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

QoD iOS and Android update 1.1.1 released

A new patch for iOS and Android went live, v1.1.1 There are some differences in what’s new for each one of the platforms, the biggest change being support for iPhone 6 and 6 Plus on iOS and x86 architecture support on Android. The reason why there are more tweaks on the iOS is because the Android version was updated more recently. After this update they are on par on features and fixes. ...

December 8, 2014 · 1 min · 209 words · David Amador

QoD XO devlog 1

I’ve been doing a lot of menus and gamepad specifics related work lately. My first step has been to make sure all menus are easy to use with a Xbox One controller, and while most of the menus in the main screen are usable, inside the game they are not. Everything was made with mouse in mind at first so I decided to remake all of them again in a different way. The idea is that you press a button, popup a full blown menu and can use the shoulder buttons to switch tabs, DPAD to navigate items and ABXY for actions. ...

November 16, 2014 · 1 min · 150 words · David Amador

Quest of Dungeons is coming to Xbox One

I’m very happy to announce that Quest of Dungeons is coming to Xbox One. The game was released for the first time on Steam in March 25th and the response has been super positive so I’m excited to bring QoD to new players in a “home console”. I’ll be handling the port myself, because that’s what a one man team means 🙂 I will keep you in the loop to what’s happening in the backstage so keep tuned… ...

October 22, 2014 · 1 min · 78 words · David Amador

EGX 2014

I had the chance of going to EGX in London this year with Quest of Dungeons. The whole show lasted 4 days and it was AMAZING, met tons of players, and a lot of developers. Everyone was super friendly, so I had a lot of fun. This was the first time I did something like this, so it was a very good way to get feedback and talk in person with players and even some fans of the game. ...

October 3, 2014 · 1 min · 127 words · David Amador

Indie Dev & Day Job, Making it work / Building Quest of Dungeons

During Gamedev Camp 2014 in Lisbon I got to talk a bit about the development of Quest of Dungeons, and some of the problems that I had making it while still having a day job. Most indie developers don’t have enough money to work on their game full-time so they have to keep a day job in order to support it, so this is a bit of my own personal experience doing it, some of the problems that came with it and mistakes I did during the development and launch of the game. ...

October 3, 2014 · 1 min · 118 words · David Amador

Native game on Android & Porting Quest of Dungeons

Quest of Dungeons was made in C++ and OpenGL, it runs on Windows, Mac and Linux in native code. iOS is not a problem either since I just have a thin layer of Objective-C to access some functionality like touch, accelerometer, etc and the rest of the code just runs. I never made anything for Android, in fact I never even used one before this, so when I decided to port QoD to it, I had no idea of what to expect. ...

August 30, 2014 · 6 min · 1205 words · David Amador