the cutting room mirror

Devil Daggers

Devil Daggers is an FPS that pits the player in a hellish arena shrouded by an infinite void where the only goal is to survive for as long as possible, by any means necessary.

To do:

  • Unused Enemy.
  • Unused Mode.

Unused Code#

Unused Shader#

Within the dd binary file there exists an unused shader only known as "test". Its code draws the UVs of a model with its position offset by -10 on the Z axis.

Particle Editor#

Watch on YouTube

Present in the game's code is an unused particle editor used for development. It would allow the user to load, save, and delete particles.

(Video: LoneDev)

Level Editor#

Watch on YouTube

Within the game's code there lies an unused level editor used for development. It would allow the user to load, save, and delete levels.

(Video: LoneDev)

Hidden Developer Credits#

In the dagger lobby, after clicking on PLAY in the main menu, the player can move forward past the dagger, slightly to the left of it, and jump to a hidden platform. Following the path reveals a stone with the initials of the developers carved on it, as well as the Sorath logo.

DevilDaggers-hiddendevelopercredits.mp4

(Video: Maribo)

Unused Graphics#

gib2.png
An alternate texture for the gem model.

Unused Models#

bat.obj
Unknown purpose, but may have been a gem variant given its shape.

light_sphere.obj
An invisible model used for rendering light sources in-game, though normally unseen by the player.

owlwing.obj
Unknown purpose.

Unused Sounds#

Gem#

There are six sound effects that go unused for the Gem that were most likely meant to be played when the player collects a gem. gibcollect.wav and gibcollectmagic.wav are used in their place.

collectgib1.wav
collectgib2.wav
collectgib3.wav
collectgibbase1.wav
collectgibbase2.wav
collectgibbase3.wav

Dagger#

There are six sound effects that go unused for the Dagger with unknown purposes.

daggerdivert.wav
daggersteal1.wav
daggersteal2.wav
daggersteal3.wav
daggersteal4.wav
daggersteal5.wav

Thorn#

There are six sound effects that go unused for the Thorn enemy that were most likely meant to be played after Thorn gibs landed on the ground. killthorn.wav is used in their place.

thorngib1.wav
thorngib2.wav
thorngib3.wav
thorngib4.wav
thorngib5.wav
thorngib6.wav

Andras#

andrasimpact.wav
Purpose unknown, though the file's name suggests something related to being hit by the player, though there is already another file that also supposedly serves the same purpose.

andrasrise.wav
Purpose unknown, though the file's name suggests something related to rising out of the ground, perhaps like the Centipedes, Gigapedes, and Ghostpedes do in the final game.

chatterandras.wav
Unused sound effect that would play whenever the Andras was alive.

damageandras.wav
Purpose unknown, though the file's name suggests something related to being hit by the player, though there is already another file that also supposedly serves the same purpose.

killandras.wav
Unused sound effect that would play whenever the Andras was killed.

spawnandras.wav
Unused sound effect that would play whenever the Andras was spawned.

Miscellaneous#

chattersquidsmall.wav
Unused sound effect for the Squid I enemy. Would most likely be played whenever a Squid I was alive. chatterminisquid.wav is used in its place.

damagesquid4.wav
Unused sound effect for the Leviathan enemy. Would most likely be played when a gem was removed from its node. Worth mentioning is that the game does not have a Squid IV enemy, though the closest equivalent would be the Leviathan, so it may be possible "squid4" refers to the same enemy. damageleviathan.wav is used in its place.

eggburst2.wav
Unused sound effect for the Spider Egg enemy. Would most likely be played when the Spider Egg was hatched or killed. eggburst.wav is used in its place.

eyepacifydrone.wav
Unused sound effect for the Orb enemy. Purpose unknown.

killultraskull.wav
Unused sound effect for the Skull IV enemy. Would most likely be played when the Skull IV was killed. Worth mentioning is that the game refers to the Skull IV as "superskull" and "skull4" so it may be possible "ultraskull" refers to the same enemy. killsuperskull3.wav is used in its place.

leveldown.wav
Unused sound effect. Purpose unknown.

magicpulse.wav
Unused sound effect. Purpose unknown.

secretsnake.wav
Unused sound effect for discovering an Easter Egg. secretsnake2.wav is used in its place.

shot3.wav
Unused sound effect for the Level 3 Hand when firing the Shot attack. shot3alt1.wav, shot3alt2.wav, shot3alt3.wav, and shot3alt4.wav are used in its place.

skullaggro.wav
Unused sound effect. Purpose unknown.

sorathlogo2.wav
Unused sound effect for the Sorath logo. sorathlogo.wav is used in its place.

Revisional Differences#

There are four publicly-available versions of Devil Daggers on Steam. The changes between versions include available number of settings, sound effect changes, visual effect changes, gameplay balance, number of enemies, and spawnset progression. None of them except v3.1 can connect to the Sorath leaderboard servers.

2015#

The 2015 build lacks the Sorath intro at the beginning, and immediately skips to the Devil Daggers logo. Also in the Devil Daggers logo, the music starts at a different time than later releases. There is no version number at the bottom right, and the settings menu is severely lacking. Skull I enemies have a different death sound, the Hand flash texture when the player has homing daggers is different, Gigapedes have wildly different behavior and textures, the Leviathan has lower health and the spawnset progression is different. Mouse input is also noticeably different.

dd_v2#

dd_v3#

v3.1#

The latest version.

This version introduced a new unlockable lobby dagger, the ability to scrub through any part of a replay, statistics and graphs in replays, a frames-per-second slider, a volume slider for music, changed the default field-of-view from 75 to 90, a new HUD element for total gem/homing count, keys for toggling various HUD elements on and off, improved mod support, and various other miscellaneous improvements.