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Topics - Vasae

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Creative Karaoke / Delver's Drop Actor Choice
« on: June 02, 2016, 07:45:44 PM »
Rogue: Maise Williams
Gladiator: Idris Elba
Sorcerer: Jeff Bridges
Elementalist: Arnold Schwarzenegger

Info + Updates / Kickstarter Update (9/3/15)
« on: September 03, 2015, 07:30:09 PM »
Welcome to our End-of-August update (sorry it’s a few days behind schedule!). We’re quite excited to tell you all about our new dungeon generation improvements!

Development Dive

When looking at screenshots below, please be aware that all of the art is for testing purposes only, and there may be layering issues and other visual bugs! These will be fixed soon — our programmers are simply focusing on the big-picture of level generation at the moment.

As you will know from our previous updates, our programmers have been working hard on a fully procedural level generation system. At the end of last month, we had the ability to create a “critical path” (the player’s pathway through a room), and build a room shaped to it.

But there was nothing to stop players from taking shortcuts right to the end of the room, and to prevent this we needed to create in-room barriers. Over the month of August, we’ve begun lining the critical path with obstacles so that the player must complete all of the room’s challenges (sometimes in order) before moving on. These walls, pipes, and chains/rails also add variety to the room, and will generate a large portion of a dungeon’s theme and aesthetics.

The first step in this process was adding what we’ve called “sub-walls” (smaller block-walls that appear to be the height of the character) between sections of the critical path. Our goal was to make the pathway look architectural and well-defined, but easily traversable.

The next step was to add variety to these sub-walls, by replacing certain amounts of them with pipes or chains. The amount of sub-walls that are replaced, and what they get replaced with, is fully configurable by our scripters on a room-by-room basis.

To add some variety to the outer boundaries of the room, we next added configurable properties to replace sections of the 3D “outer walls” with pits, making the room feel like a set of platforms suspended over empty space.

The last process we’ve been working on is the ability for the room to occasionally line the pits with chains. The quantity and coverage of these safety chains will also be configurable — so easier rooms in early zones may contain more chained-off pit edges to help prevent the player from falling.

Later rooms will contain increasingly exposed pit edges, making them even more deadly.

We have several goals for the upcoming month or two, including the placement of destructible objects. However, we may also take a break from level generation to put some work into status effects, damage-over-time, and other special effects resulting from character perks / equipment. More on that at the end of September!

Closing Scribbles

We are also working on a big lore update featuring the Elements (fire, ice, etc) of the Delver's Drop world. It's almost finished, so we may turn it into a mid-month update, to tide you over until we have more development news at the end of the month. Here is a quick teaser of what's to come:


You may be interested to know that we are changing our livestream time to Saturdays at 1:00 PM CST. Daylight savings is about to end for us later this month, so we’re sorry in advance if this makes our stream time funky for those in other time zones!

We would like to start interacting more directly with all of you via the comments on the streams — so if you have thoughts or suggestions, please chat with us on Saturdays! We are also posting each episode to Youtube later, for those who can’t view the live show.


Twitch Livestreams:
Email Us:

So until our next update: we hope you have a great several weeks, full of gaming and (hopefully) wonderful autumn weather. Thanks for reading!

— The Pixelscopic Team

Info + Updates / Kickstarter Update (8/2/15)
« on: August 02, 2015, 09:19:56 PM »
Hello, Delvers! Get ready for a massive and exciting End-of-July Update. Over the last month, we have made an epic hoard of programming progress, which is demolishing our previous level design roadblocks and bottlenecks. The game is now able to generate full rooms on the fly, completely via programming algorithms.

Read on!

What are the benefits of full procedural generation?

As mentioned in previous updates, we’ve been moving toward this higher degree of procedural generation as opposed to by-hand design. The old level generation system, while it did have some fun rooms/levels, wasn’t scalable. Designers had to put together every single room by hand, and hope that the game could effectively combine random elements, which were quite difficult to plan. This limited the random possibilities, limited the size of the rooms, and generally was not sustainable to build out the full game simply due to the hours necessary to create the desired amount of variety.

We will still have certain aspects designed by hand (story areas, puzzles, special rooms, bosses), but the results of the full procedural generation are much faster, more flexible, and just as unique. Our algorithm also follows similar rules (probably even better rules!) compared to our previous best-practices for by-hand room design and creation. In other words, our design sensibilities are being implemented directly into the procedural generation code, in detail. Good game design is still the driving force, rather than relying on the crutch of a basic RNG (random number generator).

It’s all still in process, but the exciting news is that as of now, we are confident that our procedural rooms will be at least as interesting and aesthetically pleasing as our previous hand-designs… if not more. And now the possibilities of room size/shape/gameplay variation are countless.

So how does it work?

