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	<title>Different Pixel</title>
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	<link>http://www.differentpixel.com</link>
	<description>Indie Game Developer</description>
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		<title>Why have we been so quiet?</title>
		<link>http://www.differentpixel.com/2013/05/why-have-we-been-so-quiet/</link>
		<comments>http://www.differentpixel.com/2013/05/why-have-we-been-so-quiet/#comments</comments>
		<pubDate>Fri, 10 May 2013 09:14:27 +0000</pubDate>
		<dc:creator>m0r3n4</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[development]]></category>

		<guid isPermaLink="false">http://www.differentpixel.com/?p=1449</guid>
		<description><![CDATA[Hi! You&#8217;ve must been wondering &#8220;Why has DP been so quiet in this past month?&#8221; We have the answer for you. The game is still in development, we&#8217;ve been working on new skills, new ideas, especially David, who is a workaholic. But in this last month the art section has been the problem. In this [...]]]></description>
				<content:encoded><![CDATA[<p>Hi!<br />
  You&#8217;ve must been wondering &#8220;Why has DP been so quiet in this past month?&#8221;<br />
  We have the answer for you.</p>
<p>  The game is still in development, we&#8217;ve been working on new skills, new ideas, especially David, who is a workaholic. But in this last month the art section has been the problem. </p>
<p>  In this past month a lot of things happened&#8230; there are some things in life that we don&#8217;t expect and in the last few weeks I&#8217;ve developed a health condition that requires some treatments.<br />
  As you know, for me to have the treatments I need money&#8230; I had and still have health expenses which quickly drained the money that I&#8217;ve saved for the development of Dary&#8217;s Legend.  </p>
<p>  So, monetarily, things got a little harsh for someone who is trying to make an independent game and has a lot of health expenses. This situation forced me to look for a part-time job to have an income every month helping me with the development of the game.<br />
  As you know, nowadays is a little bit hard to find a job which may help us reconcile the hours needed to finish an independent game, to do the other job and to rest, especially when the doctor tells you to. This was not easy to find, but I&#8217;ve found it and now I&#8217;m able to go on and do what I love the most.</p>
<p>Cheers</p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Talking about the next update</title>
		<link>http://www.differentpixel.com/2013/03/talking-about-the-next-update/</link>
		<comments>http://www.differentpixel.com/2013/03/talking-about-the-next-update/#comments</comments>
		<pubDate>Mon, 18 Mar 2013 16:39:33 +0000</pubDate>
		<dc:creator>David Amador</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[dary's legend]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[work in progress]]></category>

		<guid isPermaLink="false">http://www.differentpixel.com/?p=1436</guid>
		<description><![CDATA[Hi there. First of all, I&#8217;m sorry for the lack of blog updates lately but we&#8217;ve been working hard on the next update I promise. So let&#8217;s talk on what I&#8217;ve been messing around. Difficulty levels While building the game, one of the hardest tasks is balance, the enemies power, the amount per floor, your [...]]]></description>
				<content:encoded><![CDATA[<p>Hi there.</p>
<p>First of all, I&#8217;m sorry for the lack of blog updates lately but we&#8217;ve been working hard on the next update I promise.<br />
So let&#8217;s talk on what I&#8217;ve been messing around.</p>
<p><strong>Difficulty levels</strong></p>
<p>While building the game, one of the hardest tasks is balance, the enemies power, the amount per floor, your own power, etc. Due to the nature of the roguelike the factor &#8220;random&#8221; brings some extra challenges since it&#8217;s hard to predict some situations. We have different scenarios, many players approach us saying the game is too hard and die too often, other say that after some time grinding the game feels much easier (which kind of makes sense actually). That said and following what we did for the <a title="Dary’s Legend update 0.5.4.0a released" href="http://www.differentpixel.com/2013/01/darys-legend-update-0-5-4-0a/">game speed</a> we are adding 2 extra difficulty levels, Easy and Hard, we are considering the current one the Normal. It&#8217;s up to the player to choose, we are still thinking further down the road if the difficulty you choose affects anything else other than gameplay but for now the experience is exactly the same.</p>
<p>So what changes in these two modes?<br />
While more changes may occur in the future, depending on new features, right now it&#8217;s like this:</p>
<p><em>Easy (comparing to Normal mode)</em>:</p>
<ul>
<li>Enemies: -20% Life</li>
<li>Items sell value: +15% Jotes</li>
<li>Recovered HP/Mana per steps: +15%</li>
<li>Chance of trapped objects: -33%</li>
</ul>
<p><em>Hard (comparing to Normal mode)</em>:</p>
<ul>
<li>Enemies: +30% Life</li>
<li>Items sell value: -15% Jotes</li>
<li>Recovered HP/Mana per steps: -100% (None)</li>
<li>Chance of trapped objects: +33%</li>
</ul>
