the cutting room mirror

7DRL Build

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This is a sub-page of Proto:Dicey Dungeons.

Diceydungeons-title_screen_7drl.png The 7DRL prototype of Dicey Dungeons is the very first build of Dicey Dungeons, created for the game jam called 7DRL Challenge 2018, which finished on March 13, 2018, although the build is dated March 16, 2018 on the prototype's main page. The prototype was built in Haxe and is available at Terry Cavanagh's official website here in both HTML5 and Flash.

At this point, the levels are rather similar to those from Dream Quest, a game that the developer, Terry Cavanagh, has cited as an inspiration for Dicey Dungeons.

General Differences#

  • Overworld navigation is done by traversing a darkened map and clicking through the map until you find items and health to collect and enemies to fight. You have to defeat all of the enemies to go to the next floor.
  • There are only three floors in the game and no bosses. The first floor has three enemies while the second and third have four enemies.
  • You have to gain your first skill, Reroll, by leveling up. In the final game you start each episode with your character skills.
  • When you defeat an enemy, you gain a static 12 experience points (xp). You need 5 xp to level from 1 to 2, and 10 * (current level) + 5 XP for each level afterwards.
  • You do not get your health back when you level up.
  • The status effect Freeze fully prevented you from using your dice. In the final game, Freeze turns your highest dice to a 1. The Freeze effect in this prototype was given to Lock in the final game.
  • The equipment "Magic Missile" was spelled as "Magic Missle".

Graphical Differences#

Title Screen#

7DRL Title Screen

Final Title Screen

Map Screen#

7DRL Map (Starting)

7DRL Map (Filled)

Final Map

Combat Screen#

7DRL Combat (Player Turn)

Final Combat (Player Turn)

7DRL Combat (Enemy Turn)

Final Combat (Enemy Turn)

End-of-Battle Screen#

7DRL Experience Screen

Final Experience Screen

Equipment Screen#

7DRL Equipment

Final Equipment

Enemy Differences#

The first set of enemies is very different compared to the enemies used in the final game, so they are listed here. There are no graphics for the enemies in this build.

Enemy Name

Max HP

Dice

Equipment

Appearances

Notes

Apprentice

8

1

Magic Armor, Magic Missle

Floor 1 only (1/2 chance)

Early version of the Magician.

Goblin

5

2

Short Sword

Floor 1 only (1/2 chance)

Rogue

12

5

Poison Slingshot

Floor 1 only (1/2 chance)

Early version of the Dryad.

Squire

8

3

Shield, Shield Grip

Floor 1 only (1/2 chance)

Priest

25

4

Verse of Sorrow x4, Divine Rod

Floor 1 only (1/4 chance)

Assassin

18

5

Poison Slingshot, Magic Missle, Short Sword

Floor 1 (1/4 chance), Floor 2 (3/5 chance)

Snowman

20

6

Snowball x6

Floor 1 (1/4 chance), Floor 2 (3/5 chance)

Wizard

18

1

Freeze Spell, Fireball, Backfire, Poison Spell, Magic Shield, Hall of Mirrors

Floor 1 (1/4 chance), Floor 2 (3/5 chance)

Early version of the Wizard.

Druid

10

3

Staff, Healing Crystal x2

Floor 2 only (3/5 chance)

Orc

20

5

Sword, Small Shield, Shield Grip

Floor 2 only (3/5 chance)

Knight

16

3

Tower Shield, Shield Grip

Floor 2 (1/3 chance), Floor 3 (100%, 1/3 chance for two)

Early version of Aoife.

Wicker Man

20

5

Staff, Healing Crystal x4

Floor 2 (1/3 chance), Floor 3 (100%, 1/3 chance for two)

Upgraded version of the Druid in this game. Early version of the Wicker Man.

Yeti

30

8

Snowball x8

Floor 2 (1/3 chance), Floor 3 (100%, 1/3 chance for two)

Upgraded version of the Snowman in this game (a contrast to how the Snowman is an upgraded version of the Yeti in the final game).

Equipment Differences#

Since countdowns weren't implemented in the original build, many differences exist.

Name

7DRL Requirements

7DRL Effect

Final Requirements

Final Effect

Notes

Backfire

REQUIRE3

Oh no! Take 5 damage

REQUIRE1

Lose 5 health

In 7DRL, Backfire self-inflicted 3 damage despite the text.

Divine Rod

Three REQUIRE6 dice

Reduce health to 1

Four REQUIRE6 dice

Reduce health to 1

Fireball

REQUIRE2

Deal 5 Fire Damage

Even

Deal [fire] damage, burn 1 dice

7DRL item is more similar to "Flame Spell"

Freeze Spell

REQUIRE1

Freeze all dice, do X dmg

REQUIRE1

Deal [ice]5 damage, freeze 2 dice

"X" is equal to the number of dice frozen

Poison Slingshot

Two dice that sum to 7

Add 2 poison

COUNTDOWN 12

Add 4 poison

The 7DRL slingshot was brought back in the Reunion DLC as "Ancient Slingshot"

Snowball

Odd

Freeze 1 dice, do 1 dmg

ODD

Do [ice] ice damage, freeze 1 dice

Staff

Two dice that sum to 8

Deal 8 fire damage

COUNTDOWN 8

Deal 6 fire damage, burn 1 dice

Tower Shield

Three normal dice

Add % to shield

MAX5

Add [] shield (2 uses per turn)

Unused Player Classes#

In this build, you could only play as the Warrior. However, it seems like two extra classes were to be added:

  • Thief, a character that started with 12 HP, 4 Mana, 4 dice, the equipment Dagger and Poison Slingshot, and the skills Reroll and Steal.
  • Mage, a character that started with 8 HP, 16 Mana, 3 dice, the equipment Staff, and the skills Reroll and Magic Dice.

Unused Equipment#

Equipment names are stored as lowercase internally, since the equipment names are case-insensitive.

Name

Requirements

Size

Effect

Notes

poison arrow

Three dice that sum to 10

1

Add 4 poison

spare 1

Spare 1

1

A spare pre-rolled 1

spare 2

Spare 2

1

A spare pre-rolled 2

spare 3

Spare 3

1

A spare pre-rolled 3

spare 4

Spare 4

1

A spare pre-rolled 4

spare 5

Spare 5

1

A spare pre-rolled 5

spare 6

Spare 6

1

A spare pre-rolled 6

spare dice

Spare 7

1

A spare dice

"Spare 7" indicates a random dice each turn.

two-handed sword

Five normal dice

4

Deal DOUBLE damage

When dice inserted, description changes to "Deal DOUBLE damage (% * 2 = & total)"

Unused Functions#

  • Code indicates that there were plans to allow equipment to be upgraded up to 6 times. Upgrades simply added a free dice equal to the number of times upgraded to the equipment. However, there are no ways to upgrade equipment.
  • The Dexterity status effect exists, but no equipment allows you to use it. It allows you to keep the next dice you use. This effect exists in the final game as the Re-Equip? status effect.
  • There is Mana in the game (given to the unused Thief and Mage classes), but no equipment gives or consumes Mana.

MIDI Music#

Dicey Dungeons used MIDI covers of pop music until v0.11, when Chipzel was brought in to make the music. The songs in this prototype were converted into MP3 format using Terry Cavanagh's minimalist DAW, Bosca Ceoil.

Internal Name

MIDI Track

title.mp3

Lady Gaga feat. Beyoncé - Telephone

dungeon.mp3

Sia - Chandelier

dungeon2.mp3

Adele - Rolling in the Deep

dungeon3.mp3

Katy Perry - E.T. (solo version)