00_Evan

joined 1 year ago
MODERATOR OF
[–] 00_Evan@lemmy.world 1 points 12 hours ago

Replaying runs is not that simple I'm afraid. Firstly the RNG must be perfectly deterministic for every single action and reaction in the game (harder from a coding standpoint that you might think), and replays would break any time the game is updated.

[–] 00_Evan@lemmy.world 9 points 1 day ago (2 children)

That's intended, there are a few 'sub-items' which aren't included in the catalog mainly because I felt it would be reduntant. Shattered honeypots are another example.

[–] 00_Evan@lemmy.world 2 points 1 day ago (2 children)

That doesn't happen actually, only levelgen is affected by the dungeon seed, after that things like combat rolls and enemy drops are totally random. I made the choice to handle it that was as normal players would have their RNG diverge almost immediately anyway, and I wanted to prevent strats like 'do this specific sequence of inputs to spawn a thief on floor 4 and have it always drop an artifact'

[–] 00_Evan@lemmy.world 2 points 3 days ago

Shattered has a full privacy policy that you can read through, but a few points:

  • the policy only covers the data I collect, google firebase itself may collect additional data and you should refer to Google's privacy policies for that.
  • Naturally Google/Apple already track you via various device services. I have no reason to believe Google collects any info via Shattered's use of firebase over what they already collect anyway.
  • you can opt-out In the settings, and this should turn off Shattered's use of firebase completely.
[–] 00_Evan@lemmy.world 5 points 6 days ago (3 children)

As far as I'm aware yes, the only pinging Shattered's open source build does is checking for news and updates (this just an HTTPS GET request btw, no data aside from the request metadata is sent) and if you disable those that's it.

[–] 00_Evan@lemmy.world 5 points 6 days ago (1 children)

In cases where the splash art and game art significantly disagree you should consider the splash art canon atm. I want to eventually improve the in-game art to match.

[–] 00_Evan@lemmy.world 1 points 1 week ago (1 children)

Yep, that's a change in v2.5.0.

[–] 00_Evan@lemmy.world 1 points 1 week ago (1 children)

v2.5.2 is legitimate, it's just a small followup patch with a few bug fixes, and so I didn't think it was worth making posts about.

 

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.

[–] 00_Evan@lemmy.world 5 points 1 week ago (3 children)

Thanks for the report, surprisingly this hasn't been mentioned to me yet. I'm just releasing v2.5.1, so it'll have to be fixed in the next patch.

[–] 00_Evan@lemmy.world 4 points 2 weeks ago

That's a good point, I'll consider this for a future patch, thanks!

[–] 00_Evan@lemmy.world 8 points 2 weeks ago (1 children)

Yeah unfortunately play store users largely skipped beta-5 and rc-1. Aside from lots of bugfixes and small tweaks, the two most significant gameplay changes were:

  • Salt Cube extra satiety increased to 25% per level, from 12.5%.
  • Salt Cube health regen reduction adjusted to 30/50/65/75%, from 25/50/75/100%.
  • Added a 4th trinket crafting option, which gives a random trinket
[–] 00_Evan@lemmy.world 8 points 2 weeks ago

Give me another 15 minutes or so and they will.

 

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

 

Hey folks, one more small update about UI improvements before a bigger blog post next week. I'm afraid Shattered Pixel Dungeon v2.5 isn't going to be ready for beta in July, but it's very close!

v2.5 includes a few other UI improvements in addition to all the ones I've shown off: a display for badges in the in-game journal window, a better alchemy UI layout for larger screens, and a full journal UI from the main menu (pictured here)!

(Image Description: An image showing new Journal UI from the main menu. Badges are currently being shown (which is unchanged), but there are new tabs for catalogs, the dungeon guide, and alchemy.)

 

After getting requests for years, I am finally adding support for custom notes in Shattered Pixel Dungeon!

You can make plain text notes, or attach them to a dungeon floor or item. These are a great way of keeping track of information between play sessions, or deduced properties of unidentified items. Custom note titles will even appear in the descriptions of their items!

(Image Description: An image showing the various UIs for adding custon notes. A selection window for adding them is shown on the left. A cropped window is on the top-right, showing five custom notes in the adventuring notes UI. Another cropped window is in the bottom right, showing a custom note appearing in an item's description.)

 

I'm also using the new Grid UI to overhaul Shattered Pixel Dungeon's journal notes page! The automatic adventuring notes, which record keys and landmarks, are now presented in a much more compact form! I've also added a few new landmarks, such as special floor types.

You might notice that there are a couple of other new things in this UI as well, more on that next week...

(Image description: An image showing the new 'adventuring notes' UI in the journal on the left. Notes are organized by dungeon floor with icons the player can tap for more info. On the right two example note descriptions are shown)

 

Continuing the trend of interface improvements coming to Shattered Pixel Dungeon in the next update, I'm adding a new window when you try to upgrade items!

Currently the only way to know how the stats of an item change with upgrading is to actually spend an upgrade scroll, but with this new interface you'll get a helpful little summary first! The window includes almost every stat in the game that scales with item level.

view more: next ›