<p>There are many other factors that I could tweak per each Difficulty mode but would feel uneven. These values will probably be tweaked once we start getting feedback from players how how much easy/harder the game feels.</p>
<p><a href="http://www.differentpixel.com/wp-content/uploads/2013/03/difficulty.jpg" rel="shadowbox[sbpost-1436];player=img;"><img class="alignnone size-medium wp-image-1437" alt="difficulty" src="http://www.differentpixel.com/wp-content/uploads/2013/03/difficulty-300x168.jpg" width="300" height="168" /></a></p>
<p><strong>Content</strong></p>
<p>As we get new features finished there&#8217;s one thing we&#8217;ve been falling behind a bit, and that&#8217;s new content. We&#8217;ve been mostly building down all the supporting platforms/mechanics/features but fear not, we have much more skills, abilities and recipes planned. Also Rita has been working hard on finishing the next floor visual, objects and monsters and we should see on one of the next updates.</p>
<p><strong>Bugs</strong></p>
<p>Yeah, I&#8217;ve been fixing many of these too, almost every bug that had been reported by players so far I&#8217;ve been able to fix it, and many others that I&#8217;ve found on my own but I&#8217;ll make the list when the update gets out.</p>
<p><strong><em>On blog updates</em></strong></p>
<p>We have been making blog posts with less frequency, but that does not mean we aren&#8217;t working on the game, it just means we probably have nothing yet that is worth making a full post. Usually during our work it&#8217;s like &#8220;Oh look I just changed this color on the enemy&#8221; or &#8220;I finally fixed that annoying bug&#8221;, and while this is progress it may not exactly be new post material. But feel free to poke us via twitter (<a href="http://www.twitter.com/DJ_Link">@DJ_Link</a> | <a href="http://www.twitter.com/_m0r3n4">@_m0r3n4</a>) if you feel that urge for news on Dary&#8217;s Legend <img src='http://www.differentpixel.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
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		</item>
		<item>
		<title>Dary’s Legend update 0.5.5.1a released</title>
		<link>http://www.differentpixel.com/2013/02/darys-legend-update-0-5-5-1a-released/</link>
		<comments>http://www.differentpixel.com/2013/02/darys-legend-update-0-5-5-1a-released/#comments</comments>
		<pubDate>Mon, 18 Feb 2013 21:03:41 +0000</pubDate>
		<dc:creator>David Amador</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[dary's legend]]></category>
		<category><![CDATA[update]]></category>

		<guid isPermaLink="false">http://www.differentpixel.com/?p=1419</guid>
		<description><![CDATA[We just released a new update, 0.5.5.1a, it should be showing up on Desura soon, if it hasn&#8217;t already. This new patch brings a lot of new stuff and many bug fixes. Here are some of the changes (full list at the end). Quests &#8211; I talked a bit about this on a previous post. [...]]]></description>
				<content:encoded><![CDATA[<p>We just released a new update, <em>0.5.5.1a</em>, it should be showing up on Desura soon, if it hasn&#8217;t already.</p>
<p>This new patch brings a lot of new stuff and many bug fixes. Here are some of the changes (full list at the end).</p>
<p><strong>Quests</strong> &#8211; I talked a bit about this on a <a title="Quests" href="http://www.differentpixel.com/2013/02/quests-and-bug-fixes/">previous post</a>. This is the first build to have them, also expect more tweaks and quest types in the future.</p>
<p><strong>2nd Floor remade</strong> &#8211; Rita spent some time <a title="What’s happening in the Art Section?" href="http://www.differentpixel.com/2013/01/whats-happening-in-the-art-section/">drawing all new stuff</a> for the second floor, since until now we were just re-using the same stuff from the first one.</p>
<p><strong>Item power different and sell price in labels</strong> &#8211; Labels will now show you how much will you benefit or loose with some new weapons, also, sell price. A bit more detail on this <a title="So what’s happening in the code-dungeon?" href="http://www.differentpixel.com/2013/01/so-whats-happening-in-the-code-dungeon/">here</a></p>
<p>Now for a more sad aspect of this update. Due to several issues and changes, older saves (v0.5.0 and below) are not compatible with this new version. I am very sorry about this. I will try to prevent this as much as possible in the future, but since this is under active development sometimes unwanted things happen.</p>
<p>So this is it for now. I&#8217;ll see you on our next post.</p>
<p>Cheers</p>
<p><a href="http://www.differentpixel.com/wp-content/uploads/2013/02/2nd_floor_screenshot.png" rel="shadowbox[sbpost-1419];player=img;"><img class="alignnone size-medium wp-image-1420" alt="2nd_floor_screenshot" src="http://www.differentpixel.com/wp-content/uploads/2013/02/2nd_floor_screenshot-300x169.png" width="300" height="169" /></a></p>
<p>&#8212;-v0.5.5.1&#8212;&#8211;<br />
Added: When breaking objects enemies sleeping on a 5 tile radius will wake up<br />
Added: Added power comparison when seeing properties of a equipment item on Labels<br />
Added: Enable/Disable lightning Effects via config.ini file (has no impact on mechanics, just visually)<br />
Added: Quests<br />
Added: New objects and decoration for second floor<br />
Added: Killed count on Monsterpedia<br />
Added: Show/Hide Adventure Log on, in game options<br />
