Archive for the 'dicey dungeons' Category

Help Wanted: Additional Programmer for Dicey Dungeons

Applications are now closed. Thank you!

Hello all! I’m looking for a programmer for a new videogame I’ve been working on, Dicey Dungeons. It’s a full or part time position for at least two months, and possibly longer. Ideally, you’d be available to start as soon as possible!

Dicey Dungeons is currently available in early alpha on itch.io, and it’s coming to Steam and Mobile in the next few months – i.e. we’re into the last few months of development. You can get the latest version here, or play some earlier free builds here. (Here’s a great youtube video of the most recent version!)

Dicey Dungeons is a three person project right now – a musician, and artist, and me, on design and programming. For the last six weeks, I’ve spent almost all of my time on programming work, and it’s meant design work has come to a halt. I think that’s been bad for the project, and I want to do something about it!

What I’m looking for

Dicey Dungeons is created with Haxe, using my own framework, which is an extension on top of OpenFL and HaxeStarling. I’m looking for someone who’s familiar with at least some of that!

  • Experience with Haxe is a prerequisite.
  • Experience with OpenFL and Starling would help a lot, but isn’t mandatory.
  • Experience with Haxegon isn’t expected.

What kind of work would you be doing?

I’m basically looking for someone to tackle the more technically focused programming jobs, so that I can concentrate on the design focused ones. These jobs include:

  • Optimisation: reduce draw calls, reduce cpu use, and skip unchanged frames where possible to reduce the system requirements of the game and make it run better across all devices.
  • Create a system to automatically create 1080p assets from our 4K assets as needed, and restructure the code so that it can automatically handle different asset resolutions as an in-game setting.
  • Expand the audio tech in the game to increase the range of cool things we can do – we’re really interested in exploring dynamic audio – particularly syncing sounds to music, using real-time filters like reverb, and layering tracks.
  • Figure out a workflow for getting our After Effect animations working in starling fast and efficiently. Potential solutions range from building our own animation tech, to converting the animations to starling friendly file formats.
  • Restructure and simplify the game’s “action” system so that we can implement a minimax AI for the enemies.
  • Do the tech side of getting the game working well on mobile devices (which is mostly about reducing texture memory use – carefully unloading and reloading assets as needed). (I’ll be doing the design side – i.e. resolution independence, UI changes)
  • Work towards making the game more moddable – this mostly means making it possible to load and unload different mods at runtime and creating a system to support that, refactoring existing systems in the game to make it easier for people to create radically different enemies, equipment and characters, and working with the existing modding community to add stuff they might want!
  • Implement platform specific features like cloud saving and achievements for steam, iOS and google play. In particular, I’d really like to add Steam Workshop support.
  • Help out with the more technically focused bugs on this public github issues list.

Money

Payment stuff is negotiable! I can probably afford a rate of £25/hour GBP for two months, but I’m up for discussing more for less time depending on your qualifications and experience!

This job is for someone working remotely online – I’m based in London, but it doesn’t matter where you’re based.

Applications

If you’re interested, you can apply via this google form! Please fill it in by Monday the 3rd of September.

[Applications closed]

Thank you!

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One more week

Hi! I really hate to do this, but I’ve decided to push v0.11 of Dicey Dungeons back by another week. That means I’m now aiming for the 3rd of August. I should have done this last night, but I really wanted to keep to the schedule. I’m sorry. 🙁

The new version is an absolutely huge tech overhaul. We’re totally ditching the old pixel art canvas approach and we’re using 4K art everywhere. Getting this to work has been no small thing, and, if I’m honest, has been something of a learning process for me – it’s not something I’ve ever really done before.

I have a version of the game that more or less works, but it still has some pretty serious tech issues, and I’m very uncomfortable releasing it like this. So, I wanna take another week. Do it right. I think making the game as good as it can be is more important than sticking to what’s ultimately a pretty arbitrary schedule.

I’ve been stressing about this a lot! I’m really sorry! I’m really excited to share it next week!

Edit: Hey. This is taking way, way longer than I expected. I’m basically working flat out to get this finished, but I don’t know when that’s going to be. As soon as I possibly can, is all I can say right now. Thanks for your patience <3

* 6 Comments

Dicey Dungeons v0.11 delayed a week

Hey! Just to let you all know, I’ve decided to push the next version of Dicey Dungeons back a week. This means that the next build, v0.11, will be coming out on the 27th of July instead of the 20th.

I obviously hate doing this – delaying a build is basically a last resort, and this is only the second time since March that I’ve done it. But this is a big, important update, and I don’t want to rush it. I appreciate your patience!

Also, gosh, I’ve been terrible about keeping this blog post up to date! Here’s a recent catch up of Dicey Dungeons related stuff:

  • I finally announced the team! The final version of Dicey Dungeons will feature art by Marlowe Dobbe, and music by Chipzel. The next update is all about finally getting their work into the game, which I’m very excited about.
  • Now that things are getting closer to completion, I’ve stopped releasing alphas for free. However! Alpha versions are still available on itch.io! Buying the game on itch gets you access to the newest alphas, as well as a copy of the finished game.
  • v0.10 is out! This one introduces the fifth character, the Robot!
  • Got a steam page too! Coming soon!
* 3 Comments

Dicey Dungeons v0.8

New Dicey Dungeons update! v0.8 introduces a new class, The Witch!

You can play it here: https://www.terrycavanaghgames.com/dice/8/

<3

* 10 Comments

New Dicey Dungeons build coming on the 8th instead

Hey hey! Had some unexpected things come up recently (including being stuck in an airport for two days!), and it’s really slowed down work on the the upcoming version v0.8 of Dicey Dungeons.

So, I’ve decided to push the next version back by a week! v0.8 will now be coming out on the 8th of June, instead of the 1st.

