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Journal of dbaumgart

Starfarer: Celestial Spheres

Posted by , in Starfarer 03 March 2011 - - - - - - · 681 views
Starfarer, planets, 3D painting and 1 more...
The world of Starfarer has lovely 3d planets which roll beneath whatever chaos you are sure to wreak out in space. It is only right, for what good is space without planets to fight over?

Below: Flying an absurdly over-armed frigate past a jungle-covered planet.

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[This was written to promote Starfarer for Fractal Softworks], so please read the rest of this post on the Starfarer development blog!

By the way: Alex, the coder/designer/mastermind of Starfarer, is being interviewed on theImmortal Machines podcast tomorrow, so if you catch it in time you can leave him questions in the associated forum thread. The finished show should be posted sometime next week.

Gaslamp Games on the Immortal Machines podcast, posted!

Posted by , in Gaslamp Games 19 February 2011 - - - - - - · 644 views
interview, podcast and 2 more...
Nicholas and I were interviewed on the Immortal Machines podcast (an affiliate of Colony of Gamers) last week by the good bunch of guys there who were far too patient with certain Gaslampy ... excesses. Now you can listen in to learn dark secrets about the Dungeons of Dredmor -- about the unnatural habits of Thrusties, why Nicholas should not drink a pot of coffee on an empty stomach, and how much Dredmor isn't going to cost. Here's the link:

Immortal Machines episode 47: Gaslamp Games and Dungeons of Dredmor

Much thanks to the Immortal Machines guys for letting us on and to Colony of Gamers and their wonderful community for all their support!

The real question now is if they will ever make the mistake of letting us back on.

[re-posted from the Gaslamp Games blog.]

Gaslamp Games on Immortal Machines podcast

Posted by , in Gaslamp Games, Dungeons of Dredmor 03 February 2011 - - - - - - · 664 views
interview, podcast and 2 more...
So Nicholas (brave code-wizard) and I are going to be interviewed on the Immortal Machines podcast. Here's the entry on Colony of Gamers where people can post questions for us to get asked.

This will be our first official interview as Gaslamp Games! And, really, my first professional interview.

I'm excited and a bit nervous but I think it'll be fun. Hopefully we don't screw it up, heh. Naw, we'll do well. *I* think we're interesting people, at least.

Dungeons of Dredmor skill/spell icons

Posted by , 28 January 2011 - - - - - - · 1,631 views
skill icons, spell icons and 3 more...
I've just finished the latest round of revisions to the entire pile of spell icons. This is just one task which is part of the massive spell overhaul we're doing for Dredmor's beta 0.92 (when I'm not getting distracted drawing the disembodied heads of founding members of Gaslamp Games).

Man, there are a lot of these buggers, but they do get easier (and better) every time I redraw them. Telling you anything about them would ruin the fun*, so I've just thrown together a collection of some of my favorite spell and skill icons for your enjoyment:

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Still have to draw animated effects for most of these. Urrgh.

* whereas "the fun" refers to how much fun I have as people try to guess what the hell some of these skills do.

[Originally written for the Gaslamp Games blog, where we all write about development and other random stuff.]

Starfarer: Modern Ship Designs

Posted by , in Starfarer 27 January 2011 - - - - - - · 1,164 views
Starfarer, pixel art, spaceships and 2 more...
(This post is written to promote the game Starfarer by Fractal Softworks.)

There's more to space combat in Starfarer than nearly-obsolete front-line sluggers like the Onslaught. Meet the Astral class capital-ship carrier: a modern, refined platform for supporting squadrons of small fighters and bombers such as the Dagger torpedo-bomber you can see below. Escorting the Astral is a nimble Wolf class frigate.

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This Astral carrier has some top-of-the-line point defense systems on its starboard side while the port has some nasty repeating torpedo launchers. Once you get past the escorts and fighter-bomber cover, you'll have to be sure to choose your approach carefully -- and that's before dealing with the full-coverage shield. Astral-class carriers should not be taken lightly.

What follows is a bit about how I went about designing the modern ship classes of Starfarer along with some concept sketches for the Astral and Wolf.

Read the rest on the Starfarer blog

"Binb is not Bomberman"

Posted by , 19 January 2011 - - - - - - · 484 views

Here's a trailer for "Binb", a simple but compelling game by Maxim Karpenko (posted on IndieGames at the end of December) for which I drew some cute animated pixel-art sprites and terrain:


Very bomberman, but it of course isn't, as it's given a somewhat different format and goal, plus special items. And look at those cute little guys!

I'll be sure to post the link to the playable game when it's released somewhere.

Dungeons Of Dredmor Trailer #4 + Release Date Announced

Posted by , 09 January 2011 - - - - - - · 831 views

Alright, I've been slaving in the pixel mines on this one for years and now the end is truly in sight. The release date for Dungeons of Dredmor is set for April of 2011!

This new GameDev.net is ... disorienting ... so I'll just post an image of the video with a link next to it. Go watch! Edit: Thanks Josh for pointing out how to make this work!


Be sure to view it in high quality so that you can appreciate our awesome resolution jump. Yes, 800x600 just isn't good enough for the year 2011.

Also: Gaslamp Games has also finally picked up on using that Twitter thing, so check out our twitter page here.

The last ... long time, but the last week in particular has been exhausting as we've just pushed out beta 0.90 which is our first beta build with completely revised game mechanics and increased resolution.
Yeah, this is happening for real.

Starfarer: Pew pew!

Posted by , 23 December 2010 - - - - - - · 362 views

Or: Weapon design & graphics modularity in Starfarer

A game which revolves around combat in space naturally places great importance on the weapons uses in said space. In short: They must look really cool. Here's a picture to show how I've been going about this:

You see here the process of taking a weapon design from concept art to pixel-art sprite to in-game screenshot. The barrels of the Heavy Autocannon -- a nice standard warship cannon -- recoil individually upon firing.

And how about some background on what influenced this outlook on displaying weapons?

Read the rest of this entry on the Starfarer blog