Added: Neuro Stone Communicator<br />
Added: Item sell price in Labels<br />
Changed: Removed recipes level requirement<br />
Changed: Enemies now should attack simultaneously (if it&#8217;s turn is the next one)<br />
Changed: When walking pressing another position will make the player change direction. Right Click to cancel movement.<br />
Changed: Added weights to each decoration object for the procedural floor construction<br />
Changed: Ingredients spawning distribution between floors<br />
Changed: Updated glew32 to version 1.9.0<br />
Fixed: Bug that caused Cauldrons not to show up anywhere<br />
Fixed: Solved problem with rooms with custom objects that only belonged to one floor<br />
Fixed: Treasure chests had the same probability of having uncommon objects as breakable objects<br />
Fixed: Some artifacts with transparent walls<br />
Fixed: Loose tiles artifacts<br />
Fixed: Some walls don&#8217;t get transparent when player is behind them<br />
Fixed: Issue where loading a game would not set wall transparency until we move<br />
Fixed: Side doors  cut in half when opened<br />
Fixed: Auto-select gained ability to right mouse button if none selected<br />
Fixed: Crashing bug with Store when buying something when your Inventory is full<br />
Fixed: Some weapons causing the &#8220;Unprepared&#8221; Status Effect would remove the effect when unequipped<br />
Fixed: Damage/Dodge indicators on screen being drawn on top of each other<br />
Fixed: Weapons now have less probability to have negative properties<br />
Fixed: Double clicking a save to load it no longer makes player move in game to the clicked position after load</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Issues, visual and music</title>
		<link>http://www.differentpixel.com/2013/02/issues-visual-and-art/</link>
		<comments>http://www.differentpixel.com/2013/02/issues-visual-and-art/#comments</comments>
		<pubDate>Thu, 14 Feb 2013 22:53:16 +0000</pubDate>
		<dc:creator>m0r3n4</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.differentpixel.com/?p=1414</guid>
		<description><![CDATA[Hi there! The new update is almost ready! &#8211; Quests &#8211; We&#8217;ve been working on the quests system&#8230; well, my job is mostly draw new items and new menus. As you know the aim of a quest is for the hero to obtain something or someone, and for now we have missions, to kill and/or [...]]]></description>
				<content:encoded><![CDATA[<p>Hi there!</p>
<p>The new update is almost ready!</p>
<p><strong>&#8211; Quests &#8211;</strong><br />
We&#8217;ve been working on the quests system&#8230; well, my job is mostly draw new items and new menus.<br />
As you know the aim of a quest is for the hero to obtain something or someone, and for now we have missions, to kill and/or deliver. I&#8217;m testing one while writing <img src='http://www.differentpixel.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
We have more ideas for quests but, for now, some of them won&#8217;t be available in this update.</p>
<p><a href="http://www.differentpixel.com/wp-content/uploads/2013/02/quest.jpg" rel="shadowbox[sbpost-1414];player=img;"><img src="http://www.differentpixel.com/wp-content/uploads/2013/02/quest.jpg" alt="quest" width="524" height="394" class="aligncenter size-full wp-image-1415" /></a></p>
<p><strong>&#8211; Issues &#8211;</strong><br />
We&#8217;ve already fixed the doors problem &#8211; when the doors are open, in some cases, you could see that they weren&#8217;t fully drawn &#8211; recently I decided to fix it and it took me almost two weeks to find out the best way to solve it.<br />
While I&#8217;m struggling, trying to create new items and menus, and fix some other visual problems, I know that David is having problems too, when he says something like: &#8220;Holy s#&amp;%, this is getting worse&#8230; F*&amp;% this exception&#8230;&#8221; or something like that.</p>
<p><strong>&#8211; Add-on &#8211;</strong><br />
I added something new to the dungeon map that might help you with the quests, it will give a little bit of guidance.<br />
It was added some menus and items for the quests.<br />
And David probably added&#8230; like a bunch of words to the game (counting with those he has already erased), that some of them I don&#8217;t even know what they mean. You go David!</p>
<p>So these are a few twists that we&#8217;ve been working on, and while David is getting all together and finishing his part, I&#8217;m focus on the third floor theme and the music itself.<br />
As the game concept evolves the musical ideas appear alongside it, and when they get more coherent I summon our musical director Sabrina Cristo giving her the orientation of what I pretend. She&#8217;s very creative, a really good musician who knows how to put her own mark on her work making the job a lot easier.</p>
<p>Cheers!</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Quests and bug fixes</title>
		<link>http://www.differentpixel.com/2013/02/quests-and-bug-fixes/</link>
		<comments>http://www.differentpixel.com/2013/02/quests-and-bug-fixes/#comments</comments>
		<pubDate>Fri, 01 Feb 2013 13:27:04 +0000</pubDate>
		<dc:creator>David Amador</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.differentpixel.com/?p=1385</guid>
