00_Evan

joined 1 year ago
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Did you know that in a way the Cleric is the first hero ever to appear in the original Pixel Dungeon?

Pixel Dungeon had a different default hero sprite for about 6 days after its first release in 2012. This was back before the game even had hero classes, and this sprite was quickly scrapped and replaced with the Rogue's sprite. I saw a screenshot of this design back in 2015, and it was my initial inspiration for the Cleric in Shattered Pixel Dungeon! The design has changed a lot since, but it's neat to think that in a way this hero is about 12 years in the making!

Also, I now have an account on Bluesky! While it isn't my first choice, I have been happy to see that Bluesky has been replacing Twitter for many people in the last little while. If you'd like, you can now find me there as well: https://bsky.app/profile/shatteredpixel.com

(Image Description: A screenshot from the original Pixel Dungeon circa 2012. Several graphical elements are outdated compared to the current version of Pixel Dungeon, and compared to Shattered Pixel Dungeon. Most notably, the hero sprite is completely different in this screenshot, using a design that was scrapped shortly after.)

[–] [email protected] 2 points 6 days ago

It fluctuates, and does depend a bit on how you interpret the numbers, but atm it's the mimic tooth! It's a very spicy trinket, in a way that people really enjoy, but the chance of getting chomped by an ebony mimic is not worth the reward to the average player.

[–] [email protected] 1 points 6 days ago (2 children)

"Holy Warrior in a mix of cloth and plate" is a pretty common character concept. I will say though that the upper chest guard was a particular stylistic choice by Aleks, but I don't think it had a specific character inspiration.

[–] [email protected] 4 points 6 days ago

I do hope a more supportive playstyle is possible, but do keep in mind that because of the way Shattered works, the Cleric will mostly have abilities that support themselves.

[–] [email protected] 1 points 6 days ago

Afraid that is intended, artifacts need to be identified to work, so they aren't included in the logic for the shard of oblivion currently.

[–] [email protected] 6 points 1 week ago (2 children)

Not gone, just moved! You can see it at their side on the right.

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submitted 1 week ago* (last edited 1 week ago) by [email protected] to c/[email protected]
 

Development of Shattered Pixel Dungeon v3.0 is now well underway!

v3.0's big new feature is the game's sixth hero: The Cleric! They're going to be a divine magic user with a wide variety of defensive, supportive, and utility spells.

I'll be sharing most posts about them in future posts here, but for now here's a little peek at their splash art.

(Image description: "A pixel-blurred image of the Cleric's splash art.")

[–] [email protected] 8 points 1 week ago* (last edited 1 week ago) (4 children)

Cave spinner webs are treated as solid terrain, which does mean that most movement effects can't go through them, just like they can't go through walls.

Levitation letting you go through the webs is actually not intended, thanks for letting me know about that inconsistency, I'll look into it.

EDIT: Ah, I see what's happening. The web effect is actually processing correctly, but levitating makes you immune to the rooted debuff. Perhaps at some point a 'webbed' debuff might be more appropriate here, but this is technically intended for now.

[–] [email protected] 3 points 1 week ago (3 children)

You'd be surprised how much a particular player's perspective can influence what they think is objectively powerful and what isn't. Just as an example, the rat skull is one of the highest winrate trinkets in the game, due to the added value from drops from rare enemies. There are of course some trinkets that the majority opinion is correct about though, I would like the censor to be less trouble for it's benefit for example.

[–] [email protected] 1 points 1 week ago (5 children)

Thanks for the feedback! There are a few trinkets I'd like to adjust still but overall I'm a lot happier with their general balance after v2.5 and patches. It is sort of intended that some people strongly dislike some trinkets though. They're all meant to be about tradeoffs and changing up gameplay variables (even if the tradeoff can sometimes just be lots of alch energy), so naturally some players will find some tradeoffs to be great deals and others to be terrible.

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submitted 2 weeks ago* (last edited 2 weeks ago) by [email protected] to c/[email protected]
 

Roguelike Celebration 2024 is this weekend! It's a conference I've participated in a couple of times, with lots of interesting presentations about Roguelikes and Roguelike-adjacent things.

https://www.roguelike.club/

They also do a Steam sale each year, and Shattered Pixel Dungeon is 40% off on Steam for the next few days as a part of that!

https://store.steampowered.com/sale/roguelikecelebration2024

As for Shattered development, I have started work on the next update but don't quite have anything to show off yet.

(Image Description: "Roguelike Celebration '24" "A community-generated weekend of talks celebrating roguelikes and their community")

[–] [email protected] 6 points 4 weeks ago* (last edited 4 weeks ago) (1 children)

I worry that this would lead to very tedious gameplay where players would feel the need to keep track of what things the book has already cast so they can plan around the new likelihoods, and eventually the garunteed final effect before a new rotation starts. The book is also supposed to be quite random, which does include possibly rolling the same effect multiple times.

