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Dungeon Delvers - All News

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Wednesday - March 18, 2009
Wednesday - February 11, 2009
Monday - February 04, 2008
Monday - September 03, 2007
Monday - July 23, 2007
Friday - June 29, 2007
Monday - June 04, 2007
Thursday - May 17, 2007
Monday - April 16, 2007
Thursday - March 08, 2007
Monday - February 12, 2007
Tuesday - February 06, 2007
Friday - December 22, 2006
Monday - October 30, 2006
Wednesday - October 18, 2006
Sunday - October 15, 2006
Tuesday - September 26, 2006
Monday - September 18, 2006
Tuesday - September 05, 2006
Wednesday - August 30, 2006
Wednesday - July 19, 2006
Monday - July 10, 2006
Thursday - June 22, 2006
Monday - June 12, 2006
Friday - June 09, 2006
Thursday - June 01, 2006
Box Art

Wednesday - March 18, 2009

Dungeon Delvers - Update @ Official Site

by Dhruin, 21:10

Yet another update at CrossCut Games - this thing may yet see the light of day:

But anyhow, Dan and I are also working on Dungeon Delvers. We've got the inventory clicky stuff mapped out - but I haven't coded it up just yet. I do have a nifty chest picture opening and closing. The goal of inventory was to make a single click all you needed to do to activate an item - or use it in solving a plot card. Dan had the grand idea of including masterwork items that are permanent fixtures to a Delver. I like that too - gives you some gold plating on the character for long term appeal (and it's easy too).

The other part to it is when you smash a monster, it spills out the items right away. Sure, that's arcady and all, but I really like the thought and it should work well in the game. After all the items are spilled, you click on them to shuttle them off to the chest. If you don't click 'em, the items fade off screen. After combat is over (and you're victorious), you can divide the items up amongst your delvers. So that's all pretty clean.

I just need to get coding!

Wednesday - February 11, 2009

Dungeon Delvers - Update @ Official Site

by Dhruin, 22:23

Holy Crap, a Dungeon Delvers update from CrossCut Games:

Dan and I are pouring some serious time into Dungeon Delvers again. Just to catch you up (if you haven't seen my posts in the forum here), we've reworked the maze to be ala Wizardry and Bard's Tale - and that's really pretty cool. It's all in text files too, so you can (just as before) edit everything in a text editor. The bigger update is with combat which is now very frenetic and fast paced. I really like it - it gives the entire game a significant lift in pacing and play. It's flat out fun. And it looks good too which just furthers the fun. So I like.

Inventory is servicable now - at least you can move things around and trade them. What I just got working was the weapon and smart bomb placement so you can see them. And weapons now work as they should. Magic items (like scrolls and spells or what have you) can now be seen. I also just got multiple special effects explosions working too and that's quite a relief (although there's a problem with one of them - it's not dying right). I'm running out of time tonight, but I hope to get the main health guage in place next along with the refresh bars for the weapon and smart bomb.

Monday - February 04, 2008

Dungeon Delvers - Update @ Official Site

by Dhruin, 21:12

A tiny update at CrossCut Games for Dungeon Delvers but, hey, at least it's something for the two of us still following it:

Hey! I opened up the Dungeon Delver's code and added a few lines! Isn't that something? And I played it a bit. It still needs alot of work.

I think I'll list out the tasks again. That generally gets me depressed and motivated at the same time. And I'll open up those data files. And maybe change the intro screen a bit - that always cheers me up! And then.... maybe I'll add a few more lines of code. Who knows? This may begin a whole new trend!

Monday - September 03, 2007

Dungeon Delvers - Update @ Official Site

by Dhruin, 23:14

So, Crosscut says they'll get serious about Dungeon Delvers soon:

Alright. I haven't been working on Delvers much recently. I admit this. But today, when Dan and I were talking business, he said, "The next time we talk, it's going to be about Dungeon Delvers." And I hardily agreed. Not just talk, but serious effort again too. Dan's intent on finishing up content and I'm intent on getting the code base squared away. I know best intentions are not enough and I know we can't confuse activity with accomplishment. But the game needs to be done! So we're on it, believers, we're on it.