		<description><![CDATA[On this new post I&#8217;m going to talk what I&#8217;ve been up to since we last talked. Quests I&#8217;ve been mostly working on the Quest system. This has a great chance of being present on the next update. The quests are something that we intended right from the start, and while the quest tab is [...]]]></description>
				<content:encoded><![CDATA[<p>On this new post I&#8217;m going to talk what I&#8217;ve been up to since we <a title="So what’s happening in the code-dungeon?" href="http://www.differentpixel.com/2013/01/so-whats-happening-in-the-code-dungeon/">last talked</a>.</p>
<p><strong>Quests</strong><br />
I&#8217;ve been mostly working on the Quest system. This has a great chance of being present on the next update.<br />
The quests are something that we intended right from the start, and while the quest tab is already present in your Journal you never encounter any yet. </p>
<p>Since we are placed in the dungeon and to maintain that sense of isolation we are building this around a concept of Communication Artifacts. When you encounter one you can use it and decide if you want to accept a new quest.</p>
<p><a href="http://www.differentpixel.com/wp-content/uploads/2013/02/com_artifact.png" rel="shadowbox[sbpost-1385];player=img;"><img src="http://www.differentpixel.com/wp-content/uploads/2013/02/com_artifact-150x150.png" alt="com_artifact" width="150" height="150" class="alignnone size-thumbnail wp-image-1386" /></a><br />
(Yes there&#8217;s only really ugly coder art for this right now, that &#8216;?&#8217; was intended)</p>
<p>After accepting a quest you&#8217;ll get it listed on your Journal until you either complete or Abandon it.</p>
<p><a href="http://www.differentpixel.com/wp-content/uploads/2013/02/quest_list.png" rel="shadowbox[sbpost-1385];player=img;"><img src="http://www.differentpixel.com/wp-content/uploads/2013/02/quest_list-300x255.png" alt="quest_list" width="300" height="255" class="alignnone size-medium wp-image-1388" /></a><br />
(All this is wip and still lacking some info)</p>
<p>In this example description refers to a monster you have to kill and an approximate location where you can find it. You&#8217;ll earn XP, Jotes and possible other stuff after completing quests.</p>
<p><strong>Recipes</strong></p>
<p>After some debate we decided that we will remove the level requirement for crafting recipes. While this may make sense in a more traditional RPG approach, a way of keeping stronger stuff restricted to later this breaks another rule we thing it&#8217;s important. You will not always find that specific recipe, so if you find a recipe and have the necessary ingredients, you should be able to craft it. </p>
<p><strong>Bugs</strong></p>
<p>An issue some players reported is that when using arrows the game slows down, even more when enemies are very distant. This is something I wasn&#8217;t able to reproduce yet and it may well be related to a slow system, still I will try to track this as I don&#8217;t see any reason for this to happen. If the game plays at a good framerate there shouldn&#8217;t be anything that would drop speed that much. Usually the heavier task is to walk when enemies are in the same room, because several systems are working at the same time, hero path-finding, enemies path-finding or action decision and minimap updating.</p>
<p>I&#8217;ve been fixing many other bugs and cosmetic issues, but when the update gets released I&#8217;ll get into more detail.</p>
<p>Thanks again for the awesome support and for those who don&#8217;t have the game don&#8217;t forget you can get it for a nice 40% off while in alpha</p>
<p><a href="http://www.desura.com/games/darys-legend" title="View Dary's Legend on Desura" target="_blank"><img src="http://button.desura.com/play/medium/games/17158.png" alt="Dary's Legend" /></a></p>
<p>For more frequent rants, you can always follow us via twitter, here&#8217;s mine:<a href="http://www.twitter.com/DJ_Link">@DJ_Link</a> and here&#8217;s Rita: <a href="http://www.twitter.com/_m0r3n4">@_m0r3n4</a></p>
]]></content:encoded>
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		</item>
		<item>
		<title>What’s happening in the Art Section?</title>
		<link>http://www.differentpixel.com/2013/01/whats-happening-in-the-art-section/</link>
		<comments>http://www.differentpixel.com/2013/01/whats-happening-in-the-art-section/#comments</comments>
		<pubDate>Fri, 25 Jan 2013 13:24:06 +0000</pubDate>
		<dc:creator>m0r3n4</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[dary's legend]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[in progress]]></category>

		<guid isPermaLink="false">http://www.differentpixel.com/?p=1367</guid>
		<description><![CDATA[Let&#8217;s see: I&#8217;ve been working on the second floor of Dary&#8217;s Legend, thinking in what to do, defining the style/theme, the environment, what kind of objects can relate to the theme&#8230; I&#8217;ve created three different categories of objects: decoration, interactive and block (some object that blocks your way). Within these three categories the interactive objects [...]]]></description>
				<content:encoded><![CDATA[<p>Let&#8217;s see:</p>