In order to achieve these goals, the algorithm goes through several phases of generation, as listed below. The first three of these steps are programmatically complete (short of some bug fixes), with steps four and above still early in development or in the planning stages. Steps do not necessarily represent the final generation order via the algorithm:

• Build the Basic Floor Space / Wall Structure — define the floor layout of the room itself, where the player can walk.
• “Enhance” the Walls — make the walls feel more organic (less strictly grid-based), and make hallways feel more winding rather than straight and boring.
• Auto-tile the floors with a random assortment of basic tiles (later to be improved with overlaid decorative tiles).
• Make a “Critical Path” — a.k.a. the “planned” or intended primary pathway of the player through the room.• Create Fixed Barriers to block off portions of the room, which enforces portions of the critical path and adds exploration interest. These fixed barriers will include sub-walls, chains, pits, etc.
• Generate Soft Barriers and Obstacles, including switch-operated gates, bomb-able barricades, and traps, in order to add challenge.
• Add interest areas by placing breakable reward objects (such as crates, pots, treasure chests) and aesthetic or narrative objects (tables, chairs, statues) to complete the dungeon experience.
• And obviously, add enemies!

Notes about screenshots below:
All images use placeholder art to some degree, so floors may appear flat and un-textured. Please also know that the images below are completely generated by the game — we’ve edited the contrast and colors a little bit so it’s easier to see the important details, but the room sizes, shapes, etc. and the screenshots themselves are all directly from the game’s normal render mode. Many are simply zoomed out via our debug controls, but they are still in-game shots.

Creating Room Spaces

The first step in making this new system was to create a room entirely via code. This first picture shows room generation at its most basic: the game simply creates a grid, marks sections of that grid as “free” (in other words, “traversable” areas where the player can walk), and places walls around those areas to enclose them. The bronze-gold “pillar” placement and wall-tiling are also automatic:

Even this early on, the system was capable of making rooms several times larger and vastly more complex than any of our previous room shapes, which were tediously created/scripted by hand, and were often limited to simple geometric shapes like Tetris-pieces. Now we can procedurally generate a room thousands of tiles in size, in a fraction of a second:

The above image is an actual in-game render, just zoomed out to about 3%. If you look very closely on the left side of the image, you can see the tiny pink speck. This is your character, the Rogue, which was rendered at a size of a 4 pixel square due to the zoom level.

What you’re seeing is not even a “level” made of multiple rooms — it is a single room.

This means our possibilities have increased by several orders of magnitude. But with great procedural power comes great developer responsibility — we will be restricting such generation to ensure that the game is interesting and goal-driven, rather than completely rambling, exploratory, and uninteresting. In other words, we are still generally aiming for a tightly-designed Link to the Past feel, rather than a Skyrim-esque sprawl.

Layout "Enhancement"

The next step was to make the room layouts more unique, and less strictly grid-based. So the original basic grid upon which the room is generated is “enhanced,” by choosing spaces where the walls are pushed inward or outward to create more variety. This can create rooms that feel architecturally geometric (grid-based), organic (more random / cave-like), claustrophobic, or exposed. The rate at which walls are altered is easily modifiable via our CSV data (modders ahoy!), meaning each zone can have a slightly different feel to its “architecture”. An example room, where the walls were pulled in or pushed out as often as possible (maximum “organic” feel), is shown below:

Floor Tiling

The third step in the new room generation system is tiling the floor. In the old system, all of the tiles had to be placed by hand. But now that the rooms are procedural, it means that the floors have to be generated as well. So based on our previous tilesets, we created a modified system, featuring several different sizes of totally randomizable tiles. This random flooring will be the “base layer” of the visual tiles (like a concrete or wood sub-floor), upon which other decorative tiles will later be dynamically placed. There are mini tiles, wide tiles, tall tiles, and double-sized tiles for visual variety — and the game can mirror and rotate them to make them look even more natural and non-repetitive.

The examples below (using an obviously placeholder floor texture with letters), shows how some zones can have very gridded tiles:

...and others can have a random assortment of different sizes and shapes, with maximum randomization of mirroring / rotation:

You may notice that currently some tiles are repeating near themselves, but we are working to ensure sure that the same tile is never repeated in immediate proximity.

Developing the Critical Path

So now the room layouts, walls, and floors have the maximum amount of variety and flexibility that we can create, within our given perspective and the constraints of our grid-based world. However, a well-designed room or level requires much more than that. Instead of randomly creating a room by just opening up chunks of floor here and there and putting walls around them, the generation algorithm needs to create a directed experience. Fundamentally, we need to generate a particular path with a beginning and an end, and interesting events along the way.

This is where we began our most recent step — generating the “Critical Path,” or the intended minimum pathway through the room.

NOTE: Those savvy in game design are probably asking “why is this step last? Shouldn’t the critical path be most important?” And you would be right! This step will actually occur first in the final algorithm — we just happened to work on this system most recently.

Our Critical Path is not necessarily the 100% most efficient beeline from beginning point to endpoint — but rather a diverse “gameplay path” that requires the player to complete certain objectives in order. Those objectives might include walking from point A to point B, flipping a switch at point C and then back-tracking to B (or looping back to A) in order to proceed to D. It allows us to procedurally create challenges that must be passed in a certain order, as well as creating detours that are necessary for the completion of a room (or level).

So for example, the system we are working toward will be able to create a room where the Drop Portal (the exit down to the next level) is generated behind a locked gate. The player can’t go through this gate without first flipping a switch elsewhere in the room — and importantly, this switch must somewhere along the critical path before the locked gate. (Otherwise the player will get stuck).

