nyrds-devblog-blog
nyrds-devblog-blog
Nyrds DevBlog
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nyrds-devblog-blog · 8 years ago
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Remix.27.2 - Now with magic!
Hey folks, Nyrds here!
Guess what? We got a Facebook page. Hooray!
And on our quest to make the fully moddable Pixel Dungeon we not only seek to reconstruct the game itself... well in order to make modding possible at all. And there is a long way to go. But we also pursue to make it so players would be able to make something more than a Pixel Dungeon. Thus we constantly adding new features and mechanics. So here comes the “spell system”!
The idea is fairly straight forward. Spells utilizes different game mechanics and intended to diversify gameplay, providing situational solutions. At first. Because later we are planning to extend this system so that “spell caster” would be an actual option for your character build. Or maybe you want to make a mod that is designed to be beaten solely through spells? Be patient, because soon enough you will be able to make your own spells.
To see full changelog, please visit our wiki.
You can also discuss this post on the Pixel Dungeon Subreddit!
You can get it on Google Play.
Stay tuned for future updates, Cheers!
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nyrds-devblog-blog · 8 years ago
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Remix.27.1 - Portals for everyone!
Hey folks, Nyrds here!
Presenting new update and a new feature. Town portals for everyone, yay! 
The way it works, is fairly simple. First you find portal in the dungeon, it will take you to portal shrine located near the Town. And once you finished your business in the town you can use portal shrine to get back to the dungeon. Such a big change did call for a drastic balancing: Lloyd's Beacon is no more. But to avoid overuse, every portal, that is located in the dungeon can be used only once. And you can't use portal if you got Amulet of Yendor in your inventory. That way you'll have plenty opportunities to revisit the town, but it won't break general game dynamic. Do keep in mind that this whole thing might change in future updates. 
You will encounter town portals after defeating following bosses: 1) Goo 2) Tengu 3) DM-300 4) King of Dwarves 5) Shadow Lord 6) Yog-Dzewa
When it comes to secondary bosses, which are: Spider Queen, Lich and Ice Guardian, we figured that it was far to confusing and somewhat time consuming to run through 5 levels and defeat a boss, just to find a dead end, forcing you run 5 levels in opposite direction. So from this point on, for every secondary boss, there will be a minor portal. The way it works is pretty simple it will take back to the first level of current dungeon. For example once you beat a Spider Queen you can go back to a “spider” level 6, go upstairs and you already at Goo's boss level. So you can just proceed with your journey.
So there you go, that's probably on of the biggest changes to gameplay dynamics we introduced so far. I really looking forward to see where it'll take us.
To see full changelog, pleaswe visit our wiki.
You can also discuss this post on the Pixel Dungeon Subreddit!
You can get it on Google Play.
Stay tuned for future updates, Cheers!
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nyrds-devblog-blog · 8 years ago
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Artificer and crafting. “Waypoints” or “town portals”
Hey folks, Nyrds here!
There is a few things in that title, but they kinda goes together to a certain extend. For a while we considered couple of ideas:
1) Artificer – the NPC that provides crafting functionality
2) Town portal scrolls
The “Artificer” is a fairly straightforward concept. During your journey you will encounter different resources and if you were to bring them back to said NPC, you'll get an opportunity to craft special items, that cannot be found within the game in any other way. And if you don't like those items you can recycle those crafting materials for gold. It would allow to bring more loot in the game without shifting the drop rates of existing loot. Not to mention that not every thing you found is useful at your current situation.
First problem that we encounter with this concept is the location of Artificer. Second problem is the limitation of your backpack. For example if you encounter artificer on multiple occasions, close enough to the source of certain crafting resources. That's kinda weird, but PD already has item stores placed through the dungeon. The problem is that all of those items, that you collect and those you get from crafting itself takes up inventory space. And can go on for a while about this topic, but basically we came up with some sort of “solution”.
And here we go back to idea of “town portals”. To get most obvious thing out of the way, the scrolls or other form of consumables that can be used pretty much at any point and if you can hold several of them at a time... that's a bad idea. It does not go with current game design. It will break pretty much anything. And the Town itself would need big changes. After all, you'll have instant access to store and unlimited amount of health, food and identifications. And “100% win” that you get when leaving the Town with amulet of Yendor in your hands... won't mean much anymore.
So the thing that, as we think, would actually be suitable here is a portals in form of “waypoints”. Basically at certain point of the game you will encounter a special room with portal, that will bring you back to town and you'll also will be able to get back to said room. How is that balanced compared to town scrolls? First of all, each “waypoint” is usable only once. You go in, you go out, that's it you have to find another room with the portal. Second, those rooms will be extremely rare, with exception of boss levels. Every boss level will always have a ���waypoint”. And last but not least: if you got Amulet of Yendor in your inventory – you cannot use those portals.
So there you go, bringing more content to the game, slightly changing game dynamics and actually making Town into a “hub” area. And I'd absolutely love to know what you think about this.
You can also discuss this post on the Pixel Dungeon Subreddit!