<p>I&#8217;ve been working on the second floor of Dary&#8217;s Legend, thinking in what to do, defining the style/theme, the environment, what kind of objects can relate to the theme&#8230; I&#8217;ve created three different categories of objects: decoration, interactive and block (some object that blocks your way). Within these three categories the interactive objects require more attention and precision then the others, as for each object I need to draw a second image that represents the result of the interaction made by the player (consequence). This result needs to be visually easy to identify, &#8216;cos it&#8217;s a dungeon crawler game, and the player will certainly pass several times through the same rooms &amp; floors and he has to be able to identify which objects he has already interacted with.</p>
<p>The colors have an important role here, they can help the player distinguish the objects from the environment and they help me making a little difference with the categories. Even though, depending on what I&#8217;m doing, color isn&#8217;t enough and I need to add something more or change it all &#8211; erase everything and start from scratch.<br />
As the game progresses these little things that at the beginning were a little easy, they become a bit more complicated, because we need to give the player all the information and warnings needed. To be true sometimes I think that there isn&#8217;t RGB enough for all the information we have.</p>
<p>Since this is a tile-based game somethings can get a little harder, making me think about the limit size, the origin and the proportion of the objects, so they can be placed randomly without creating any visual disturbance&#8230; basically they need to fit randomly anywhere on the floor.</p>
<p>For now, the 2nd floor is very colorful and here&#8217;s a picture of some work in progress:</p>
<p><a href="http://www.differentpixel.com/wp-content/uploads/2013/01/white_room_study.jpg" rel="shadowbox[sbpost-1367];player=img;"><img src="http://www.differentpixel.com/wp-content/uploads/2013/01/white_room_study.jpg" alt="white_room_study" width="546" height="387" class="aligncenter size-full wp-image-1373" /></a></p>
<p>I&#8217;m already working on the 3rd floor as well <img src='http://www.differentpixel.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> .<br />
There are one or two menus that I still don&#8217;t like them very much, they have to be intuitive.</p>
<p>My job, besides illustration and part of the game design (designing the game development), is to do a charming and user friendly graphical interface. As you know gameplay and graphical user interface are the roots of a game, allowing feedback between the player and the game itself. When a player chooses to do something, it is my job to make the player aware of his choice, representing visually the response to his actions. Of course that when we say &#8220;user friendly&#8221;, there&#8217;s more then meets the eye. We have ideas how things could work, we make plans, we write the story, we do all the pre-production and production stage, but sometimes when it&#8217;s ready to use it just isn&#8217;t enough, so we have to rethink it, plan it again, redo it, and hope the next time it will work better.</p>
<p>There&#8217;s a lot of work to do, and for now I&#8217;m just trying to create more, leaving the less important fixes to the end.<br />
Cheers!</p>
]]></content:encoded>
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		<title>So what&#8217;s happening in the code-dungeon?</title>
		<link>http://www.differentpixel.com/2013/01/so-whats-happening-in-the-code-dungeon/</link>
		<comments>http://www.differentpixel.com/2013/01/so-whats-happening-in-the-code-dungeon/#comments</comments>
		<pubDate>Fri, 18 Jan 2013 15:39:43 +0000</pubDate>
		<dc:creator>David Amador</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[dary's legend]]></category>
		<category><![CDATA[work in progress]]></category>

		<guid isPermaLink="false">http://www.differentpixel.com/?p=1331</guid>
		<description><![CDATA[I decided to talk a bit about what I&#8217;ve been coding and changing while Rita draws all sorts of cool stuff for the dungeon. Turns Everything in the game revolves around turns. You attack, it ends your turn, you walk, the same. After you finish your turn it&#8217;s the enemies turn, they make a decision [...]]]></description>
				<content:encoded><![CDATA[<p>I decided to talk a bit about what I&#8217;ve been coding and changing while Rita draws all sorts of cool stuff for the dungeon.</p>
<p><strong>Turns</strong></p>
<p>Everything in the game revolves around turns. You attack, it ends your turn, you walk, the same. After you finish your turn it&#8217;s the enemies turn, they make a decision and give turn to the next in line. When I first designed this it was coded just like that. Every single action had to wait for the previous one to finish.</p>
<p>This &#8220;nice&#8221; illustration shows what I mean. Bear in mind my drawing skills are obviously way far from Rita&#8217;s work.</p>
<p><a href="http://www.differentpixel.com/wp-content/uploads/2013/01/turns_1.jpg" rel="shadowbox[sbpost-1331];player=img;"><img class="alignnone  wp-image-1332" alt="turns_1" src="http://www.differentpixel.com/wp-content/uploads/2013/01/turns_1.jpg" width="522" height="180" /></a></p>
<p>The initial builds where very slow to play, as we had to wait for each enemy to actually move (walk animation) in the dungeon. The process was slow and plain boring after a few minutes.<br />