This piece of the code is still very early in the making, but the following screenshot shows a debug view of the world, with a (rather complex but linear) critical path highlighted in blue:

Note that this room is 1) currently only generated immediately around the critical path, with no extra space or off-shoots, and 2) has not been “enhanced” with more random walls. These features will be grafted into the Critical Path system as it is finished. The algorithm will also need to erect barriers within the room in order to prevent the player from taking shortcuts. And as always, the length of the path, degree of path complexity (twists and turns), and the number of straights versus diagonals will all tweakable on a level-by-level and room-type basis, and able to be modded. This gives our designers/scripters the ability to create lots of variety, and avoid both overly-complex and overly-simple structures… as well as increase complexity as the player progresses.

Closing Scribbles

That’s all for our End-of-July Update! We hope that you’re as excited about the recent progress as we are. It’s difficult to express, but we’re sure most of you understand how huge of a leap these improvements are, compared to the previous versions of the game. We now have a truly randomized room structure, which further allows levels to be even more interesting and challenging.

Please let us know what you think! We know that many of you are awaiting a new build, but please know that when it comes, all of the above features will be there — and Delver’s Drop will have gone from a game with limited variety (as in the previous builds), to a game with huge amounts of replay.

Thanks as always for sticking with us!

Info + Updates / Kickstarter Update (6/30/15
« on: June 30, 2015, 07:32:20 PM »
End-of-June News!
Welcome, Delvers! The end of June is upon us, and we’ve been hard at work on several major game systems and some more imaginative art streams. We hope you enjoy the monthly update!

Development News

The focus of development this month has been to build out the AI system into something much more complex, nuanced, and interesting, in order to facilitate more challenging and strategic combat. Our goals are to make enemies feel natural, giving them a true “detection” system so that they can react to (and differentiate between) threats and prey, allow for different modes and behaviors for a single enemy, and create inroads for more challenging gameplay — such as some light stealth mechanics and other player strategies.

The old AI system, while efficient, was hard-coded and difficult to modify. There were few behavior states, and we were relying too much on enemy movement parameters to give them uniqueness. The new system we’ve been working on reads from an AI database (spreadsheet CSV file) that is very easy to edit. This allows us (or modders) to add new and interesting AI behaviors in minutes.

Previously, enemies could only target and track the player; they can now acquire different targets and change their behavior accordingly — based on line of sight, hearing range, being touched, being damaged, etc. With our fight-or-flight system, they can prioritize running from their predators over chasing prey, or decide to turn and attack their predators when low on health. They can search for an ally with the lowest health and try to heal them, or search for the creature (or player) with the lowest health and focus all their efforts on finishing it off. Enemies can go into an alert state when they hear prey — increasing their sight range on the fly, causing them to be more attentive; but they may only begin the chase once they visually spot something to attack.

These are just some examples of what we’ve accomplished in the last few weeks. Our goal is to make these features highly demonstrable in the next build, creating example rooms where we hand-design scenarios to test out the AI system with specific enemy types.

Our next goals are to (completely) finish the physics refinements, finalize the last remaining character control tasks, and move back to dungeon generation full-force. We hope to bring you some exciting news about dungeons in the next update!

Lore Dive

(And Art Livestream Catch-up):

As unveiled in last month’s update, we’ve been occasionally brainstorming ideas for the companions/familiars on our weekly livestreams — which occur (almost) every week, on Fridays, 3pm CST, at http:/

We’ve decided to officially call these creatures “Companion Sprites” in the mythos of the world. They are elementally-based spirit creatures that can be summoned through totems in dungeons, and appear as small, floating beasts and fantastical beings, from a discombobulated head to an exploding tunafish. Kind of like Pokémon-eque Patronus helpers, they can appear and vanish as needed, in order to aid the player through offense, defense, and other utility functions.

The inspiration behind the Companions came from various mythologies around the world. We looked to mythology in order to come up with more unique and unexpected ideas — the thought was not to stay true to the source material or attempt to bring real-world myths into the Delver’s universe, but rather to remix mythological ideas into something new and creative, in order to give the Companions a bizarre twist. In other words, we wanted to make them one of the most twisted yet fun and colorful elements of the world.

Based on one of our stretch goals, we will be adding the ability for a second player to take over control of a Companion in the main campaign, for a limited local co-op “co-star” mode. For those who want a strictly solo experience, have no fear: you’ll be able to find Sprite Companions in the game and use them without a second player — they will simply be AI-controlled.

The artwork is still under development, and the names may not be final, but below we’ve selected a subset of the Companions and provided information about their inspirations and mythological sources. Meet a few of our favorite Companions!

——— SIREN ———

 Greek mythology tells of women with the wings and beautiful songs of birds, luring men to their graves in the sea. From those myths, the Mermaid appears in lore across all cultures, a dangerous mix of fin and flesh. We took both of these concepts to deliver and all-encompassing Siren: a winged mermaid. She wears a Noh mask to pay homage to the Eastern interpretations of the Siren, and has a shock of wavy pink hair to denote her alignment with the Howl element.