Monday - July 23, 2007

Dungeon Delvers - Update @ Official Site

by Dhruin, 23:51

A short update at CrossCut Games essentially says they have prioritised a boardgame project over Dungeon Delvers just for the moment:

Dungeon Delvers? It's sitting there for now at about 80% done. It will not be forgotten! But I'm sinking alot of time in Galactic Emperor now. Once I get that squared away and moving toward production, I can divert back to Delvers 100%. Just a question of bandwidth right now - only so many hours are available to me. So don't fret. Delvers will be finished!

Friday - June 29, 2007

Dungeon Delvers - Update @ Official Site

by Dhruin, 23:34

Crosscut's Adam West has posted a general roundup at their site, saying they've been remiss with updates.  Here's the bit on Delvers:

And if you're among the throngs who are grumbling, "So what! What's up with Delvers??" I can only say - we're on it! Dan and I talk about it almost every day (so that's something) and I even put some work in on it. Just today I was once again estimating the work remaining - a wearisome, wretched task. Suffice to say, we will get it done, but it won't be done until then.

Monday - June 04, 2007

Dungeon Delvers - Update @ Official Site

by Dhruin, 23:57

CrossCut has posted an update on their progress with their Talisman-inspired Dungeon Delvers.  Here's a snip:

It's a calm, relaxing day here in the bowls of CrossCut Games, Inc. I'm intent on getting right to Delvers today - gotta keep working on content. Mainly I want to get the magic items working (again). You drop these critters on the action spot and after a bit of time elapse, it goes off. That seems easy enough (and it was working). But I need that running well in combat and out of combat - to impact the right stuff. I need it for testing now.

Head over to read the rest of the post.

Thursday - May 17, 2007

Dungeon Delvers - Update @ Official Site

by Dhruin, 22:06

A very short update at the Crosscut site for Dungeon Delvers amidst news of a board game they are developing:

As for Delvers, it couldn't be better! The game is also in early testing (just us right now) and we're tuning up the adventures and turning on the excitement. Hopefully, we'll get this puppy out the door very soon! It's looking fine with actually *more* adventures that we originally planned. I love it!

Monday - April 16, 2007

Dungeon Delvers - Update @ Official Site

by Dhruin, 22:41

CrossCut has kicked up a short update on Dungeon Delvers:

I'm plowing through the quests still. Basically building up content and testing each of the quests. There are 32 (or maybe 33) quests to complete in Delvers. Each lasts quite some time; so it's just time consuming to test each one out in turn. And with the added complexity of random encounter placement, I'm still finding some basic problems - like having a thug require gold, preventing you from progressing in the quest, but not having any gold to give him. Or having a hydra confront your first level characters - a slaughter ensues. Not good.

Thursday - March 08, 2007

Dungeon Delvers - Update @ Official Site

by Dhruin, 20:39

CrossCut Games has kicked up a new update on Dungeon Delvers:

Good! I've completed my list of encounters. What does that mean? That means I had a list of encounters designed, but not completely 'coded' in the Delver text file format (which now that you've heard it, clearly needs a more compelling name). But now they are! So I have (let's see) 153 encounters put together and tested. Whoop! No really. This is a *big* thing. Because not only did I get all that text typed in (thousands of lines) but I also implemented capabilities along the way - like the previously mentioned Toadie! Very cool indeed. Couple that with the complete list of monster attack types, completed quest maps (well, completed might be a bit strong on that one) and we've got a game here! No, not done. But closer than before! That's always good surely.

Head over for the rest of the post.  Thanks, dte!