I then had the idea of stacking walks, had them walk at the same time. But only the ones who where going to walk, until we reached an enemuy on the list with a different action, like attacking.</p>
<p><a href="http://www.differentpixel.com/wp-content/uploads/2013/01/turns_2.jpg" rel="shadowbox[sbpost-1331];player=img;"><img class="alignnone  wp-image-1333" alt="turns_2" src="http://www.differentpixel.com/wp-content/uploads/2013/01/turns_2.jpg" width="522" height="191" /></a></p>
<p>This led to a faster gameplay because when walking if enemies decided to do the same they would do it simultaneously,  until someone attacks. This is how the current build is working.</p>
<p>But for the past few days I&#8217;ve been trying to improve this further. If surrounded by enemies waiting for 4 different enemies to attack can lead to long waiting between turns.<br />
So again I decided to redo the turns to accommodate simultaneous combats happening at the same time. When someone attacks, it checks the following entities in line to see if they are going to attack as well, if so, they do that at the same time.<br />
But there&#8217;s an exception to this rule. When you attack, even if the next enemy action is to attack as well, he will have to wait.<br />
I did this to avoid confusion, let&#8217;s imagine the following: you are near an enemy, both low on HP, the next hit kills either. If we attack and have the enemy attack at the same time this will lead to confusion because your hit will kill him, rendering his hit impossible, but the only way to anticipate the outcome of your hit is doing the action. Then see if enemy is still alive or not and continue.<br />
Enemies can attack at the same time because this problem does not happen.</p>
<p>I have this working already, and although further testing is needed this will be on the next update. It&#8217;s barely noticeable in most occasions but tiny decrements here and there lead to a more compelling gameplay.</p>
<p><strong>Equipment Power comparison and price</strong></p>
<p>Something that&#8217;s always a bit frustrating is when you collect a new piece of equipment, a sword, a shield or something else, and you can&#8217;t really remember if the power of what you have equipped is higher or lower that the one you just picked up. You have to move the cursor to your current equipped and then again to the new one.<br />
So I changed this and now when seeing any equipment it will show you the what you gain or loose by equipping it. This does not apply to custom properties.</p>
<p>Also every item shows it&#8217;s sell value, not only when you are in a shop. It&#8217;s shown on the bottom right corner.</p>
<p><a href="http://www.differentpixel.com/wp-content/uploads/2013/01/label_new_properties.png" rel="shadowbox[sbpost-1331];player=img;"><img class="alignnone size-full wp-image-1346" alt="label_new_properties" src="http://www.differentpixel.com/wp-content/uploads/2013/01/label_new_properties.png" width="368" height="325" /></a></p>
<p>There&#8217;s other stuff going around but I&#8217;ll keep you guys updated as we progress.<br />
Don&#8217;t forget, if you don&#8217;t have it you can purchase our game in Alpha right now getting a nice 40% off (<a href="http://www.daryslegend.com">http://www.daryslegend.com</a>)</p>
<p>That&#8217;s it for now.</p>
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		<title>Dary&#8217;s Legend update 0.5.4.0a released</title>
		<link>http://www.differentpixel.com/2013/01/darys-legend-update-0-5-4-0a/</link>
		<comments>http://www.differentpixel.com/2013/01/darys-legend-update-0-5-4-0a/#comments</comments>
		<pubDate>Fri, 11 Jan 2013 09:11:52 +0000</pubDate>
		<dc:creator>David Amador</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[dary's legend]]></category>
		<category><![CDATA[work in progress]]></category>

		<guid isPermaLink="false">http://www.differentpixel.com/?p=1291</guid>
		<description><![CDATA[The 0.5.4.0a update for Dary&#8217;s Legend has been released. Apart from our personal roadmap we&#8217;ve also read all feedback/comments that we found in order to improve the game the best way we can. So among several tweaks and fixes there are three main features worth mentioning. Caldron and crafting Caldron&#8217;s where already available in the [...]]]></description>
				<content:encoded><![CDATA[<p>The <strong>0.5.4.0a</strong> update for <a href="http://www.daryslegend.com">Dary&#8217;s Legend</a> has been released.</p>
<p>Apart from our personal roadmap we&#8217;ve also read all feedback/comments that we found in order to improve the game the best way we can.<br />
So among several tweaks and fixes there are three main features worth mentioning.</p>
<p><strong>Caldron and crafting</strong></p>
<p>Caldron&#8217;s where already available in the previous build but where disabled. On this build we finished them and you can now boil a few recipes. We decided to share how it works.</p>
<p><em>Step 1</em> &#8211; You need to find a book of Recipes. Each book might contain a different one. This can be found in several places.</p>
<p><a href="http://www.differentpixel.com/wp-content/uploads/2013/01/boiling_step1.jpg" rel="shadowbox[sbpost-1291];player=img;"><img class="alignnone size-thumbnail wp-image-1292" alt="boiling_step1" src="http://www.differentpixel.com/wp-content/uploads/2013/01/boiling_step1-150x150.jpg" width="150" height="150" /></a></p>