——— BARGHEST ———

 Based on British lore, the Barghest is a mix of ghost and wolf. Often said to herald death and known for its association with the grave, we gave it the Grim elemental influence. The Barghest hunts and haunts with eyes aflame, and this inspired us bestow Fury as its second element. And for who knows what reason, the mythological Barghest makes the sound of rattling chairs when it walks — so we gave it a wooden stool for legs.

——— KHEPRI ———

 To the Egyptians, the scarab beetle rolling its ball of dung along the ground symbolised the forces that rolled the sun through the heavens. To avoid having too many animal-like Companions, we drew inspiration from the cartoon villain Archimedes, and his use of mechanical insects. Our scarab possesses the Arcane element, meant to add a mechanical, chemical, and clockwork-esque look to its mysterious power. The orb Kepri holds is to further symbolize its relation to the sun and also the moon, since in the Delvers mythology, Arcane energy is aligned with the Moon God.

——— WULVER ———

The Wulver is another werewolf-inspired Companion based on traditional Shetland myth. This is one of our more peaceful creature inspirations, preferring to be by rivers and being very fond of fishing. With that in mind, we wanted to combine a large wolf and some angler element. This gave us a fish-eating dog with a fisherman’s cap. We added a few fishing hooks for earrings as the finishing touches for our aquatic werewolf, to further associate it with the Surge (water) Element.

——— KOHARA ———

 Based on a Polynesian Goddess, Kohara, the Mother of all Tuna, is one of the most outlandish ideas we’ve worked on. Maori and Polynesian lore speak of a flash of lightning, out of which tuna are born to the ocean for the first time. Modeling our Companion after this idea, we wanted to make a creature that combined the volatile nature of lightning and thunder with a tuna fish, so we created what looks like an explosive Fish Stress Doll. The idea of a kamikaze tuna was too laughable to pass up.

——— SUBURBAN PHOENIX, aka Lawn Flamingo ———

This Companion was born from one of our contractors suggesting that the Thrive (plant) element be modelled after Topiary visuals, which lead us to a discussion of lawn ornaments. While it has been suggested that the Flamingo is the actual bird behind ancient egyptian legends of the Phoenix, we modelled our idea more on the quintessential Suburban Americana yard decoration. It may go without saying, but some ideas for Companions are meant to humorously break the fourth wall, just slightly.

——— AKANAME ———

This is perhaps one of the grossest Companions to date. The Akaname is a Japanese Yokai (ghost) that lived in outhouses. It is the personification of a fear that we have all felt at one time or another: the fear of using a restroom in the dark. In contrast to its foul and filthy mythology, our Akaname has become one of the cutest of the Companions. We joke that it ended up looking very muppet-like, more like a female Oscar the Grouch as opposed to a malevolent creature who waits to attack people while they’re on the can. Aligned with our Spoil Element, (the element of poison and decay), it was the logical elemental tie-in for a creature associated with unsavory of bathroom humor.

——— OROCHI ———

As our Companions have progressed, we have begun to set visual themes for each element, and as mentioned with the Akaname, the Spoil element has a subtle sewer theme. Based on the ancient Japanese tale of Kusanagi, Orochi is more or less a Hydra, sans regeneration. We dubbed our version the “Pipdra”, a portmanteau of “Pipe” and “Hydra” during one of our livestreams, as a way to combine the poisonous Spoil and the chemical/mechanical Arcane element.

——— STORM CROW ———

A great many legends across North America feature the Storm Crow, which foretells violent thunderstorms. But we also like the allusion to Norse myths relating to crows that arrive in the wake of battle. We had to give it a Valkyrie’s helmet and shape it to look like it was made of lightning, which ties it both to these mythological sources, and the elements in our universe.

——— A BAO A QU ———

 The A Bao A Qu is an unusual folk tale centered around the Tower of Victory. Based in Malay legend, it is said to rest at the base of the stairs within the tower and follows those trying to ascend (an analogy for ascending to Nirvana). It is said to feel like peach fuzz if touched, and appears as a specter. So we clearly had to slap some eyes on a peach and gave it a cute, ghostly cloak to align it with the Echo (ghostly) element.

Update Complete!

Thanks again for sticking with us, and we look forward to bringing you lots of amazing Delvers news next month!

Info + Updates / Game Update 6/1/15
« on: June 03, 2015, 04:24:17 PM »
Welcome to the Delver’s Drop End-of-Month Update for May 2015!
Before we get started, we’d like to apologize about being a little sporadic with the Livestreams this month. We had several conflicts, and weren’t as consistent as usual. But we did have several guests, so hopefully that makes up for it! To see a list of past episodes, hop over to our forums:'s-play/official-pixelscopic-live-stream-thread

Game Download Portal

A friend of ours has kindly offered his assistance in an effort to give the Delver’s Drop website some nice upgrades. We are unsure about the timeline, but we are planning to develop a customer portal on the site, where our backers can login and download a full archive of all versions of the game.

As most of you may know, you can currently download and play the game via Humble. (If you never saw an email with your key, let us know via email at and we’ll send your link!)

However, that system is limited to the newest build, and we’ve received many requests to try out older versions of the game. We even occasionally like to go on a trip down memory lane, and play the oldest version, which pre-dates even the Kickstarter campaign!
So the plan is to give all of you the ability to download and play these older versions in the near future. But be warned — they may be (probably are) quite buggy, and a few of the earliest are PC-only. We also hope that this will make it easier for some Kickstarter backers to download and play the game.