Monday - February 12, 2007

Dungeon Delvers - Update @ Official Site

by Corwin, 03:11

Crosscut Games has posted an update on their work in progress Dungeon Delvers. As it's quite short, here's the entire piece:

Just a quick report. I'm cranking through several encounters right now. It's looking pretty nifty and it's very easy to do. Since the data is just in plain text, I can work them up in a simple editor, save, and test. Very nice indeed. Along the way, I'm adding new functionality as needed in the code base. Right now there are just slightly less than 80 command tokens. These are actions that can be activated by any adventure card in any combination. Things like health, damage, strength, craft, special effects, scare, freeze, steal, victory bonuses, etc. More to come! 

Thanks Dte for the heads up. 

Tuesday - February 06, 2007

Dungeon Delvers - Update @ Official Site

by Dhruin, 22:54

CrossCut has tossed up an update on Dungeon Delvers, saying they took a break but are back in the thick of things:

It's back baby! Yes, I have taken a bit of time off from working on Delvers, but I booted it up yesterday and the game just looks like butter - very cool indeed. I just played for awhile and had fun! That's the way it should be when working on a game.

So. What to do? Why, just dive back in and get to it. It's all about content now. I have the levels plotted out, maps completed (I've gone over the original design of 30 different adventures), I have 165 encounter cards and I think Dan has several levels of monsters done (if not, I have several levels myself). Zoodles of items and spells done. Really much of it is about just finishing this stuff off and play testing. Lots of play testing.

There you go! We're back on it and I'm excited!

Friday - December 22, 2006

Dungeon Delvers - Update @ Official Site

by Dhruin, 22:37

CrossCut Games has thrown out a short update on their boardgame-inspired casual adventure/RPG Dungeon Delvers:

Things are going along just fine here. I've been building up some of the levels in the game. I have it down to a pretty good process now. Made a change to how the levels can complete now. Instead of just having a single thing to locate (the 'treasure room'), now you have to locate one or more of those. This makes the levels more interesting and adds to variety. You have to 'solve' several parts of the level before you finish rather than a single path to victory. It's not a dramatic change, but I like it.

Also, I've decided to allow monsters to generate in place of normal encounter spots. This lets me focus on the key events on a level and lets the engine balance out everything else. Like other games I've made, you can tweak some parameters on the level that influences how the engine generates things. I'm always trying to balance hand made content and generated content. Think of it as a laziness slider.

Monday - October 30, 2006

Dungeon Delvers - Update @ Official Site

by Dhruin, 11:16

CrossCut Games has tossed up a new update for Dungeon Delvers:

I've been researching (i.e. gawking) at a bunch of games lately. This has been distracting sure, but still fun. No, not computer games per se (although I do look at those too), but just alot of board games and card games. I recently played Brawl for the first time this past week. It's a fast, frenetic, simultaneous card game. Simple rules, really cool and plays in about 3-5 minutes. There's this whole set of what might be called casual board games. At least, that's how my mind works. I see these simple and fast games and think how the fundamental mechanics, theme, concept can be applied to a computer setting.

Head over for the rest of the post.  Thanks, dte!

Wednesday - October 18, 2006

Dungeon Delvers - New Update @ Official Site

by Dhruin, 02:20

Only two days affter the last update, CrossCut has kicked up another update on the development of Dungeon Delvers.

A lovely crisp morning here at CrossCut Games. And I'm working on the team bonus special effect. In case you've forgotten, oh true believer, a big part of Delvers is putting together your Guild. You can attract new Delvers as you gain fame from Adventures. But who do you bring into the Guild? One option is to put together a team - like the Bluebloods or the Treehuggers. The more team members you have, the better they are - they like each other, they play well together and you get nice bonuses. Have 2 team members? Good. 3? Really good. 4? Perfect match - awesome bonuses! Extremely cool. And so I'm working up the special effects that happen when those bonuses are applied.