As usual the game download is available through our wiki’s changelog.
And on the Google Play.
Stay tuned for future updates, Cheers!
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nyrds-devblog-blog · 8 years ago
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Bringing rogue-”lite” back to rogue-like? Say what?
Hey folks, Nyrds here!
There weren't any posts here in a while, sorry about that! We'll make those more frequent now.
Today I'd like to discuss interesting idea we had another day. All of you probably know about certain type of games which some people call “rogue-like” and than other people correct them and say “rogue-lite”. With those games there is certain concept that caught my interest. The so-called “meta-progression”, an idea that you can unlock or carry over some form of progression after each run. For example, in RemixedPD, we recently introduced an upgradable potion. Not only as an opportunity to waste your valuable scrolls of upgrade but to bring in more diversity. After all you can also find upgraded potions, or in fact “degraded” potions, as regular loot. How can we apply the meta-progression to that concept? What if each run you would've spent accumulated gold to purchase permanent upgrades to said potions. Instead of having that mechanic dynamically change potions during the game, you would have a permanent upgrades, which is fundamentally controlled by you. It might also be any aspect of the game, not necessarily potions. I would love to know what you guys think about that idea.
You can also discuss this post on the Pixel Dungeon Subreddit!
As usual the game download is available through our wiki’s changelog.
And on the Google Play.
Stay tuned for future updates, Cheers!
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nyrds-devblog-blog · 8 years ago
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New RPD description and story
Hey guys!
Recently we were seriously thinking, beside the whole modding thing, that Remixed Pixel Dungeon could use some actual story. And as result we want to try out a new description for store page:
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Once upon a time there was a small town. The townsfolk lived happily but they were so poor, that they couldn’t even afford to go somewhere decent on holidays. But on the day, when everybody has abandoned all hope, a miracle occurred. The ground beneath the town shook violently and burst out a myriad of despicable monsters. And from that point on all of townsfolk, who had survived, lived happily ever after. Why? Because dungeon has attracted all sorts of heroes and adventurers. They protected the innocent and ended up being a really good spenders, boosting the town’s economy.
And now the little town flourishes, as it stands on top of a dangerous dungeon, filled with dead adventurers and their miserable souls.
Game features:
This game supports user-created mods! And as we further develop this feature, soon you will be able to create whole new game inside Remixed Pixel Dungeon!
Hardcore rogue-like experience!
6 hero classes to chose from
Town hub to prepare you for your journey and introduce you to the game world
Over 30 dungeon levels of main dungeon split in 6 dungeon types
3 optional dungeons: Spider Lair, Necropolis, Ice Caves
Dozens of items and monsters
Various bosses
Hats! Everyone likes hats
***
It’s been added to store page as experimental description, which will be visible for about 40% of players. But we decided to try to get a more direct feedback. So what do you guys think about it?
As usual the game download is available through our wiki’s changelog.
And on the Google Play.
Stay tuned for future updates, Cheers!
You can discuss this post on Pixel Dungeon subreddit.
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nyrds-devblog-blog · 8 years ago
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Modding feature: Vanilla Mod in Remixed Pixel Dungeon
Hello everybody, Nyrds here!
As you might've noticed form the title, we recently added the “Vanilla Mod” to the game. Maybe some of you already tried it out. This mod plays pretty much like original Pixel Dungeon. But you might ask, why should “remix” have such an option? To demonstrate modding capabilities, because this mod takes just 3 files to change the game (Plus couple of files to add mod description).
You can see the whole structure here: 
https://github.com/DeadDie44/RPD-Vanilla-Mod
Generally speaking there is couple of things that still remains “remixed” in this mod, but soon that'll change as well. In course of next few months we planning to make Remixed Pixel Dungeon fully moddable. To the extend that you will be able to create a whole game experience by yourself, including:
Dungeon consisting of custom randomly generated levels and custom pre-designed levels (which is pretty much possible at current state)
Custom mobs with unique abilities and NPC with their own quests and dialogs
Custom items
Custom heroes
Custom goals. Who said you should get some sort of item to win? It's your game, set the rules yourself
In other words, what we want as the final product, is the ability for everyone to be able to make pretty much they're own rogue-like on top of Remixed, with no special knowledge required.
To know more about modding you can visit Mods article on our wiki.
To see how you can used modified Tiled editor to create pre-designed level maps, click here.
As usual the game download is available through our wiki’s changelog.
And on the Google Play.
Stay tuned for future updates, Cheers!
You can also discuss this post on the Pixel Dungeon Subreddit!
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nyrds-devblog-blog · 8 years ago
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Nyrds Blog starts here!
Hey folks, Nyrds here!
And here we are to start our own dev blog! Stay tuned for exciting news about updates for Remixed Pixel Dungeon and our new projects!
Visit our wiki at:
http://wiki.nyrds.net/
You can find Remixed Pixel Dungeon here:
https://play.google.com/store/apps/details?id=com.nyrds.pixeldungeon.ml
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