Looking even further to the future, we will most likely use this web portal to provide many of your digital rewards.

New Build on the Horizon

We are working hard on a new build with some significant feature additions. However, the scope and playtime will be limited, since several system will still be undergoing revision. We have decided to focus on the basics of gameplay: controls, physics, and movement abilities. We are also striving to get some missing and long overdue systems up and running — such as adding several in-game sub-menus, and exposing the experience points and leveling systems. Some of these features may be rough and experimental, with more polish and balancing to come in the future.


As we’ve mentioned (probably more than once), progress has been slowed by some physics rework. This became necessary when certain game-y mechanics were introduced, which contradict some of the normal laws of physics… and produced pretty bad bugs. Sokoban-style, limited-direction pushable blocks would get permanently stuck on each other, like a left-moving rock against an upward-moving hard place. (Broken puzzles!) When we tried to modify character dashing and add some cool new mechanics, we hit the mathematical limits of the physics simulation. (Super-fast dashing could not be bug-free.) For the same reason, players could not throw objects all the way across the room… more like 5 feet in front of them. (Lame!) And finally, some of you may have also noticed many objects interpenetrating as if everything in the game were a balloon animal. (Just weird!)

Anyway, all of that is getting fixed! It’s been a rather un-fun change to undergo on the programming side, but it means that player abilities and puzzles can now be a whole lot more interesting. As a huge added bonus, performance should improve dramatically on slower machines.
Experience, Leveling, Skill Upgrades

We have (theoretically) had experience points in the game for a long time. But it was definitely not visible to the player. And when we exhumed this bit of code from its sepulchral hiding place, it apparently counted XP for enemy kills until it reached 100 points… and then stopped. So now, suffice it to say that you can gain XP from enemy kills, and level up as you reach each scaling level threshold. For instance, Level 2 is reached at 1000 XP, then Level 3 after another 1250, and so on. (Obviously pending balancing).
So what happens when you level up? This is where the long awaited Skills / Perks system comes into play! Each time you level, the character class you are playing as will gain at least 1 skill point. You can then assign this point to several active ability skills or passive perks. Some perks will only be unlockable once you meet other requirements. We are avoiding a very complicated prerequisite tree, and instead gearing the system toward maximum player customization.

Just remember that the game will be 100% playable without grinding for levels, or assigning perks. We are emphasizing player skill over the numbers-game of level-grinding (more like Dark Souls), so that the game can theoretically be beaten with a Level-1, non-upgraded character. So for those of you who (A) hate wasting time grinding, or (B) love a challenge, we hope to accommodate your wishes!
While the implementation of this system will be VERY simple in the upcoming build, we are making good progress, and are excited about showing it to all of you.

Sub-Menus, Item Comparison

Partly to accommodate the leveling and skill customization screens, we are working on a larger set of sub-menus. These will eventually also include a level map, achievement list, in-game settings (volume, etc), and an item/weapon info sub-screen. This last item screen is currently one of our highest menu priorities.

Ever wondered why the game has had so many nonsense items that do very little damage, or knock the player backwards? The plan was to start the player with low-quality weapons in Zone 1 for narrative realism and added challenge, and then to introduce the idea of item comparison as better items are found. Very soon we will have implemented a menu state (inside of the pause menu flow) where you can look at the stats of any given item, and compare it to others you are carrying, or an item that you have just found in a treasure chest. This will allow players to pick only the best weapons, and ones for which their character class has greater affinity. Other weapons are still usable, but if they have low stats or are ill-suited for your character, you may want to cash them in or thrown them at enemies for bonus damage. The Item comparison sub-menu will help you make all of these decisions.

We also enjoy giving the weapons silly names and descriptions, and we need a place to display this text so you can (hopefully) chuckle at our wit, and cry at our bad jokes.

That’s all for this month’s development updates. But June looks to be a very promising month, so stay tuned!


Gender: Male
Guild: The Shade Whispers
Occupation: Purveyors of (often illegal) potions and tinctures, the Sorcerer employs potent magic that manipulates spirit energy to benefit others or serve more shady purposes.
Best Weapons: Spirit Bottles
Goals: Sorcerers wish to increase their social standing and influence over others, or manipulate others to their purpose.
Specialty: They sap spirits and energy from living plants, animals, and people, to create more powerful magic concoctions and tame powerful Echo ghosts.
Description: Lovers of flattery and practitioners of the same, Sorcerers are self-important and have a penchant for gambling and conspicuous spending, in attempts to increase their social standing. They rely on magical substances to forget their past and to ease the burden of their magical capabilities — or to enhance them.

Thanks Again!

Thanks as always for sticking with us! And please show up for our Art Livestreams every Friday (usually at 3pm CST), or visit our forums, where we will be happy to hear your suggestions and feedback!

Discourse / Delver's Drop Companion Mega Thread
« on: April 10, 2015, 04:30:45 PM »
We'll post ideas and catalog forum user suggestions for Companions for the game Delver's Drop here.