[–] [email protected] 2 points 1 month ago (1 children)

Hm, that's very odd, it almost looks like macOS is interpreting any sort of click on the game as one outside of it, and minimizing the game accordingly. The only change made recently to this sort of thing was one relating to multiple monitors, do you have more than one monitor connected?

Pressing option+enter should put the game out of fullscreen mode as well, which should help.

[–] [email protected] 7 points 1 month ago* (last edited 1 month ago) (1 children)

Hey, just wanted to pop in and say I am listening, and sorry that people here have been a bit aggressive in their replies to you.

Leaving Reddit (and twitter) was never about shutting myself out, it's entirely because those platforms are run by vile people and I can't stand to use them anymore. Back in the early days Reddit was 100% of my community interaction, and I admit I do miss participating in big discussion threads there, but these days the majority of my communication time is through direct messages (mainly email) and that's been the case for years.

Making changes to existing items like this is always going to be tricky, because of course it's going to upset someone. In this case it felt like a worthwhile change to make because a relatively large number of people wanted more ways to ID gear, and lots of other options for trap disarming already exist. It also feels like a better thematic fit for remove curse, as the stones now interact with equipment too.

 

Hey Dungeoneers!

I've just released Shattered Pixel Dungeon v2.5.3! This patch includes a few changes in response to feedback and gameplay data from v2.5.0. There is a new way to identify items, a few items have been buffed/nerfed, and bombs have been buffed across the board!

[–] [email protected] 1 points 1 month ago

As I mentioned the main reason why I didn't include them is that they aren't really their own item. They're essentially just blandfruit in a different state, much like shattered honeypots or blessed ankhs, both of which don't have their own entries.

 

Hey Dungeoneers!

The first patch for Shattered Pixel Dungeon v2.5.0 should now be out on all platforms! v2.5.1 includes an assortment of small fixes, and some balance changes to three of the new trinkets. I expect to make more changes in future patches as well, before moving on to work on v3.0.0.

Check out the changes screen ingame for a full list of changes.

 

Hey Dungeoneers, Shattered v2.5.0 has been released!

v2.5.0 includes a total overhaul to the journal, some new trinkets, and tonnes of smaller tweaks and balance changes. There are also new splash arts for each of the dungeons regions, viewable during loading screens! Be sure to check the changes screen for full details.

Read the Full Post Here

 

Hey folks, I've just sent the release candidate build for Shattered Pixel Dungeon v2.5.0 to beta! If all goes smoothly I plan to release the update in another couple of days, probably on Wednesday.

Unfortunately, users on Google Play are still stuck on a beta from August 30th. Google Play usually takes ~1 hour to review any update I send, but Beta-5 has been stuck in review for days now. This may mean that the full release of v2.5 will be late on Google Play.

 

Hey everyone, after a bit longer of a wait that I initially planned, Shattered Pixel Dungeon v2.5.0 is now ready for beta! In this post I’m going to share some more of the new things coming in this update!

Read the Full Post Here

 

Shattered Pixel Dungeon's next major update will be going to beta early this coming week.

Here's one more new thing coming in v2.5: new cursed wand effects! I'm adding 16 new effects, ranging from simple bubbles to a rare but extreme supernova explosion! The bubbles are harmless but you really, really want to avoid the explosion.

(Image description: A GIF showing the new supernova explosion effect. A yellow glowing orb keeps growing in size while danger indicators litter the floor. After 10 turns the orb explodes, killing the player)

 

Hey rat punchers, Shattered Pixel Dungeon v2.5.0 is getting very, very close to being ready for beta. Sorry for the delay, but there's a few additions over what I was originally planning for this update that have made it take a while.

One of those additions is region splash arts during the game's loading screens! After teasing these all the way back in 2023 they're now ready, and will release with v2.5.0!

 

On this day, 10 years ago, I released Shattered Pixel Dungeon v0.1.0. This tiny initial release was my first serious attempt at gamedev and was distributed to maybe 50 people on the Pixel Dungeon subreddit.

Fast forward 10 years and Shattered is my full-time job, with roughly 5 million combined downloads and roughly 150 thousand combined sales over several platforms. Even after all these years, more new people are discovering Shattered now than ever before, and the updates I make are getting bigger and better.

Join me for a quick walk down memory lane, and for a preview of something very exciting that's yet to come...

Read the Full Post Here

 

Hey Adventurers, July is coming to an end and I owe you guys an update!

Unfortunately, I'm going to miss my earlier estimate of a beta during July. This is mainly due to v2.5.0 becoming a much bigger update than I originally planned. I'm now anticipating v2.5.0 will be ready for beta around the second full week of August. In the meantime though, let's go over some of the new stuff that's coming soon!

Read the Full Post Here

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