ADOM (Ancient Domains Of Mystery) - TheCreator
Hi everyone!

Quick update: We are coming closer to the next (and then much faster) Steam release. As an intermediate milestone we just released ADOM 2.3.0 (ASCII only) to our prerelease testers. All details can be found here:

http://www.ancientdomainsofmystery.com/2017/09/adom-230-r73-released-to-prerelease.html

Next are
- bug fixing
- completing the graphical enhancements
- graphical test release
- Steam beta release
- Steam release

Things are going to get a lot faster now.

Thanks for your patience - take a quick look at the changelog at http://www.adom.de/home/changelog.html and start feeling good about what is coming soon. Simplification of the graphical UI/UX has been a huge topic and I really believe that the next Steam version is going to be spectacular!

Kind regards
Thomas Biskup & Team ADOM
ADOM (Ancient Domains Of Mystery) - TheCreator
Hi everyone!

I'd like to give a quick update on current activities:

We are moving forward with development but the number of loose ends is still staggering. We are very close now to an ASCII test release and hopefully also will be able to do a Steam beta shortly afterwards. These blog posts point to a few of the new features:

http://www.ancientdomainsofmystery.com/2017/08/physical-crowdfunding-rewards-revised.html mentioning
- the new HUD prototype
- big improvements on scaling ADOM for various resolutions
- the revised talent screen

http://www.ancientdomainsofmystery.com/2017/08/quick-hints-quest-dialogs.html mentioning
- a new quick hint system that greatly simplifies learning the key commands
- the revised quest system with much better messages and statusses
- improved mouse handling

http://www.ancientdomainsofmystery.com/2017/08/most-bigly-adom-news-update-in-long.html mentioning
- the revision of point-based character generation
- changes to question-based attribute generation
- the new configuration screens for ADOM
- many details on the physical rewards from the crowdfunding campaign


Lots of work also happened on physical rewards for people who donated during the crowdfunding campaign. Some details can be found here: http://www.ancientdomainsofmystery.com/2017/08/physical-crowdfunding-rewards-revised.html

Additionally the _final_ roll call for submitting your addresses for physical shipments is up: http://www.ancientdomainsofmystery.com/2017/08/final-roll-call-physical-adom.html

Act now!

That's it for today.

Stay tuned - I hope that the next announcement will be the Steam beta ;-)

Thomas Biskup & Team ADOM
ADOM (Ancient Domains Of Mystery) - TheCreator
Hi everyone!

As point-based character generation has been a hot topic of much frustration I today started working on improvements.

I would love to hear your thoughts on my analysis specifically on the effects of character backgrounds on attribute scores (but naturally also other ideas although on the latter there already has been so much discussion ;-)

Read all here:
http://www.ancientdomainsofmystery.com/2017/07/point-based-character-generation-and.html

Thanks
Thomas & Team ADOM
ADOM (Ancient Domains Of Mystery) - TheCreator
Hi everyone!

After being a bit spammy last week I'm trying to keep it to weekly updates here. The past week again saw a lot of work on improving the UI and starting two days ago I'm now playing my own game mouse-only (although I love the keyboard controls) in order to learn more about what actually is missing for a great mouse-based UI.

Soon we'll also run more supervised test games with ADOM newbies to learn more about what works and what doesn't in the UI.

This blog post summarizes the latest advances: http://www.ancientdomainsofmystery.com/2017/07/a-week-of-work-on-adom-ui.html

If you have more wishes or ideas regarding improvements for the UI/UX please submit them _now_ at http://www.adom.de/bugs - it's the perfect time as we really want to improve on this for the next release.

Thanks & stay tuned for the next update!
Thomas & Team ADOM
ADOM (Ancient Domains Of Mystery) - TheCreator
Hi everyone!

I hope this series of announcements doesn't feel like spamming but I am very proud of the progress that we right now make and as long as every day brings an (IMHO) major new enhancements I'd like to keep you all informed (as a compensation for too much silence in the past).

One complaint with ADOM currently (and rightfully) is that talking to monsters and NPCs is not much fun as you easily can miss the texts uttered by them.

Thus I proudly present "communication bubbles" that were implemented today to display utterances by monsters and NPCs in a beautiful way. Being an ASCII artist I for now only can show the ASCII version but here we go:

http://www.ancientdomainsofmystery.com/2017/06/communication-bubbles-in-adom.html

Let me know what you think - I'm really looking forward to the next release and now hope that my compatriots can catch up fast enough with the graphical repesentations for the ASCII visualizations.

Stay tuned!
Thomas Biskup & Team ADOM
ADOM (Ancient Domains Of Mystery) - TheCreator
Greetings!

As part of our UI enhancement quest we just finished the ASCII implementation of a new dialog widget system for ADOM (the graphical counterpart takes a bit longer bit is upcoming, too).

The following blog post has a demo illustrating the new dialog widgets:

http://www.ancientdomainsofmystery.com/2017/06/new-dialog-widgets-in-adom.html

This in the future will make it much simpler to recognize input requests from the game and display detail information.