Jukebox Playlist / Past Twitch Streams from Pixelscopic
« on: March 17, 2015, 03:06:49 AM »
First Delver's Drop PXS Livecast
Date: 5/9/13
Hosts: Ryan Baker, Coby Utter, Ryan Burrel
Twitch Link:
Youtube Link:

Synopsis: The Pixelscopic team goes over company news and Twitch plans, class voting contests and classes that will be in the final game. Some Spine animation rounds out the stream.

Steaming Alpha Version of Delver's Drop
Date: 7/15/13
Hosts: Ryan Baker, Coby Utter, Ryan Burrel
Twitch Link:
Youtube Link:

Synopsis: The Pixelscopic Crew show off the very first Alpha and the two classes found there in. They also show off Tiled and explain how they make levels.

Delver's Drop Working Live Stream
Date: 7/29/13
Hosts: Coby Utter
Twitch Link:
Youtube Link:

Synopsis: Coby introduces us to his working stream and his depthless modesty, discusses Humble Bundle and code. Lots and lots of code. The very early lighting system is also shown off in it's full glory.

Delver's Drop Working Steam #2
Date: 7/29/13
Hosts:  Coby Utter
Twitch Link:
Youtube Link:

Synopsis: This is the second part of the above stream. More coding and map files. The very tip of the Pixelscopic Spreadsheet Ice burg.

The First Art Stream for Delver's Drop
Date: 8/6/13
Hosts: Ryan Baker
Twitch Link:
Youtube Link:

Synopsis: Ryan Baker does his first art stream where weapon materials are shown off along with more spreadsheets. Class Weapons are first mentioned and explained.

Delver's Drop Art Stream #2
Date: 8/15/13
Hosts: Ryan Baker
Twitch Link:
Youtube Link:

Synopsis: Baker animates and draws the Gladiator, the third class unveiled in Delver's Drop.

Delver's Drop Art Stream #3
Date: 8/201/3
Hosts: Ryan Baker
Twitch Link:
Youtube Link:

Synopsis: Baker shows off the very beginnings of a title splash screen, discusses what will become Guild Colors for characters.

Delver's Drop Progress Update
Date: 10/10/13
Hosts: Ryan Baker, Coby Utter
Twitch Link:
Youtube Link:

Synopsis: Coby and Baker show off a, no longer, recent version of the game and discuss the progress of the game. Multiplayer is discussed a bit as well as familiars. Item Inventory is discussed as well as release windows. Triplick is still awesome in this build and damage numbers are floated out as a possible idea.

Delver's Drop Character Animations with Kurt
Date: 10/16/13
Hosts: Kurt Dillow
Twitch Link:
Youtube Link:

Synopsis: Animator Kurt Dillow shows off Spine and there is a Q&A at the end of the stream.

Delver's Drop Programming Stream #1
Date: 10/18/13
Hosts:  Coby Utter
Twitch Link:
Youtube Link:

Synopsis: Coby returns from a long hibernation for the third coding stream where he fixes the bugs associated with shield dashing

Delver's Drop Working on Delver's Drop Tilesets **POSSIBLE SPOILERS**
Date: 10/23/13
Hosts: Ryan Baker
Twitch Link:
Youtube Link:

Synopsis: Baker shows off the possible and future tilesets, which may contain spoilers, on this stream. Lore and Hilarity from chat ensues.

Delver's Drop Art Stream - Drawing Traps
Date: 10/30/13
Hosts: Ryan Baker
Twitch Link:
Youtube Link:

Synopsis: Ryan Baker unveils a variety of dubious and danger traps, the danger mounts!

Art Stream - Weapon Icons
Date: 11/6/13
Hosts: Ryan Baker
Twitch Link:
Youtube Link:

Synopsis: Ryan Baker shows off weapon families, their icons and the spreadsheets associated with them. He also explains how the weapon system in game will operate and how they're animated in Spine.

Delver's Drop Programming Stream #2
Hosts:  Coby Utter
Twitch Link:
Youtube Link:

Synopsis: Coby works more on shield dashes and their parameters, also shows off the gripping mechanic for classes. The Jailer is nerfed out of fear of breaking time and space.

Delver's Drop Implementing new Art
Date: 11/13/13
Hosts: Nathen Reynolds
Twitch Link:
Youtube Link:

Synopsis: Nathen Reynolds and his magnificent beard make their first appearance on the live stream where he implements new art and introduces himself and his tasks within the company. His beard remained silent through out. Destructible Objects were on the menu, remained undestructed.

Delver's Drop Implementing New Art Part 2
Date: 11/13/13
Hosts: Nathen Reynolds
Twitch Link:
Youtube Link:

Synopsis: Part two of the above stream.

Art Stream - Postcard Design
Date: 11/20/13
Hosts: Ryan Baker
Twitch Link:
Youtube Link:

Synopsis: Pixelscopic allows a student to tour their facility while Baker shows off the Postcard for Kickstarter Bakers of that associated Reward Tier. Elemental Forges and Effects are teased.

Art Stream - Weapons Design and Spreadsheets
Date: 12/4/20
Hosts: Ryan Baker
Twitch Link:
Youtube Link:

Synopsis: Spreadsheets. Tons of spreadsheets. Holidays are discussed and weapons make an appearance and color formatting is hammered out.