Sunday - October 15, 2006

Dungeon Delvers - Update @ Official Site

by Dhruin, 00:05

CrossCut Games has a new update on Dungeon Delvers:

SO I still love Dungeon Delvers very much. Lots of hardwork, lots of love, lots of very cool adventures are getting ready for you. Maybe I should just post a 'Loading...' screen right here? I'm anxious to get back to polishing up the adventure maps with decorations - all the details that turns an adventure into an Adventure if you know what I mean. And even if you don't you could probably guess.

As far a serious update, I've really got to get back into special effects. But before I stroll over that way, I'm going to polish through the Delver abilities. I've had each one working before (save for one I think - the Stomp ability on one of them because I was never sure what it really should do - Dan designed that one). It shouldn't be too much work to get them all working again. Oh! And the ability to reroll on Fate. I never did have that one working. Hmm. But I think that's about it.

Head over for the rest of the post. Thanks, dte.

Tuesday - September 26, 2006

Dungeon Delvers: Update @ Official Site

by Dhruin, 23:56
An update from CrossCut Games briefly informs that combat attacks are complete:
Ah! I have the combat attacks finished. Well, at least all I had to do thus far. Dan says if I finished through these, I'm pretty much done. So I guess - I'm pretty much done! Now I get to work on all the special effects for each type of attack. And rehook the Delver special abilites up. Those were all working before, so that should all be fine still.

Still, this is pretty cool. Combat is very, very fun. Lots of variety, lots of strategy, wonderful pacing. I really like it!

Monday - September 18, 2006

Dungeon Delvers: Update @ Official Site

by Dhruin, 22:51
Another update on Dungeon Delvers at CrossCut sees them still working on combat:
Still working on combat. I'm going through each monster one at a time and it's going to take a bit. Just slogging now - it's plain hard work and not terribly fun. But it has to be done! One thing that is nice about it is combat is expanding nicely. Lots of variety without a doubt now. And it's nice to see things fit together with a wide variety of results, yet still remain a grouping of rather simple pieces. I was just finishing up some rules for the "death effects" - when a monster dies, it can have a last gasp impact on a single Delver or the entire party. Simple things like item drops are a natural, but other things can be done as well. Anything the engine allows.

Tuesday - September 05, 2006

Dungeon Delvers: Update @ Official Site

by Dhruin, 00:03
CrossCut Games is now working on combat for Dungeon Delvers, according to their latest update:
Ah! Starting on combat full force now - and this is the last function point stop for the game. That's right - once I get past this, we're done with functionality. Then we'll be on to finishing content and test, test, test. There will be other more minor stuff to add - features for the game like turning into a toad and some other in-game encounter effects. There's a handful of things like that. But really, once combat is done, we're functionally there. Cool! [More...]

Wednesday - August 30, 2006

Dungeon Delvers: update @ Official Site

by Dhruin, 03:28
CrossCut has kicked up an update for Dungeon Delvers, talking about additions to the map:
Last night, I finally got the pit working right. They work like this: you can walk over a pit area (clearly visible on the map as a plank covered hole) three times. After that, you fall into the pit - and lose a minute of time off the clock. That could mean everything depending on where you are in the quest. But anyhow, the part that took me an evening to implement was what happens *after* you fall into the pit: you appear on the opposite side or, lacking that, a random side. It's an important mechanic because you can decide to jump into the pit, lose the minute, just to get to the other side and continue on your way. And it impacts quest designs because we can build up pits in a particular sequence. Combine them with darkness, teleporters, switches, portcullis - well, you might see where this could go.
Head over for more and also check their blog for ongoing happenings.

