Author Topic: Dungeonmans: Nicely Kickstarted (now at alpha 1.08b)  (Read 36480 times)

guest509

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Re: Dungeonmans is back, Kickstarting! (now at june preview 1.07c)
« Reply #30 on: July 31, 2013, 03:29:27 AM »
Hey people! Dungeonmans' is finishing up its kickstarter.

I tossed in a bit, it's still a kinda short. Get on it people!

guest509

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Re: Dungeonmans is Kickstarting! Final 48~ hours! (now at alpha 1.07c)
« Reply #31 on: August 01, 2013, 04:01:44 AM »
It's about to get funded! Click over there now and witness the glory!


EDIT: FUNDED!!!!!!!!!!!!!!!!!!!!!!!!  MAUAHAHAHAHAH!!!!!!!!!!!!

EDIT2: Time to PM Getter!

EDIT3: I started a Bay12 thread where I called Dungeonmans "a pretty straight Roguelike turned up to 11."

guest509

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Re: Dungeonmans is Kickstarting! Final 48~ hours! (now at alpha 1.07c)
« Reply #32 on: August 01, 2013, 08:53:33 AM »
This is me, on Bay12:

"Okay brothermans. Lemme sell it to you.

//Put the kiddies to bed, because we are about to indulge in some adultmans conversation.

First of all, let us talk mans to mans about some mother fucking persistence. Most roguelikes kill, they kill you dead, like dwarf fortress they kill you deader than shit and expect you to be a mans about it. Are you a mans? Do you like dying? Of course you do. Slash cry somewhere else panziemans.

Sometimes a mans likes to own monster fucking faces. That's a fucking dungeonmans. Jump kick the holy fucking shit out of baddies and do a 2 foot stop land and be all, "I'm the mans...what? Fuck you!"

That's dungeonmans.

And sometimes a real mans will find some shit he can't use, and instead becoming a bitchymans he just takes that shit and saves it, so later he can use that shit. Still, a real mans loses his shit if he dies, like a mans does. This shit ain't patty cake, this is real shit.

And that's dugeonmans. Recognize."

getter77

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Re: Dungeonmans Kickstarted and Stretching! Final hours (now at alpha 1.07c)
« Reply #33 on: August 01, 2013, 11:47:07 AM »
Good times indeed---now we shall see how it may very well stretch here in this...well...final stretch.
Brian Emre Jeffears
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getter77

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Re: Dungeonmans: Nicely Kickstarted (now at alpha 1.07c)
« Reply #34 on: August 03, 2013, 02:05:21 AM »
Campaign has ended but ongoing pre-order/alpha/beta/etc buy-in doings can still be had via Paypal and such once the dust settles a bit---VERY close to making the first stretch goal!   8)   More info as it happens, Jim discovers proper sleep again, etc.
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spelk

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Re: Dungeonmans: Nicely Kickstarted (now at alpha 1.07c)
« Reply #35 on: August 03, 2013, 05:33:49 PM »
Really pleased this has been fundedmans.

guest509

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Re: Dungeonmans: Nicely Kickstarted (now at alpha 1.07c)
« Reply #36 on: August 04, 2013, 02:17:55 AM »
Agreemans

getter77

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Re: Dungeonmans: Nicely Kickstarted (now at alpha 1.08)
« Reply #37 on: August 08, 2013, 08:50:42 PM »
v1.08

Quote
This is the final main build of the Dungeonmans Summer Preview. If there’s some critical bug left in the game, I’ll update to 1.08a, but otherwise it’s time to move back into full development mode. Thank you for your support during the Kickstarter!

New Enemies:

* The Paingolin, a fast charging, hero-tossing enemy that can force you into the thick of the fight.
* Pouncebiters, enemies who jump in from far away, take a big mean bit, then jump out to keep themselves safe. More fun in groups!
* The Bandit King and Brigand Cryoduchess, high level versions of your old Bandit favorites.
* All Dread Spire enemies are now much tougherer!

