Sidebar-Dicey-Dungeons-Commit
7drl
v0.2
v0.3
v0.4
v0.5
v0.6
v0.7
v0.8
v0.9
- prepared slots, new equipment, better level up rewards, etc
v0.10
v0.11
v0.12
v0.13
- Cpp will use soundstuff_ogg and flash/html5 will use soundstuff_mp3
- Flash won't load the korean and chinese font
- Each target's folder will be platform-target(cpp/neko)-type(debug/release)
- initial card layouts, changes to deck logic, fixed shops and pickups, ability to view deck, bug fixes
v0.14
v0.14
- support for Blind, Curse, reusable equipment and most other cases. Only mutiple dice placements remaining!
- battle mountain background
- streetmagician animation sprites
- snowman animation sprites
- overworld grid sprites
- overworld non-animated sprites
- changed stairs to trapdoor
- updated battle jungle animation
v0.16
v0.17
- Change continuesave version to build version.
- Return error (don't show continue) if the saved version differs from the build version or if the active mods are different.
v1.0
- Wheel spin
- baby squid cutscene sprites
- overworld boss
- character select background updated
- Boss combat background
- endgame scene 1
- endgame character select Updated sprites:
- Overworld girl scout sprite change
- Updated gameshow overworld background
- Updated baby squid combat animation
v1.1
v1.2
- Equipment tweening won't accept any user dice. It will still accept any dice added by code (like jester's snap)
- Fixed equipment slots. Before it wasn't taking the dice correctly because the check was too small.
- Dices need to be moved at least 50 pixels for the equipment to accept them (avoid a dice that hasn't moved but the user has clicked on it to be consumed by the equipment) and
- Fixed tap behavior (disabled until we come with a way to show that the dice is being selected) which fixes some issues with witch spell slots taking the dice when the user clicked on it but didn't move it
v1.3
v1.4
v1.4
- Fixed some little things that were causing linting warnings, unused imports, etc
- Made fleeing from combat instantaneous for testing
- Restored new languages
- Added a buildconfig flag for tracing missing characters from fonts to reduce console clutter
- Changed Title.testingmode to Game.editormode to make that easier to remember in future
- New Sneezy design
- Change Sword's downgrade from complicate to decrease range.
- Increased the damage on Magic Missile+ to 8.
- Reduced the countdown on Plasma Cannon+ to 10.
- Change Slime Ball+ from 2 poison on a NORMAL slot to 3 poison on an EVEN slot.
- Added AI support for boostcountdowns()
- it has custom episode changes that I'm going to undo right away
v1.6
v1.7
- my changes to mod settings broke that!
v1.8
...
Sidebar-Dicey-Dungeons-Devolution
The Devolution of Dicey Dungeons
Dicey Dungeons combines elements of roguelike games with deck-building games. The game takes place on a game show-like backdrop, where Lady Luck challenges adventurers, each having been turned into a dice, to complete a dungeon with a rather unlikely chance of winning their freedom.
Terry Cavanagh announced the commercial version of Dicey Dungeons in May 2018, after about three months of prior development, with in-progress free versions available for users to try up to this point. Terry had planned to release it later in 2018. The game’s art was created by Marlowe Dobbe, while its music was composed by Chipzel. Dicey Dungeons was ultimately released on 13 August 2019 for Microsoft Windows, macOS, and Linux personal computers. There are plans to release ports of the game for the Nintendo Switch, iOS, and Android.
Sidebar-Dicey-Dungeons-Intro
How to Grow a Game?
Devolution is exploring and dissecting the creative process of game development, encountering new characteristics with every new edition. Each Devolution event / exhibition focuses on the evolution of a game through the exhibition of prototypes and interim versions and an in-depth conversation with the developers.
Looking at games and game development from the perspective of Devolution lets you discover new and inspiring aspects of how games are growing into shape. In contrast to the usual reception of the results, Devolution reveals the whole road up to them.
“Games develop in a way that I can only describe as organic, in that they tend to start as a core and then grow outward.”
– David Oreilly (Everything, Mountain)
Historically physical exhibitions of several in-between versions of a game (The Curious Expedition, Shift Happens, Thumper, SUPERHOT, Ape Out, Hidden Folks, Kingdom) and a summit (Game Design as Gardening). Since 2020 – with the exhibition of Baba Is You & Dicey Dungeons and Lonely Mountains: Downhill – turning into hybrid, or even: total digital.
Devolution #6 is examining the inspiring development process of two amazing games:
Huge THANK YOU to both developers for their trust, cooperation and support!
How To...?
Devolution #6 is accompanying A MAZE. / TOTAL DIGITAL, so it’s live.
Devolution #6 is online, so it’s permanent.
The core experience is live, but we’ll keep as much as possible for later.
The website will be updated during the event regularly.
Explore!
|
Participate!
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Total Digital
This online exhibition is available for permanent viewing, offering visitors an opportunity to explore an interactive timeline of the game’s evolution, downloadable and playable early prototypes and in-between versions of the game.
The exhibition works as a unique archive for…
- Researchers to discover new aspects of how games are growing
- Game designers & developers interested to learn and to be inspired
- Tutors and lecturers searching for inspiring use cases
- Just everybody interested in games and game development
Sidebar-Dicey-Dungeons-Credits
About
Devolution #6 – Dicey Dungeons – is a cooperation between:
- Arvi Teikari
- Terry Cavanagh
- Devolution
- A MAZE. / Berlin 2020
- UE University of Applied Sciences Europe
Created By:
- Carla Rother (Exhibition Design, Stream)
- Gereon Plättner (Exhibition Design, Moderation)
- Mascha Camino (Coordination, Interviews)
- Martina Marchio (Coordination, Moderation, Videos)
- Matthias Voigt (Exhibition Design)
- Timo Ruberg (Design, Exhibition Design, Videos)
- Csongor Baranyai (Curation, Coordination)
- students of the course Game Design as Gardening (Process Exploration)
Software & Tools
Sidebar-Dicey-Dungeons-Amaze
Exhibition Tour with Terry Cavanagh
The online exhibition was streamed through A MAZE. on Friday, 24.7.2020.
For the ultimate insight into the development of Dicey Dungeons and its design decisions. Guided tour through the exhibited versions of the game by the developer Terry Cavanagh, supported by the co-curator of Devolution Mascha Camino. Complementing the exhibition with background information, secrets and anecdotes.
Sidebar-Dicey-Dungeons-Playable-Versions
Downloadable early prototypes and in-between versions of Dicey Dungeons.
Play, observe and compare for inspiring insights!
Disclaimer:
The versions of the game available here are historic development versions. We provide them for research purposes only and without warranty or support. They may not be fully functional, we cannot guarantee their compatibility with your device. The versions’ network features may be non-functional or limited.
By downloading and using these versions, you agree that we do not take any responsibility for any issues that may occur as a result of such.
Please note that we have tested these versions to the best of our knowledge.
To play the newest version of the game visit diceydungeons.com