Wednesday - July 19, 2006

Dungeon Delvers: Blog Updates

by Dhruin, 02:29
CrossCut's Adam West has added several new entries to their <a href="http://www.runesword.com/blog/" target="_blank">blog</a> since we last posted a newsbit. Head over for updates on the game and other game industry commentary:<blockquote><em>I have the ending cycles finished including Quit (Abandon) Quest, leave through an Exit, Save & Exit, and (of course) finding the Relic. But I havena "!t tested all the Delvers dying and its cycle. Ita "!s very similar to exit without the Relic. But hmm, I do need to make sure that hooks correctly.<br><br>Anyway, Ia "!m off to work on the last of the map widgets: poison gas (G), pits (P0 thru P4), new map icons (F, B, L, M), timed portcullis (!e, !f, !g, !h) and finally animate slamming porcullis. It should be a hoot and Ia "!m really excited about it. Getting the symbols recognized should be pretty trivial. Drawing up some new tile images will be very fun.</em></blockquote>

Monday - July 10, 2006

Dungeon Delvers Blog

by Dhruin, 06:55
We're a few days behind on site updates so we missed CrossCut moving their regular-ish Dungeon Delvers development comments to a blog. Head over for Adam West's latest thoughts.

Thursday - June 22, 2006

Dungeon Delvers: Update @ Official Site

by Dhruin, 00:09
CrossCut delivers another update on Dungeon Delvers, talking about save games and Ironman mode. Here's a bit on the latter:
We also have an Ironman mode. In this mode, you can't just leave a quest (but you can still save whenever you want). No, it's either find your goal or restart the whole thing! But if you complete the quest in Ironman mode, why, besides bragging rights, you'll have the fame you deserve in the form of bonus points. Hey, play a quest in Ironman mode on Hostile difficulty, and you'll get even more reward.

And what is the reward? Why, fame! Fame is used to 'buy' more Delvers and increase the power of your Delver's Guild. Delvers become available as you finish quests - because, of course, they are attracted to your prowess as a great Guild Master. But Fame is spent on bringing them into the Guild. You can complete your collection of Delver Teams like Wicked, Know-it-alls, Treehuggers and more. Delver Teams are more powerful on a quest than just bringing in random Delvers. Much more powerful. And more power means more riches and fame and the ability to take on the truly mindblowing later quests.

Monday - June 12, 2006

Dungeon Delvers: Update @ Official Site

by Dhruin, 08:16
A new Dungeon Delvers update from CrossCut:
So that's that. But second, the game design has now become something more than we planned. I mean something great - way beyond what we envisioned. I look back on our original design document, original screen mock ups and concept art and what I have in my hands today is just so much more than that. It was scary about 9-10 months ago when we scrapped alot of the quest design in favor of total dungeon exploration. And moved from our home grown engine to PopCap's Framework. Yet right now, I am completely convinced that was not only the right decision for Dungeon Delvers, it was a great decision.
Head over for the full post.

Friday - June 09, 2006

Dungeon Delvers: Update @ Official Site

by Dhruin, 08:03
CrossCut has posted a new update for Dungeon Delvers, discussing saves, intro art and the outstanding items yet to be completed:
Very cool stuff going on now. I'm completing the game loop. No, not the programmy thingy - the other thingy. The game loop in the sense of a completed game. The game loop in the sense of being able to save your game state and reload. Where you pick your save game - which in this case, is very cool because of the interface design. You pick your save game and your little avatar runs over to it. Kinda cool and fun loving. It's all that and a bag of chips.
Head over for the rest of the update.

Thursday - June 01, 2006

Dungeon Delvers: Update @ Official Site

by Dhruin, 07:03
A mid-week update from CrossCut Games on Dungeon Delvers covers dialogue boxes:
Alrighty. Got the options dialog box working (dull but necessary stuff like music volume, quit and save, yield the quest, etc). Still more to do in scoring the quest and saving up the historical scores. Delvers tracks all kinds of scores (as I think I've mentioned before) - not just for the current quest, but for all quests and for all Delvers. So you can scroll back through time and see how things are going for you.
Head over for more.

Information about

Dungeon Delvers

Developer: Crosscut Games

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Combat: Turn-based
Play-time: Unknown
Voice-acting: Unknown

Regions & platforms
Internet
· Homepage
· Platform: PC
· To be announced
· Publisher: Crosscut Games