over time.

This update includes our work making a full procedural dungeon generator. This system lets the game create rooms from scratch when you play instead of relying on us to hand build everything.

This means we can let the game make spaces to explore, but still let us mix in our hand built pieces to make really unique places - the best of both worlds!

We built the rules to create these new dungeon rooms, but what comes out of the other side can still be truly exciting. Take some screenshots when you see an interesting place, because you may be the only person to ever see it :D

To finish things off, we've been working with the super talented Derris-Kharlan to add more tunes to the dungeon. We think they're great, and he's been a pleasure to work with so far. Check out more of his stuff on Soundcloud.

Features
  • New dungeon room generator used in dungeon floors 1 & 2 to start with
  • Some new music, and random track picker system
  • More stuff, for you to find on your own

Bug Fixes
  • Shooting a wand on a moving platform no longer teleports you to the floor below
Mar 20, 2015
Community Announcements - cuddigan
After a long, but hopefully worthwhile, absence while we were digging around in the guts of Delver, we're back with some great new stuff under the hood to make modding more of a primary engine feature and includes a revamp of the level editor to make it much easier to use.

I mean, look how pretty the editor is now:



Mod Merging!

My favorite new feature in this update is the mod merging support, which replaces the old way of only being able to ship one new version of a data file around.

In this new system we can load many mods at the same time and have all of their new content pulled into the game. This will let mod makers share new monsters, level pieces, and texture packs and have them seamlessly blend with other content of the same kind from other mods in the style of how games like Skyrim do modding.

I'm really excited to see how this feature can be used to add tons of new content into Delver, all from different authors working on different things. If anyone wants more information on this system, check out the pinned discussion forum post in the Modding subforum for Delver.

Features!

  • Many mods active at the same time.
  • Revamped level editor!
  • Spike traps, and spike pits.
  • New puzzle dungeon tiles.
  • Flies have found the dungeon a good place to hang out.

As always, let us know if you have any issues or questions about this update.
Community Announcements - cuddigan
A small bugfix update just went live, it fixes issues with arrows not always hitting mobs when shot from a bow.

As a fun addition, via popular demand here on the forums, it also adds a new Field of View slider to the Options menu.

Thanks for letting us know about these issues!
Community Announcements - cuddigan
The September update of Delver is here, just in the nick of time. This is a fun update for us, since we had the chance to work with the awesome character artist Hunter Russel to redo all of our monster animations and the results shine.

We also updated to the latest version of the libGdx engine, fixed some collision issues that were causing people to get stuck in the mines, and got in some decent performance fixes that should stop the hitching some people have been experiencing. There's also a super fancy new menu background, to replace the boring image that was there before.

Features
  • Redid ALL monster animations
  • Monsters leave corpses now
  • Some new NPC animations
  • Bats have a lunge attack now
  • The druid and worm monsters have jumping attacks
  • Mages now have a windup before their magic attacks to give themselves away
  • Fancy in engine menu background
  • Player starts with some gold now, instead of 0
  • Player and mobs can no longer stand on eachother
  • Overlay text is now smaller by default

Bug Fixes
  • Redid the stepping up physics code, should no longer get stuck in small spaces or step up onto columns
  • Showing a win message instead of 'Dead' after finishing the game on the main menu now
  • Fixed dragging and dropping items from the inventory not throwing them as expected always
...

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