Dicey Dungeons v0.6

Just a quick post to let you know about the new build of Dicey Dungeons!

v0.6 can be played here: https://www.terrycavanaghgames.com/dice/6/

(and you can read about this update’s changes here!)

Enjoy!

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Dicey Dungeons 0.5

And here’s v0.5!

This build finally brings graphics to the game, which is super overdue.

If you’re new to this, here’s what’s going on: Dicey Dungeons is a game I started making for this year’s 7 day roguelike. It’s now a month and a half on, I’m still working on it, and it’s going very well! The game’s basically a roguelike inspired by Dream Quest and games like that – only it’s designed around dice instead of cards. You explore a dungeon, you find equipment, and you use dice on that equipment to activate it. I think it’s already pretty fun, and it’s getting better with every update!

Read about the update (and play the new build) over at diceydungeons.com!

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Dicey Dungeons 0.4

We’re up to v0.4! Ahhhhhh

This build contains a new class, the Thief – plus lots of new enemies, new equipment, and bug fixes.

I think this game is going pretty well 😀

Read about the update (and play the new build) over at diceydungeons.com!

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Dicey Dungeons 0.3

Here’s v0.3 of Dicey Dungeons! This week’s build brings a ton of new content, a big rebalance, and BOSSES.

(This whole weekly update thing is kinda fun!)

Read about the update (and play the new build) over at diceydungeons.com!

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Dicey Dungeons 0.2

I’m trying out this thing where I release a public build of the game I’m currently working on every week. Feedback is very welcome!

So! New build of Dicey Dungeons is out! 0.2 brings a UI makeover, shops, money, equipment upgrading, a new items system, and some new enemies and equipment!

Read about the update (and play the new build) over at diceydungeons.com!

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Rolling in the Deep

Hello! I made a game for this year’s 7 Day Roguelike. It’s called Dicey Dungeons and you can go play it right now!

Only… well, it’s a bit broken. So much so that I freaked out a little bit about sharing it publicly at first. These days, I usually keep pretty quiet about prototypes – it’s been a long time since I shared something this rough.

The thing is, I really like this game. I think with a bit more work, this currently broken idea of a game could be really, really great. So I’m going to spend a little more time on it. Give it another two weeks. See where it goes.

This does means putting State Machine on hold for a few weeks, but I think that’s probably a good thing. Ruari and I have been working solidly on that for close to two and a half years, and I think we’re overdue a little creative break. (Ruari’s actually working on a very cool sideproject of his own that he should have some news about soon…)

I plan to be a bit more open about the development of this, so I’ve set up a discord? Yeah, I dunno, I just thought I’d try it! DICE PLANET.

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Constellation

Presenting, Constellation! Commissioned and created for Now Play This 2017.

Type stuff in, see what happens! You can play it right now in your browser at justtypestuff.com.

Constellation was made for running at parties and events! If you’re interested in showing it at a public event, let me know! I might even add some words for you!

[Play Online at justtypestuff.com]

[Download on itch.io]

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Quick thoughts about a new game

Hello! Allow me to introduce the newest member of my big pile of unfinished projects! Its working title is “It’s very cold” and it’s a failed entry for Ludum Dare 39. I’m not sure what’s going to happen with it now – maybe I’ll finish it up at some point in the next few months? It’s not impossible!

It’s very cold is pretty heavily inspired by one of my favourite games from the last couple of years, The Long Dark.

The Long Dark, and in fact most of the games I’ve really loved from the past couple of years, have been slow games – games with lots of downtime, lots of waiting, repetition, ritual, plan making. I’m really interested in how a game like that ticks! How to pace something that plays out over hours in a way that feels gripping. That slow timing. It’s just so different from what I normally try to do.

I feel like I have pretty good intuitions when it comes to making fast games. But slow games? There’s a lot there I wanna try to figure out. And the best way to figure something like this out? Sit down and make something.

Will keep ye all posted should this game go anywhere.

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Some recent gifs and stuff

Been posting a lot of random gifs and picture of Constellation recently. Let’s put them all in once place!

Alistair Aitcheson leant me one of his Codex Bash buttons to show Constellation at Now Play This last weekend. It’s amazing! Hit the big blue button to make stuff happen. It’s a genuine puzzle to figure out how to release this thing without a big blue button to smash.

Colour cycling! I think this is probably the last filter (there’s 20 total, now)

Game was missing hands, so I added hands.

Hello

Goodbye

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Later Play This

Gosh, it’s been busy here recently. Two weeks ago Ruari and I showed State Machine at the Leftfield Collection at EGX Rezzed. The week after that, I showed my other game, Constellation, at Now Play This, a festival of experimental game design here in London.

Both festivals and both games went down really well, but I am now extremely sleepy. I think in future I will try to avoid debuting two new games at two different festivals on consecutive weekends.


(photo taken by Ben Peter Catchpole)

So, what’s next for Constellation? Hopefully a release, and any day now!

Constellation is basically a game where you type in anything you can think of and the game tries to respond to you, so in theory I could work on it forever – but after seeing people play it last weekend, I feel like it works better as a game with a tangible size, one that lets you play with a set of elements that you get to know well rather than one that tries to let you explore infinity.

Coming soon!

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