Delver's Drop Snow day Work Day
Date: 12/11/13
Hosts: Ryan Baker
Twitch Link:
Youtube Link:

Synopsis: Baker is inside while the city is consumed by snow. Perhaps unsurprisingly Steam Vents are discussed along with puzzles such as flip plates and logic gates.

Delver's Drop Art Stream - Art Extravaganza
Date: 12/18/13
Hosts: Ryan Baker, Coby Utter
Twitch Link:
Youtube Link:

Synopsis: Baker draws weapons and shows off what Sorcerers now have as a weapon, the Spirit Flask. Weapon Material Names are revealed in their alpha forms.

Delver's Drop Christmas Live Stream - Playing Delver's Drop!
Date: 12/19/13
Hosts: The Delver's Drop Team, The Forum Moderator Staff
Twitch Link:
Youtube Link:

Synopsis: Pixelscopic throws a holiday party and brings the stream along with them. Delver's Drop is played, new features are shown and the Forum Moderators are brought in to talk.

Delver's Drop Christmas Live Stream Pt 2 - Playing Nuclear Throne and Dungeon of the Endless
Date: 12/19/13
Hosts: The Delver's Drop Team,
Twitch Link:
Youtube Link:

Synopsis: The Delver's Drop Team plays other peoples games

Delver Drops Programming #3
Date: 1/29/14
Hosts: Coby Utter
Twitch Link:
Youtube Link:

Synopsis: Coby makes his valiant return to the programming chair showing off the various weapons introduced into the game. Food is also brought into the game and poison food is discussed. The Interact button is brought in to all it's glory.

Delver's Drop Art Stream #4
Date: 2/7/14
Hosts: Ryan Baker
Twitch Link:
Youtube Link:

Synopsis: Ryan Baker shows off layout rooms, shows off some bits of the game and does more work on the weapon spreadsheets. Class Death Animations are also shown off in all their cute yet fearsome glory.

Delver's Drop Art Stream #5
Date: 2/7/14
Hosts: Matthew
Twitch Link:
Youtube Link:

Synopsis: Matthew makes his stream debut and goes over his various tasks at Pixelscopic. He shows off weapon submenus and some UI designs later implemented into the game.

Delver's Drop Live Stream
Date: 2/12/14
Hosts: Nathen Reynolds
Twitch Link:
Youtube Link:

Synopsis: Nathen Reynolds discusses room generation and randomization and shows off the test room

Delver's Drop Art Stream #6
Date: 2/19/14
Hosts: Ryan Baker
Twitch Link:
Youtube Link:

Synopsis: Ryan Baker shows off status effect animations and talks about status effects as they apply to the characters.

Delver's Drop Art Stream #7
Date: 2/26/14
Hosts: Ryan Baker
Twitch Link:
Youtube Link:

Synopsis: Baker works on miscellaneous work including magical effects and status effects along with elements and their symbols and general effects.

Delver's Drop Art Stream #8
Date: 3/5/14
Hosts: Nathen Reynolds
Twitch Link:
Youtube Link:

Synopsis: Nathen Reynolds teases Twitch Plays Nathen, doesn't deliver, chat revolts. Nathen Reynolds instead works with Tiled to make some rooms and the angry mob subsides. For now.

Dev Stream with Coby
Date: 3/19/14
Hosts: Coby Utter
Twitch Link:
Youtube Link:

Synopsis: Coby Utter takes over for Ryan Baker and shows off a portion of his work load which is massive. Coby Utter discusses fonts and the quagmire-sh nightmare they apparently are. Coby shows off stalking and the new and improved Test Room and does more coding.

DDrop Art Stream with FIREBALLS
Date: 3/26/14
Hosts: Ryan Baker, Matthew
Twitch Link:
Youtube Link:

Synopsis: Ryan Baker shows off spell effects while Matthew works on physical rewards for Kickstarter

DDrop Art Stream #9 part 1
Date: 4/2/14
Hosts: Ryan Baker, Coby Utter,
Twitch Link:
Youtube Link:

Synopsis: Ryan Baker shows off door indicators and discusses what that means and the team shows off their new animated logo which you can now see in all present versions of the game. Ryan Baker also continues to work on the splash sheet for the game.

DDrop Art Stream #9 part 2
Date: 4/2/14
Hosts: Ryan Baker, Matthew, Nathen Reynolds, Coby Utter
Twitch Link:
Youtube Link:

Synopsis: The second part of the previous stream.

Discourse / Delver's Drop Stream Topics
« on: March 16, 2015, 03:40:14 PM »
This thread will be used to discuss potential Stream Topics and also be the location of the weekly polls in which we will gauge what the community wishes to see on the stream and what they want to hear discussed.

Jukebox Playlist / Official Pixelscopic Livestream Thread
« on: March 16, 2015, 12:42:01 AM »
This thread will be where we'll be compiling all the past broadcasts from Pixelscopic's livestreams with a short synopsis on what was discussed, who was hosting the stream and links to both the Twitch VOD and the Youtube VOD. Polls will be updated weekly (two or three days before the stream) to gauge what the community would like to see and hear while watching the stream.

