"I've really enjoyed it! I'm a big sucker for the Robot's Jackpot mechanics and never knew there could be so much more more variety to it. Had a lot of fun with it and plan to play more runs in the future!!" - Jultima
ABOUT
Dicey Dungeons is a roguelike deckbuilder, released in 2019 by indie developer Terry Cavanagh. This page details how one of my custom equipment was officially added to the game's DLC, and the mod I'm currently working on.
First off, pollymod is a mod that's... basically a bunch of cool ideas I've had over the years, all bundled into 1 big mod. I've been tinkering away at it on and off since 2022, ever since my equipment "Best Defense" was officially added to the game's "reunion" DLC (images below!). I've been involved in this game's modding scene since, dumping any fun ideas I could think of into it and sharing it with the community. It's a passion project, really! The current release of the game has 1 chapter on itch.io, with the 2nd character, Pirate, coming out soon! I hope you enjoy my silly little ideas!
^^^ An actual screenshot taken from Dicey Dungeon's "reunion" dlc! ^^^
If you want to know more about the chapter I helped with, I recommend reading through this blog post written by Terry: https://distractionware.com/blog/dicey-dungeons-reunion-design-the-inventor/
Noteworthy code
After 5 years of Dicey Dungeons being released to the public with no documentation, I managed to figure out how to use the HaxegonSprite class by basing my code off existing source code the dev had shared, alongside diving through the game's source code and a lot of trial and error. The current method devised is the only known way to display animated sprites in-game, and I still struggle to believe it took this long for someone to figure it out. Especially considering it only took me 6 hours of research and throwing things at a wall.
My personal favorite bit of code written for the project, even if it is a bit hacky, it still works flawlessly and I love it. Dicey Dungeons runs on Haxeflixel, which supports dynamic script parsing, letting you convert a string to code during runtime. This allows for easy script injection! In this case, I have an equipment that gives the player 1 Jackpot Shard every time a jackpot skill gets used. Due to the game's lack of an "On Skill Use" function, I inject code into every jackpot skill that causes it to add 1 Jackpot Shard when activated, by literally just adding to its code in the form of a string with a += syntax! It's great, modding's inherent restrictions force you to be very creative with your solutions.