Quest of Dungeons coming to Xbox One on September 4

Hey everyone! You know that thing you’ve been asking me these past few weeks? I finally have a release day. I’m very pleased to announce that Quest of Dungeons is coming to Xbox One on September 4th via the ID@Xbox self-publishing program. After months of development I’m very excited to finally be able say that it will be available on your console on that day. Quest of Dungeons is a turn based roguelike game, featuring that good old 16-bit art style we grew up with. An evil Dark Lord has stolen all the light, so your mission is to enter his lair and defeat him. The dungeons layout is procedural so you won’t find items/enemies in the same place each time you play. ...

July 15, 2015 · 2 min · 223 words · David Amador

Let's talk about the new stuff in Quest of Dungeons for Xbox One

I’ve been talking about some of the new stuff here and then, but it’s time to show the Xbox version in more detail. A lot of the UI was remade to allow proper gamepad support, several bugs and tweaks were made, and even new features. Lets take a closer look. In game First of all, here’s how it looks in game, a very minimalist UI if I might say so. ...

July 14, 2015 · 3 min · 530 words · David Amador

Suggestion for where to store save games

Standards are a lovely thing, but hard to achieve, it depends on one thing, everyone actually using it, otherwise it’s just a rule no one cares about. There is one thing that is very common to see in the “game sphere”: Where are [X] save games located? There are a couple of common directories used but I think as game developers we could do a bit better and using a common location. ...

April 9, 2015 · 2 min · 397 words · David Amador

Necrodancer is joining

Hi! I’ve been keeping this one a secret, but there’s going to a be a new class, a Necrodancer. Yes you guessed it, it’s an homage to Cadence from the awesome game Crypt of the Necrodancer, you should buy it btw! I’ve been thinking about adding a new class for some time but never quite found anything interesting, each character, in my mind has it’s own personality and charisma and I was having a hard time finding any other interesting class. I had the crazy idea of bringing Cadence to the game as an unlock-able and not one of the main starting characters, talked to the devs of CotN and the liked the idea (thank you again), so it’s happening. So among the things that you unlock when you finish the game, you also unlock the Necrodancer, she’s going to be a mix of several things, close combat, magic and debuffs. ...

April 7, 2015 · 2 min · 249 words · David Amador

QoD 1 year anniversary

Quest of Dungeons is one year old, which means the first release was on March 25th 2014. I decided to leave you with some interesting stats collected over the whole year, it only counts Steam players , so it’s probably a bit more.

March 25, 2015 · 1 min · 43 words · David Amador

Quest of Dungeons GDC 2015 Trailer for the Xbox One

Hey everyone, just a small update. GDC 2015 is happening right now and last night a trailer was released for Quest of Dungeons running on the Xbox One. I made all new footage, running at 1080p in 60FPS for this new trailer, but kept more or less the structure of the original one since I think it reflects well what the game is all about.

March 4, 2015 · 1 min · 65 words · David Amador

QoD XO devlog 3

Last time we talked I was porting the engine to run on the actual Xbox One hardware, since them I managed to port the whole engine, it’s now running (not 100% stable), sound, rending, and input, all working. Since that part is a bit better now I decided to focus some time on new content, such as localization, the new dungeons and stuff that still doesn’t properly work with a controller. ...

February 24, 2015 · 2 min · 272 words · David Amador

QoD XO devlog 2

I’ve been tweaking a lot of the gameplay to be suitable to use with a game controller and I’m starting to like the way it’s headed, it’s much more streamlined, faster and easy to use than the first attempt I made, some beta testing with a group of people helped with that. Last week I started porting the engine to DirectX, yeah it’s that fun moment where nothing works, crashes everywhere. But I’m slowly making some progress, got some of the rendering code working, as you can see on the images below, still no blend functions, no camera transforms but I’m getting there. Still no input, sound of even proper font load/render, and I couple more things I can’t remember, but I’m happy with the progress I managed to accomplish in a couple of days. ...

January 11, 2015 · 1 min · 145 words · David Amador

year review log 2014

WOW, 2014 is already coming to an end. Can’t even believe the amount of things that happened to me this year, some bad, some good, I decided to make a wall of text. This was been a great year for my game dev objectives. In January I got Quest of Dungeons approved on Steam in only 6 days, which was mind blowing, on March 25th I finally got it released, and during the rest of the year several other platforms got a port, like Linux and Android, both platforms that I never had worked before, so I learned a lot. Finally on October I got QoD approved for Xbox One. ...

December 31, 2014 · 2 min · 415 words · David Amador

I'm a Xbox One developer now, QoD getting a port

So a lot has happened since my last post. Even before EGX I was already in talks with Microsoft for becoming a Xbox One developer and maybe get Quest of Dungeons to XO. I was extremely happy when they accepted both, so right now I’m working on porting the game to Xbox One. I don’t think this would have been possible without all the gamers that have played and are still playing the game, that’s what brought all the positive vibe surrounding the game, so a big thank you. ...

December 14, 2014 · 2 min · 220 words · David Amador