Polls and discussion about Live Stream Topics can be found here
A backlog of perious Streams can be here

Elemental Effects and Lore (March 13th, 2014):  Elemental Effects (Twitch/Youtube)

Game Brewery / EA Shuts Down Maxis
« on: March 04, 2015, 04:09:58 PM »
Apparently EA is pulling the plug on Maxis, maker of Simcity, and combining parts of the studios with other elements within EA. Not surprising with how they handled the latest game but still sad to see a long time game studio get cannibalized and shut down.

Delvers Lore & World / Some (mostly unrelated) Lore Questions.
« on: February 05, 2015, 07:12:56 PM »
Just thought I should throw up some Lore Questions based off the other threads and maybe some from my own musings.

1. Having seen the Shady Merchant, he looks human. Are we to assume then that the Delvers are also Human?

2. If the Delvers are humans, are they on other Spheres or are they a unique occurrence in the Universe.

3. You've mentioned Orb Gods, does the world the Delvers live on count as an orb since it's the corpses of two Celestial Beasts or is it something unique in the Universe of the Delver's Drop world.

4. The Pylars seem to be "Overgods" in the DDrop Universe while the Orb Gods, perhaps, are things like the Greek or Egyptian Gods. Are there things beneath them in power like spirits or perhaps the Celestial Beasts.

5. How many Orbs are there.

6. Long ago it was mentioned that the Dragon had Murk for blood. Is this still something that's happening with all the changes to the elements?

7. Are the Orb Gods the ones who came to the defense of the Guilds?

8. Is it possible to traverse the Murk Sea? Or even go under it?

9. And if so, what would one find under the Murk Sea if one could make say...a Sunshell Submarine.

Off-Topic Taps / Happy Holidays!
« on: December 24, 2014, 01:44:05 AM »
Just posting to wish everyone here a happy holiday season and a happy New Year!!

Off-Topic Taps / ALS Ice Bucket Challenge: Here's Looking at You.
« on: August 25, 2014, 12:34:24 AM »
So, I challenge the Pixelscopic Team to the Ice Bucket Challenge. Nothing else to see here.

Delvers Lore & World / Theories of a Mad Delver
« on: June 28, 2014, 11:18:54 PM »
Just a place to put crack pot theories and the like. I'm not much for rampant speculation but the hype of the boss has made me think something totally absurd up. Or maybe it's not.

1. The Bosses are all different body parts of what may well be a larger entity than it's parts. We've seen the "Maw" and the "Lungs" were mentioned in the stream chat box. The question here is why does what is otherwise a construct need lungs?

2. The Construct needs lungs because it's not wholly inanimate, more chat stuff follows along with this. The Construct parts we've seen are a shell which takes Murk and makes it into muscle mass. This means that The Construct is bio-mechanical and we see evidence of that in the art already. Evangelion was thrown around a little as was Gundam, so The Construct could be thought of as a "Mecha" though that's probably a bit of a reach. This isn't where the rabbit hole ends however.

3. We know the Delver's Drop world is made up of two ancient primordial beings floating on a sea of Murk. There may well be other worlds floating on this sea. We know at least the Cronus Spire sits in a swamp overfilling with Murk and Spoil, the rest of it's condition is unknown but we can at least speculate that it's not in the greatest of conditions.

4. The Construct is obviously large enough to hold people, how many people is hard to gauge not seeing the entire thing all put together but considering how large the Maw is compared to the Delver I'd say quite a few.

Conclusion: The Construct isn't just a mecha in the Gundam/Evangelion sense. It's more closely aligned with Super Dimension Fortress Macross. The Constuct is a "Space Ship", designed to ferry a select group of people to another world, leaving the Delver's Drop world behind.

Delvers Lore & World / The 12 Blessed Guilds
« on: June 09, 2014, 02:12:17 AM »
Taken from a stream a couple weeks ago, some art work for the 12 Blessed Guilds the game characters of Delver's Drop hail from.

From Right to Left. I find it, personally, interesting that all the Guilds have a color scheme that binds them together. It makes sense I suppose, just an interesting and creative way of showing that certain classes are in the same over arching organization. I think the one (that we've seen at least) that is the easiest to miss is the Harlequin and the Bard though that's probably on account of one being in the game and the other just concept mostly.

The Hanged: Rogues and Assasins (Purples, Indigo and Steel)

The Wild Beloved: Beast Keepers (Browns and Magenta? Hard to say since Beast Keeper is the only class in the game)

The Spiritgazers: Sorcerers (Teals and Violet. Only one class to reference)

The Sword Scars: Gladiators (Oranges and Browns. Only one class to reference)

The Forge Seers: Elementalists (Chartreuse and Purple. Only one class to reference)

The Searing Winds: Musketeer (Dark Blues, golds and reds. Only one class to reference)

The Night Eyes: Huntsman (Not Appearing in this Game)

The Dawn Watchers: Templar (Not Appearing in this Game)

The Bone Wardens: Not Appearing in this Game

The Lightdrinkers: Not Appearing in this Game

The Compass Blades: Cartographer (Not Appearing in this Game)

The Gilded Smiles: Harlequin and Bard (Gold, Teal and Red. Bard does not appear in this game)

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