<p><em>Step 2</em> &#8211; After picking one up, just right click to learn it.</p>
<p><a href="http://www.differentpixel.com/wp-content/uploads/2013/01/boiling_step2.jpg" rel="shadowbox[sbpost-1291];player=img;"><img class="alignnone size-thumbnail wp-image-1293" alt="boiling_step2" src="http://www.differentpixel.com/wp-content/uploads/2013/01/boiling_step2-150x150.jpg" width="150" height="150" /></a></p>
<p><em>Step 3</em> &#8211; You need to find and use one of these.</p>
<p><a href="http://www.differentpixel.com/wp-content/uploads/2013/01/boiling_step3.jpg" rel="shadowbox[sbpost-1291];player=img;"><img class="alignnone size-thumbnail wp-image-1294" alt="boiling_step3" src="http://www.differentpixel.com/wp-content/uploads/2013/01/boiling_step3-150x150.jpg" width="150" height="150" /></a></p>
<p><em>Step 4</em> &#8211; Combine the ingredients, or just use the &#8220;make&#8221; button to auto-complete.</p>
<p><a href="http://www.differentpixel.com/wp-content/uploads/2013/01/boiling_step4.jpg" rel="shadowbox[sbpost-1291];player=img;"><img class="alignnone size-thumbnail wp-image-1295" alt="boiling_step4" src="http://www.differentpixel.com/wp-content/uploads/2013/01/boiling_step4-150x150.jpg" width="150" height="150" /></a></p>
<p>And that&#8217;s it. We&#8217;ll be adding recipes and tweaking this on next builds so stay tuned.</p>
<p><strong>In Game options</strong></p>
<p>Another new feature worth mentioning is the new in game options menu.</p>
<p>It&#8217;s now possible to have the top bar always visible or in auto-hide mode (default). Also a nice slider to control the overall walking movement of our character. For now this affects walking and attacking animations. We tweaked a bit the animations but felt that each person will probably have a different value they feel more comfortable with, so you can choose between 1.0x to 2.0x of speed. Personally we&#8217;ve been playing at 1.3x.</p>
<p><a href="http://www.differentpixel.com/wp-content/uploads/2013/01/options.jpg" rel="shadowbox[sbpost-1291];player=img;"><img class="alignnone size-thumbnail wp-image-1296" alt="options" src="http://www.differentpixel.com/wp-content/uploads/2013/01/options-150x150.jpg" width="150" height="150" /></a></p>
<p><strong>Wait turn</strong></p>
<p>You can now press the Enter key to skip/wait until your next turn. Although this is a simple change it can be used strategically in many situations.</p>
<p><strong>Full 0.5.4.0a changelog list:</strong><br />
Added: Caldron now fully working with learned recipes<br />
Added: Recipes to boil potions (HP/Mana)<br />
Added: Resource globes (HP/Mana) now glow when running low, also a new effect on the liquid<br />
Fixed: Enemy stat icons indicators no longer jumping because of the enemy attack animation<br />
Added: Learning new recipes grants +95XP<br />
Fixed: Some attacks could be used even if there was not an enemy<br />
Changed: Lowered XP required per level<br />
Changed: Increase Books (Recipes/Skills) probability<br />
Changed: Tweak initial food/potions on Warrior<br />
Added: Added in Game Options Menu<br />
Added: In Game speed slider option<br />
Added: Description to Stats on the Character Menu (wip)<br />
Changed: Increased the attack/damage text size<br />
Fixed: Crashing bug when closing the window directly during game<br />
Added: Music fade between floors<br />
Added: Chance of a monster being asleep<br />
Added: Rare item display a gold title on the label<br />
Fixed: Several typos in some items/objects descriptions<br />
Fixed: Adjusted money spawned per floor<br />
Fixed: Teleport bug when walk cycle was interrupted<br />
Added: Wait turn. Pressing Enter will make the player wait until it&#8217;s next turn.</p>
<p>So we&#8217;ll get back to work on the next update. As always we appreciate your feedback and wish to thank everyone who&#8217;s been so supportive and patient with this all process. Cheers</p>
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		<title>Merry Xmas</title>
		<link>http://www.differentpixel.com/2012/12/merry-xmas/</link>
		<comments>http://www.differentpixel.com/2012/12/merry-xmas/#comments</comments>
		<pubDate>Fri, 21 Dec 2012 18:02:10 +0000</pubDate>
		<dc:creator>m0r3n4</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.differentpixel.com/?p=1271</guid>
		<description><![CDATA[The Different Pixel&#8217;s family wishes you a Merry Christmas and a very happy and prosperous New Year 2013!!]]></description>
				<content:encoded><![CDATA[<p>The Different Pixel&#8217;s family wishes you a Merry Christmas and a very happy and prosperous New Year 2013!!</p>
<p><a href="http://www.differentpixel.com/2012/12/merry-xmas/merry_xmas_card/" rel="attachment wp-att-1272"><img class="wp-image-1272 aligncenter" alt="merry_xmas_card" src="http://www.differentpixel.com/wp-content/uploads/2012/12/merry_xmas_card.jpg" width="523" height="392" /></a></p>
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		<title>Dary&#8217;s Legend released on Desura&#8217;s Alpha Funding</title>
		<link>http://www.differentpixel.com/2012/12/darys-legend-released-on-desuras-alpha-funding/</link>
		<comments>http://www.differentpixel.com/2012/12/darys-legend-released-on-desuras-alpha-funding/#comments</comments>
		<pubDate>Tue, 04 Dec 2012 11:32:11 +0000</pubDate>