The Blinged Reaper

* Be on the lookout for a golden statue of gambling doom! Bring heavy pockets and try your luck…

More Ancient Kings!

* A new method of encountering Ancient Kings is available. What are you doing to do with all those Radiant Starshards?

Enemy Camps in the Wild

* Deep in dangerous forests you may find hiding places of the enemy. Bandits, Brigands and Orcs roost in the wild, plotting to bring ruin to civilized lands.

Gameplay Changes

* Head Collector has been replaced with Storm Driver, a 2H weapon attack that gives you a short leap before swirling the weapon around 360 degrees.
* Brigand Sharpshooters and Deadeyes spawn less frequently. Enemy version of Shellbreaker Shot reduces armor by 60% instead of 90%
* Coldnado duration reduced, and is now based on Science score.
* Vanish casting cost increased, and duration reduced to 4 rounds.
* Decoymans health increased and adjusted for player Science.

Bug Fixes: So many! Here’s some of them.

* Rangermens will start with Stick and Move ready to go.
* You’ll no longer waste actions with movement powers (Quick Dash, Blink Scrolls) by targeting invalid locations.
* Charging / Pushing attacks will break down doors and barrels.
* Pools will no longer give you points in Bombast.
* Secret doors will only appear in locations that lead to secret rooms.
* Hidden teleportals will no longer send you to empty darkness (as cool as that was) or to special rooms.
* High level enemies no longer snowball into 300+ DPR death incinerators if you’ve been playing for a long period of time in one session.
Brian Emre Jeffears
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getter77

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Re: Dungeonmans: Nicely Kickstarted (now at alpha 1.08)
« Reply #38 on: August 10, 2013, 02:12:18 PM »
Build updated with some hotfixes.
Brian Emre Jeffears
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guest509

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Re: Dungeonmans: Nicely Kickstarted (now at alpha 1.08)
« Reply #39 on: August 12, 2013, 09:09:20 AM »
Hey Getter can we have a paragraph or two about how happy you are this got funded? I know you introduced me to this back when I first go back into roguelikes, I really dug the art style and overall awesomemans attitude....

getter77

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Re: Dungeonmans: Nicely Kickstarted (now at alpha 1.08)
« Reply #40 on: August 12, 2013, 12:05:38 PM »
I guess I could say that, on my end, this getting funded was pretty well among the top things that I've seen happen in the course of this year.   :)  To see a promising project successfully resurrect, when having seen so many slip into the abyss, it bolsters the entire lot of it and hits like a merry jolt.  Now it has a legion community of backers whom a good many will be testing and helping to guide it to completion---good things indeed.

Pretty much everything I said on the Roguelike Radio podcast episode on it, with +Elation applied liberally.
Brian Emre Jeffears
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getter77

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Re: Dungeonmans: Nicely Kickstarted (now at alpha 1.08b)
« Reply #41 on: August 12, 2013, 08:20:33 PM »
v1.08b

Quote
This is the final main build of the Dungeonmans Summer Preview. If there’s some critical bug left in the game, I’ll update to 1.08c, but otherwise it’s time to move back into full development mode. Thank you for your support during the Kickstarter!

Bug fixes from 1.08:

* Fixed Streamscryer’s Circlehoops constant enchant creep, which could corrupt saves.
* Added an un-stuck feature that should fire if you are trapped in a wall or blown out of the level.
* Fixed crash where High Guard, Wheel of Pain, and Hero/Villain Cloud combined could crash the game.
* Fixed possibility of crashing the game when trying to lock items in an empty inventory.
* Bandit Kings will no longer show up without textures while throwing Crimson Spittle everywhere.


Also now supporting Paypal directly for those still wanting to contribute/tinker about further with contributing---early tiers are straightforward, elaborate ones need working out even more directly with Jim but still:

http://www.dungeonmans.com/?page_id=362
« Last Edit: August 12, 2013, 08:22:46 PM by getter77 »
Brian Emre Jeffears
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