This is the first time I’ve delayed a build of Dicey Dungeons, and I really didn’t wanna do it 🙁 But ultimately, I think it’s important not to rush the new class. I’m really looking forward to sharing this new character with everyone!

I’ll post a little blog post with details about the new character on Friday to make up for it! Thanks!

* 18 Comments

Help Wanted: Art Director for Dicey Dungeons

Applications are now closed. Thank you!

Hello blog readers! Apologies for the boring job post! (If you are not interested in being the new Art Director for Dicey Dungeons, you can stop reading now!)

I am looking for an Art Director for a new videogame I’m working on, Dicey Dungeons. It’s a full time position for 10 weeks, with some part time work requirements afterwards. Ideally, you’d be available to start within the next 3 or 4 weeks!

You can play an early work in progress version of Dicey Dungeons RIGHT NOW – I’ve been releasing early versions of the game as I go. Check it out at http://diceydungeons.com/. (The current version of the game is using my own placeholder art, and is not indicative of how I want the game to eventually look.)

The game’s Art Director would be responsible for every part of how the game looks, from top to bottom, to make the whole thing come together. You’d be working with two other people – me (Design/Programming) and the game’s musician.

What I’m looking for

For this game, I’m really interested stepping away from the 8-bit styles I’m mostly known for, and I would love to work with an animator. I think Dicey Dungeons would look great with animated cartoon characters!

The majority of the work will be animating enemy characters – however, there is also a lot of world design, UI work and also a small amount of cutscene work!

Things I’m into for this game: Colourful. Cute. Newgrounds. Adventure Time. Cartoon Network. Vectory. Animated. Expressive. Simple. Readable.

Things I’m not into for this game: Detailed. 8-bit. Retro. Pixel Art. Videogame. Noisy.

This might be a good match for you if: your style fits some of the things I’m into above. You’ve got some experience with both character design and animation. You’re happy working remotely. (If you’re around the UK it’d be great to have team meetings in person occasionally, but I don’t have a good space for you to work out of!). You don’t need to have been involved in making a game before, and your standard working hours don’t have to be UK hours, but you do need to be able to work on the game more-or-less full-time.

A Challenge

Here’s the biggest art puzzle in Dicey Dungeons:

The game is really UI heavy. One of the big things the game’s art director is going to need to figure out is how to make this screen look and feel great, because it’s what the game will look like 90% of the time!

Time

I estimate that this job is about 10 weeks of full time work, and then a couple of weeks of part time work. Here’s the actual list of work involved:

– Monster designs and animations (there’s a LOT of this, dozens and dozens. It’s mostly this, tbh)
– Player character designs and animations (there are six of these)
– Overall design, concept work, figuring things out
– Art for equipment
– Art for UI
– Art for combat stage layout
– Art for exploration stage
– Some cutscene stuff
– Meta stuff – icons, store page art, etc

Money Stuff

Alright! So, I have a budget of around £10,000 – £12,000 for this project. Over ten weeks and including some part time work after, that works out as a day rate of £200 per day. I would strongly prefer to make this game without the help of a publisher, if I can, so I can’t really go very far outside that budget.

Also: I am very open to having a conversation about revenue shares, and about finding a balance between revenue share and day rate. (I actually really like the idea of revenue sharing, as a way to, you know, stake your claim in the thing, make it something you OWN a bit of, rather than something you’re working on.)

Finally, I’m happy to talk about paying some amount of this upfront, as a way to secure your time and commitment to the project.

(My expectation would be that all work done under these terms would be exclusively for Dicey Dungeons, and not for any other projects or video games.)

Applications

If you’re interested, you can apply via this google form! Please fill it in by Monday the 4th of June.

[Applications closed]

Thank you!

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Dicey Decisions

Hello everyone! New build v0.7 of Dicey Dungeons is up!

So. For nearly three months, I’ve been working on this thing. And it’s still early days.

However.

I believe Dicey Dungeons is shaping up to be one of my best games.

So, it’s time I made some decisions about where this is going!

In order to tell everyone about it, I have conducted the following interview with myself! My Dice mascot will be asking the questions. Here goes!

Are you going to sell this game, or is this another free thing?

I’m going to sell it! Dicey Dungeons will be my third commercial game.

Ok! What platforms?

I’m probably going to initially release the game on Steam. After that, I’m going to look into doing mobile releases on iPhone and Android shortly afterwards.

How big is this game going to get? How much work is left?

There are currently three playable classes in the game. In the final build, I’m hoping to do six in total. Six seems to be a lucky number for me.

You can also expect the final build to have a LOT more polish, much better balance and a lot more content. Once I have the six final classes, my focus will be on making those as good as they can be.

I’m expecting the project to take another three months or so, so you can expect the final version later this year!

Is it just you, or are you going to work with other people?

This project will be a collaboration! I’m very soon going to be teaming up with an artist and a musician to bring everything together.

I’ve already found an amazing musician for the project (more on that soon), and am currently searching for the right artist. (more on that soon too.)

Are you going to continue releasing public builds?

Good question! Since this is going to be commercial, at a certain point it makes sense to stop releasing builds of the game for free. I’m not really sure when that point should be, but probably before I have all six classes in there. So, probably within the next month or so.

It’s been amazing, sharing builds every two weeks, warts and all. One of the big reasons this whole thing has been going so well is because that process is so good, and because I’ve lucked into an amazing community of people (on my discord, here!) who are playing each update, and giving me amazing feedback on it. Everyone who’s been part of that community before this blog post will be getting a free copy of the game, as a tiny gesture of appreciation.

Are you ever going to have non six sided dice? How about d20s?

NEVER

* 13 Comments

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!

* 7 Comments

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!

* 5 Comments

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!

* 3 Comments

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