		<dc:creator>David Amador</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[dary's legend]]></category>
		<category><![CDATA[work in progress]]></category>

		<guid isPermaLink="false">http://www.differentpixel.com/?p=1247</guid>
		<description><![CDATA[So Dary&#8217;s Legend was released on Desura Alpha Funding. It&#8217;s pretty much a pay-while-we-develop the game, but you get something right away. In this case pretty much everything we have this far you can play and test. This help us developing the game while you get to play it, giving opinions and finding those awesome [...]]]></description>
				<content:encoded><![CDATA[<p>So Dary&#8217;s Legend was released on Desura Alpha Funding. It&#8217;s pretty much a pay-while-we-develop the game, but you get something right away. In this case pretty much everything we have this far you can play and test.</p>
<p>This help us developing the game while you get to play it, giving opinions and finding those awesome bugs that are there just waiting for you <img src='http://www.differentpixel.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>As a thank you for buying the game in alpha, we are having a <strong>40% off</strong> promotion while the game doesn&#8217;t reach the final release.</p>
<p><a href="http://www.desura.com/games/darys-legend" title="Dary's Legend on Desura"><img src="http://button.desura.com/play/outline/games/17158.png" alt="Desura Digital Distribution" width="252" height="54" border="0" /></a></p>
<p>If you encounter any problems, keep calm, first check the nice <a href="http://www.daryslegend.com/faq.html">FAQ</a>, if the problems persist,  feel free to <a href="http://www.differentpixel.com/contact/">contact us</a>, we&#8217;ll try to answer asap. You can also check our <a href="http://www.differentpixel.com/forum">forums</a>, maybe someone else has the same issue.</p>
<p>Rita did a little something something to Dary&#8217;s Legend official website, to better reflect what&#8217;s happening, hope you like it: <a href="http://www.daryslegend.com">http://www.daryslegend.com</a></p>
<p>Before we go, a couple of new screenshots&#8230;</p>

<a href='http://www.differentpixel.com/wp-content/uploads/2012/12/darys_legend_1.jpg' rel='shadowbox[sbalbum-1247];player=img;' title='darys_legend_1'><img width="150" height="150" src="http://www.differentpixel.com/wp-content/uploads/2012/12/darys_legend_1-150x150.jpg" class="attachment-thumbnail" alt="darys_legend_1" /></a>
<a href='http://www.differentpixel.com/wp-content/uploads/2012/12/darys_legend_2.jpg' rel='shadowbox[sbalbum-1247];player=img;' title='darys_legend_2'><img width="150" height="150" src="http://www.differentpixel.com/wp-content/uploads/2012/12/darys_legend_2-150x150.jpg" class="attachment-thumbnail" alt="darys_legend_2" /></a>
<a href='http://www.differentpixel.com/wp-content/uploads/2012/12/darys_legend_3.jpg' rel='shadowbox[sbalbum-1247];player=img;' title='darys_legend_3'><img width="150" height="150" src="http://www.differentpixel.com/wp-content/uploads/2012/12/darys_legend_3-150x150.jpg" class="attachment-thumbnail" alt="darys_legend_3" /></a>
<a href='http://www.differentpixel.com/wp-content/uploads/2012/12/darys_legend_4.jpg' rel='shadowbox[sbalbum-1247];player=img;' title='darys_legend_4'><img width="150" height="150" src="http://www.differentpixel.com/wp-content/uploads/2012/12/darys_legend_4-150x150.jpg" class="attachment-thumbnail" alt="darys_legend_4" /></a>
<a href='http://www.differentpixel.com/wp-content/uploads/2012/12/darys_legend_5.jpg' rel='shadowbox[sbalbum-1247];player=img;' title='darys_legend_5'><img width="150" height="150" src="http://www.differentpixel.com/wp-content/uploads/2012/12/darys_legend_5-150x150.jpg" class="attachment-thumbnail" alt="darys_legend_5" /></a>
<a href='http://www.differentpixel.com/wp-content/uploads/2012/12/darys_legend_6.jpg' rel='shadowbox[sbalbum-1247];player=img;' title='darys_legend_6'><img width="150" height="150" src="http://www.differentpixel.com/wp-content/uploads/2012/12/darys_legend_6-150x150.jpg" class="attachment-thumbnail" alt="darys_legend_6" /></a>
<a href='http://www.differentpixel.com/wp-content/uploads/2012/12/header.jpg' rel='shadowbox[sbalbum-1247];player=img;' title='header'><img width="150" height="150" src="http://www.differentpixel.com/wp-content/uploads/2012/12/header-150x150.jpg" class="attachment-thumbnail" alt="header" /></a>
<a href='http://www.differentpixel.com/wp-content/uploads/2012/12/header_site_buy.jpg' rel='shadowbox[sbalbum-1247];player=img;' title='header_site_buy'><img width="150" height="150" src="http://www.differentpixel.com/wp-content/uploads/2012/12/header_site_buy-150x150.jpg" class="attachment-thumbnail" alt="header_site_buy" /></a>

<p>&#8230;and finally our current system requirements:</p>
<p><strong>&#8211;Windows&#8211;</strong><br />
OS: Windows XP SP3 or higher<br />
CPU: 1.4GHz or faster<br />
Ram: 512MB (1GB recommended)<br />
Graphic Card: OpenGL 2.0 compatible with 128MB Ram<br />
Monitor 1024&#215;768 or higher (1280&#215;720 or higher recommended)</p>
<p><strong>&#8211;Mac&#8211;</strong><br />
OS: Mac OSX 10.6+<br />
CPU: 1.4GHz or faster (Intel Pentium)<br />
Ram: 512MB (1GB recommended)<br />
Graphic Card: OpenGL 2.0 compatible with 128MB Ram<br />
Monitor: 1024&#215;768 or higher (1280&#215;720 or higher recommended)</p>
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