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Dicealot News

Behind the Dice: Animations

[p]Wake up dice rollers, it's Behind the Dice time again![/p][p][/p][p]This week, we asked the devs: Show off a feature you’ve added to the game - could be art, animation, gameplay feature! How does it work? Why did you add it? [/p][p][/p][p]We added a big screen-wide banner to declare the player has rolled a Farkle!, and also to declare the encountering of rare mobs. I wanted to add it initially, inspired by the ‘’Rare Catch!’’ banner that appears on Sega Bass Fishing, and then when making it realised it would be a vast improvement on the square title pop-up we were currently using to announce a Farkle.[/p][p][/p][p][/p][p]Farkle Sprite Sheet[/p][p][/p][p][/p][p]Farkle Animation[/p][p][/p][p]Before Dicealot, I had never done any animation, so getting used to creating sprite sheets was a whole process. (I have also developed a deep sympathy for full time animators... their poor hands.) As with most things, toward the end of the project everything becomes a little smoother as there is nothing you're doing/making for the first time (ideally). These banners were an opportunity to push the visual feedback on some more un-loved interactions, and make the game feel a little more alive. [/p][p][/p][p][/p][p]Slash Sprite Sheet[/p][p][/p][p][/p][p]Slash Animation[/p][p][/p][p]It can be a bit of a challenge from a visual hierarchy point of view also, as one imagines that all interactions would benefit from some jaunty animation (and they likely would), but we already have quite a lot going on on the screen, and so using moving elements to direct player's attention is a really useful tool, one that becomes less effective the more banal things that are animated.[/p][p][/p][p][/p][p][/p][p]The little details are so cool and really make you appreciate artists that much more eh? Hope you enjoyed this week's Behind the Dice as much as I did - sprite sheets are so much fun (to look at)! Have a lovely weekend and see you in the next one![/p][p][/p][p][/p][p]P.S., Look at these numbers[/p][p][/p][p]Credits: Discord community member djsac[/p][p][/p][p][/p]

Behind the Dice: Challenges

[p]It's that time of the week again, the one where we pester the devs with little questions, keeping them hostage and making them give us cool answers - all for you guys, the community![/p][p][/p][p](For legal purposes that is a joke, the devs are happy and well, willing to do these dev diaries.)[/p][p][/p][p]This week, we asked them: What have you been finding more challenging? For example, anything not going quite to plan, or needing unexpected workarounds?[/p][p][/p][p]Here's what they had to say:[/p][p][/p][p]It has been a design challenge to author good, unique feeling end-game content that doesn’t require overhauls of existing systems, or adding new mechanics, as we lack the time to do that with our schedule.[/p][p][/p][p]The solution to this issue has been to come up with new ways to use mechanics and systems we already have, in creative ways. Utilising stuff we have already implemented in ways it was not originally intended to be used, allows us to add more variety to the effects and gameplay, without requiring whole system overhauls.[/p][p][/p][p][/p][h3]How do you like them apples?[/h3][p][/p][p]Try this one trick that doctors HATE.[/p][p][/p][p]Thanks to Discord community member djsac for this one! [/p][p][/p][p][/p][h3]Also, if you were ever curious as to how professional I am when it comes to these posts[/h3][p][/p][p][/p][p][/p][p]I'm so good at this.[/p][p][/p][p][/p][p]That's all for this week's Behind the Dice, and we hope to see you in next week's![/p]

🎲 New Demo Update + Tiny Teams!

[p]Sorry, what was that? We've updated our demo? What's this about Tiny Teams? Read on to find out!


[/p][h2]Demo Update[/h2]
  • [p]Fixed access issues with menu navigation [/p]
  • [p]Added Tutorial, New Game and Continue options to the menu [/p]
  • [p]Multiple QoL changes based on community feedback [/p]
  • [p]Smoother gameplay experience across the board [/p]
  • [p]Reworked unlock conditions for game content [/p]
  • [p]Dice are now unlocked progressively through gameplay - No more having everything available from the start! You've gotta earn it.[/p][p][/p]
[p][/p][h2]🏆 Tiny Teams[/h2][p][/p][p]We're also super excited to be a part of Tiny Teams this year! Check us out there in the Demos section alongside so many other incredible games made my micro studios![/p][p][/p][p][/p]

Behind the Dice: New Ideas

[p]Welcome back, loyal subjects, to this week's Behind the Dice. [/p][p][/p][p]Today, we asked the devs: Any new ideas or concepts you’re playing with?[/p][p][/p][p]This is what they had to say:
[/p][p]We’re working on adding more interesting encounters on the map, rather than just shops. Strange creatures and folk that will change individual dice, let you duplicate a specific dice, or other such things. It's all still really early stages at the moment.[/p][p][/p][p][/p][p]No cool images to go with this one, but we hope to bring you a sneak peek in the future if these concepts are fully realized! I love the idea of encounters and NPCs in the game.[/p][p][/p][p][/p][p]Instead, you can have this picture of on of our producers going a bit wild with the gambling.[/p][p][/p][p][/p][p][/p][p]If you caught us at MegaCon last weekend, thanks for coming by! It was fun watching you guys give the game a whirl, trying out different strategies or just gambling for as much gold as possible! If you're new here from the con, hello and welcome in! We're so glad to have you along for the ride.[/p][p][/p][p][/p][p][/p][p]I can't wait for the full game to be out, it's going to be so much fun. Brb changing my ringtone to Dicealot music, and every time I get a text my phone can go 'Farkle!'[/p]

Behind the Dice: Iterations

[p]This week on Behind The Dice, we're showing off a bit of concept art and how the UI has evolved![/p][p][/p][p]
                               [/p][p][/p][p]Here's one of the characters from concept days to what it looks like now! The original sketch captured the vibes the devs were going for, but you can see how much more personality and detail emerged in the final iteration. Those colours alone are so cool![/p][p][/p][p]Check out what Dicealot used to look like - [/p][p]This is at least a year old now![/p][p][/p][p]It's giving old, medieval tavern vibes. I have no idea why I'm so reminded of my Old School RuneScape days looking at this.[/p][p][/p][p]From the devs: [/p][p]Originally the game was supposed to be a much cosier, tavern themed roguelike. I wanted to do a full 3D tavern interior, angry mailed fist slamming against the table top when your opponent loses etc., but we basically didn't have the time to do any of that if we wanted to have a presentable prototype for publishers in any sort of timely fashion. So, the original UI was attempting to echo this initial vibe. However I don't think it landed, and we ended up with something that felt very ''generic medieval'' to me, which I was not a fan of.[/p][p][/p][p][/p][p]We tried a few things, but through this process I also learnt that I am very bad at UI design, so I settled on something that would use a minimalist approach to the UI, allowing the character and dice art (the visual stars of the show if you ask me) to really shine through. There is always room for improvement of course, but I think what we ended up with allowed new retro-arcade vibes to blossom through the game, much for the better.[/p][p][/p][p]Pfff, bad at UI design? Who would have ever guessed? I love seeing the evolution of games from early days to what they look like now, and this one is amazing. As cool as the tavern theme is, this retro arcade style just feels so unique and special.[/p][p][/p][p]Reminder: We're at MegaCon Manchester tomorrow! If you wanna come by for some chats or to get yourself one of these cool Dicealot sets, be sure to drop by! We'd love to meet you guys:)[/p][p][/p][p][/p][p][/p][p]I've just noticed the dice in the picture and now it will forever irk me that it was so close to being an Albion's Road right there.[/p][p][/p]