Stay tuned for the next release!

Thomas Biskup & Team ADOM
ADOM (Ancient Domains Of Mystery) - TheCreator
Hi everone!

And just to show you that we are very serious this time (after a long sequence of frustrating events): Just after yesterdays demo for the new look mode in the next ADOM release ( http://www.ancientdomainsofmystery.com/2017/06/look-better-in-adom.html ) we today have a demo for a new direction selection dialog: http://www.ancientdomainsofmystery.com/2017/06/better-direction-selection-in-adom.html

More to come... and yes, I know it's only ASCII so far - the graphical stuff needs more work and I need my colleagues from Team ADOM for that... I can only do gameplay and ASCII stuff ;-)

Thomas Biskup
ADOM Maintainer
ADOM (Ancient Domains Of Mystery) - TheCreator
Hi everyone!

It has been an awful long time since the last update but things are returning to normal (or rather: better than normal - expect a pretty exciting announcement probably within the next six weeks). Lots of work has happened behind the scenes by my team colleagues and I took longer to recover than I expected from my broken arm/wrist/hand (see older posts) but finally we again are moving forward and working towards new releases.

We have been focussing on several areas and the next release will bring a number of pretty fun features and changes (besides the usual batch of bug fixes and minor improvements). With me being fully back in the saddle and our GIT infrastructure finally in full motion I hope that we also will be able to switch to much faster release cycles (especially as far as bug fixes go).

Below you will find main areas of work of the past months:

Art

Krys is extremely busy on animating the PC and all our monsters. This actually is pretty tedious work considering that we are switching from still images to animated parts but the results are nothing but wonderful. ADOM feels a lot more alive now and some of the animations are incredibly funny and fascinating. The following blog posts provide various sneak previews:

http://www.ancientdomainsofmystery.com/2017/05/advanced-adom-animations.html

http://www.ancientdomainsofmystery.com/2017/05/sharks-in-adom.html

http://www.ancientdomainsofmystery.com/2017/04/a-glowing-example.html

http://www.ancientdomainsofmystery.com/2017/03/animation-and-line-of-sight-live.html

The animation system also finally will simplify enhancing the player character as outlined in http://www.ancientdomainsofmystery.com/2017/05/customizable-player-character.html

Sound

Lucas has been very busy over the past couple of months adding both sound effects and musical scores leading to an ever expanding sound library. Here's one blog pertaining to that (and other refinements of graphical nature):

http://www.ancientdomainsofmystery.com/2017/03/ever-expanding-soundscape-where-no.html

Gameplay

Besides working on a pretty big package of new features a major part of the next Steam release will be an even more simplified UI with much more focus on a more intuitive mouse interface and generally better interaction between the player and the game. We have been doing field tests with new players (and are continuing to do so) and defined a batch of issues to address for that release, as outlined here: http://www.ancientdomainsofmystery.com/2017/06/simplifying-adom-ui.html

For ASCII mode you can see one example for the look mode of ADOM here:
http://www.ancientdomainsofmystery.com/2017/06/look-better-in-adom.html
Very soon this will be integrated into the graphical mode and I hope for true tooltips so that in the future you don't even need to know how to activate look mode but rather just can hover over the map to get more detailed information about specific spots.
Another example for such improvements is the long requested standardized handling of the ESC key (e.g. showing a popup with the most important commands like saving and quitting).
The full list of issues to be addressed (still growing) is listed here:
http://www.adom.de/forums/projectmilestone.php?milestoneid=8

Organization

Our team organization behind the scenes currently is improving greatly but I can't yet explain the details. Sadly I can't even explains the reasons for not being able to explain that - but some of the most recent delays have been caused by re-organizing. It's worth the wait and very soon I can speak... stay tuned.

All in all I am happy to be back to much more time to work on ADOM and we'll focus on releasing ASAP.

See you soon
Thomas & Team ADOM
ADOM (Ancient Domains Of Mystery) - contact@rockpapershotgun.com (Kent Sutherland)

For most of us, traditional roguelikes are intrinsically inaccessible. They re notoriously difficult, their design is complicated and often opaque, they can have more hotkeys than there are keys on the keyboard, and their ASCII-based visuals mean that it s often unclear what s happening on the screen. It s these exact qualities, however, that ironically make roguelikes accessible and even appealing to blind or low-sight players. … [visit site to read more]

Community Announcements - TheCreator
Hi everyone!

I keep forgetting that not everyone is reading the blog. My health has taken a hit due to a pretty serious hand/arm fracture (which basically prevents me from programming). You can find the details here:

http://www.ancientdomainsofmystery.com/2017/01/broken-arm-update.html

I'll post updates when things will improve. I also can do a foreshadowing comment about "big things being set in motion". But I'm only going to announce that when I'm back in the saddle (I expect March or April). And no, this is neither an excuse or a diversion for yet another delay ;-) I promise you will not be disappointed ;-)

Kind regards
Thomas
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