Make your own QoD Xbox One controller

A lot of you asked me how they could have their Xbox One controller to look like this

quest of dungeons custom xbox one controller

So today I’m sharing the template that you can use to print your own controller 😀

Start by downloading this image: (Right click, open in new tab, Hi-res download)

QoD xbox one controller template preview

For my own controller I used a website called decalGirl, but use whatever similar service you prefer or a local store if you have it. I found that one, there are several others. Link to online template builder => https://www.decalgirl.com/make/app/?t=1230

Upload the image, use the online too to make is look a bit like this, if you used a different website adjust accordingly.
QoD Xbox One controller instructions 1

Preview applied:
Screen Shot 2015-09-04 at 14.55.46

and voila, a brand new Quest of Dungeons theme for your Xbox controller.

Here’s how it looks next to the Xbox

11942205_310047909119021_6766836944566229236_o

Tweet me pictures of your own to @DJ_Link

Also don’t forget, the game is already out on Xbox One

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.

In my last post I’ve detailed some of the new features and options so take a look for further detail.

Quest of Dungeons Xbox One screenshot 1

Quest of Dungeons Xbox One screenshot 2

I’ll leave you with a trailer featuring  Xbox One gameplay footage, in case you haven’t see it.

As always feel free to spread the word around, and if you need to contact me don’t hesitate to send an email or a tweet (http://www.twitter.com/DJ_Link)

Press Kit: I updated the official presskit site with Xbox One Screenshots. There is a download with all Xbox One related images you can use. For anything else for further information you can email me at david@upfallstudios.com

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.

Quest of Dungeons Xbox One in game

Next the new Inventory system, instead of several menus (that you could use the mouse with ease to navigate) everything was transformed to fit into a single big integrated menu to use with the Xbox one controller.

Quest of Dungeons Xbox One inventory

I also added a quick navigation menu to switch between skills, and while you can still use the above Inventory to access skills, this one proved quicker and less intrusive to switch during combat (even if the game is turn-based). You just press a key and voilá!

Quest of Dungeons Xbox One quick Skills access

Some of the new features

New mansion and custom mode
After you finish Omphar you will have access to another new mansion called Rackan, and a custom game mode, where you can choose amount of floors (within a certain range), dungeon size and difficulty. Also in custom the floors themes are mixed in so you usually get a different “flavor” each time.

Quest of Dungeons mansions list

Quest of Dungeons Rackan mansion

Quest of Dungeons custom mode

New class
Also after finishing the game you have access to the Necrodancer, which is a bonus character that mixes in several of the other classes, It’s very cool to play with especially if you played the original game.

necrodancer_using_bomb_spell

Quest of Dungeons class list

Ghost Hero
Another cool thing is that you can now find yourself in ghost from a previous run. When you die, your character goes into limbo, when you create a new dungeon there’s a chance you might encounter yourself. If you defeat your ghost you get everything he still has.

Quest of Dungeons ghost hero

Settings

Main screen
The main screen has a different image.

Quest of Dungeons Xbox main screen

UI size
Because most people play far from the television all UI is scaled at 2x. However, if you connect your Xbox One to a monitor and play close, you can set to 1x (which I personally think it’s better for viewing up close). You can also scale the game itself to 2x if you prefer, again it’s a matter of personal preference, depending on your setup.

quest_of_dungeons_ui_2x_compare

Screen area
Since the Xbox version will be mostly to run on Television screens there are a couple of specific options, like a screen area, because some television cut a percentage of the screen, you have an option to put the UI on a smaller area.

Quest of Dungeons Xbox screen area

Key Binding
There is a settings screen for rebinding some of the game controller buttons.

Quest of Dungeons Xbox One bindable keys

Language
It’s possible to choose different languages (other than English)

Quest of Dungeons languages

Oh and last but not least, here’s the game cover for Xbox One 🙂

branded_key_art_584x800_alt_version

 

Also I want to show you what I’ve done to my own controller.

quest of dungeons custom xbox one controller

Awesome right?

And that’s it for now, there are several other tweaks and improvements, but I won’t get into detail. I hope this helps getting a better view of everything that I tried to bring to the XO version, to make it feel “at home”.

I’ll have more news soon.

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.

On the development side of things, it’s been progressing, I’m now putting together the code that handles achievements, stats, save games and all that stuff for the Xbox One, I expect to enter beta testing soon, it’s in alpha right now since I’m still finishing features. I’m probably expanding the testing to more people (PC with game controller) since some stuff is radically different (UI, controls) and I need more feedback/testing for that.

But for now I’ll leave you with some images and a video.

cadence_02

necro_1

necrodancer_using_bomb_spell

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.

Almost the entire game is now fully playable with the Xbox One controller but there are still a couple of things that I’m not happy, such a way to check the active buffs/debuffs and properly using ranged skills that don’t use enemy targets, like Teleport or Summon. I need to find a way to make this coherent with the rest of the game.

qod_active_buffs

Another thing that I’m concerned with, is the font size on TV’s, some parts of the game are heavily text based, such as items descriptions etc, on smaller TV’s it may be hard to read, finding the right size is not easy. I’ve been considering having an option for scaling the text, but this would break all the UI, so I need to think of a way to solve this. I also need to rework some parts of the game to accommodate for TV safe areas, some televisions can hide up to 10% of the screen area, and I need to make sure no crucial UI is there, which is pretty much where the UI is on the PC version.

dt_safe_viewing_area9

That’s it for now, as always thanks for taking the time reading. See you on the next post.

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.

That’s it for now, see you on the next update.

qod_dx_1

qod_dx_2

qod_dx_3

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.

quest_of_dungeons_iphone6_plus_vs_iphone_5

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.

-General-

  • Warnings (Low Mana, Choose target) are no longer displayed on top of menus
  • Several improvements and glitch fixes

-iOS specifics

  • Added support for iPhone 6 and iPhone 6 Plus
  • New Difficulty mode “Hell”
  • Achievement added for completing “Hell”
  • Added current Save information when loading (Level, Class, Difficulty, etc) (iPad only)
  • Fixed “Create New Game” screen animation glitch where class selector would jump from off screen
  • Fixed typo in “Pierce Skin”
  • Fixed Store bug where quickly walking away before Store menu completely opens would show the menu empty
  • Store menu now remembers if Inventory was open or not before closing it
  • When playing a new game the last played difficulty is the one used by default
  • New achievement “Listen Closely”

-Android specifics

  • Can turn on 2d light effects via Start Menu->Options->High Performance
  • Added native x86 platform support