Dice Tower 1.11 is now available on the AppStore worldwide. If you like dice games with great challenge and strategy, this game is for you. This new version fixes the following:
Fixes:
- Fixed earthquake dice.
- Fixed pause menu crash.
We are looking into the possibility to produce an iPad version of this wonderful game! What do you think? Let us know...
http://itunes.apple.com/app/dice-tower/id392988136?mt=8
Showing posts with label dice tower. Show all posts
Showing posts with label dice tower. Show all posts
Monday, February 7, 2011
Dice Tower version 1.11 is now available in the App Store
Labels:
apple,
appstore,
dice,
dice tower,
game,
iphone,
ipod touch,
strategy
Friday, September 10, 2010
Going on my own
After a few tries with different publishers, I have decided to release the game on my own. Most of them want me to dumb-down the game to make it more accessible to a bigger market. I say, the game is easy enough as it is, removing and simplifying things more will move the game far away from the way I envisioned it since the beginning.
I have decided Dice Tower will be free initially and in-app purchase items will be made available if there is some interest for the game. These in-app purchases will be in the form of:
I have decided Dice Tower will be free initially and in-app purchase items will be made available if there is some interest for the game. These in-app purchases will be in the form of:
- New themes (backgrounds, music, etc...)
- New dice models
- New special dice
- New game modes
Labels:
background,
dice,
dice tower,
in-app purchase,
ipad,
iphone,
music,
publisher,
theme,
tower
Thursday, September 2, 2010
Beta 5
Beta 5 was released yesterday and today we are confirming that 1.0 is done and ready. A few more days until submission to Apple. Cannot wait...
Wednesday, September 1, 2010
New forums now open
We have just opened our new forums for users to discuss about the game.
http://forums.arianesoft.ca/forumdisplay.php?f=55
http://forums.arianesoft.ca/forumdisplay.php?f=55
Dice Tower beta 4
Finally, beta 4 was released yesterday. This one is the last step towards the ultimate goal of submitting to Apple. However, I have flirted with some publishers lately and will need to send them a build of the game and see what they have to offer first. This game has great potential and I already have some neat ideas for future updates to add more RPG elements to the game.
Here is what changed since beta 3.
- iOS 4 fastapp switching support added.
- Faster web view loading times.
- Fixed name entry field in iOS 4.
- Fixed hint system issue with multiple hints one after the other.
- Removed FPS counter from release builds.
- Fixed lots of documentation and hints.
- Fixed rectangle drawing routine.
- Added icons to most buttons.
- New step-by-step tutorial.
- Roll button badge does not track presses anymore. Should be easier to press roll button.
- Fixed Continue button to be disabled on Title screen.
- OpenFeint notifications appear from the top of the screen now.
Why not give you some more screenshots while we are at it? I have improved the artworks once more for this latest beta.
Here is what changed since beta 3.
- iOS 4 fastapp switching support added.
- Faster web view loading times.
- Fixed name entry field in iOS 4.
- Fixed hint system issue with multiple hints one after the other.
- Removed FPS counter from release builds.
- Fixed lots of documentation and hints.
- Fixed rectangle drawing routine.
- Added icons to most buttons.
- New step-by-step tutorial.
- Roll button badge does not track presses anymore. Should be easier to press roll button.
- Fixed Continue button to be disabled on Title screen.
- OpenFeint notifications appear from the top of the screen now.
Why not give you some more screenshots while we are at it? I have improved the artworks once more for this latest beta.
![]() |
Doesn't the icon look beautiful next to the iOS4 Game Center icon? |
![]() |
The loading screen in action... |
![]() |
The title screen with the new button icons. It still says version 0.3 on this screen but it is really 0.4. |
![]() |
Dice Tower comes with a great online help designed in HTML and easy to access anytime. |
Thursday, August 26, 2010
Dice Tower beta 4 progress
Just a few days after beta 3 was released, things are going very well with beta 4 already. I have added full iOS 4 support, with fast-app switching. I have also upgraded Cocos2d to the latest version. Documentation and tutorials are really taking shape now. So after beta 4, there won't be much left until an official release. So next week might be a good estimate time frame for a submission to Apple.
Work has already started on a new game for the iPad, it's only on paper right now but the game mechanic is going to be very cool. More on this later and in another blog! :)
Work has already started on a new game for the iPad, it's only on paper right now but the game mechanic is going to be very cool. More on this later and in another blog! :)
Friday, August 20, 2010
Beta 2 is coming soon
Quick update on the status for Beta 2 of Dice Tower.
Here is the change log as of today. Dice Tower is really shaping up to be a great and fun game.
There are still a few things left to do before it will be released. I am planning on getting it out tomorrow if all goes well.
Here is the change log as of today. Dice Tower is really shaping up to be a great and fun game.
- Die position is higher when moved with finger.
- Improved die movement recognition over slots.
- Routine to verify out of moves now checks if Extra Roll die is in play but not processed when rolls left are equal to zero.
- Moving die colour is changed to red if cannot assign to die slot.
- New goal line graphic.
- Can now go over goal line, all completed rows over it are extra points.
- Increased starting number of dice rolls per level.
- Straight combo gives you Extra Roll, Treasure or TimeUp die.
- Fixed bomb die.
- Fixed Joker die not changing to any value when row is finished.
- Now show version number in Title screen.
- Accelerometer support added. You need to shake the device quite a bit to shake the dice cup though.
- Added a number of games played counter internally.
- Changed the score icon to a Trophy.
- Fixed small memory leaks.
- New dynamic hint system implemented.
- How To Play page is a nice transparent HTML page now.
- Updated scoring calculations for combos and chains.
- Increased start time to complete a tower in Time Attack mode.
- Updated how combo chains affect scoring of each floor.
- Fixed the Earthquake special die behaviour.
- Number of starting rolls in endless mode is set to 6.
- Implemented a better dice randomization mechanism.
- Fixed multi-touch issue.
- New OpenFeint leader boards for Time Attack and Endless mode.
- Tons of new OpenFeint achievements added.
- New multiplier value that accumulates when you do combos. It goes down by 1 point every 15 seconds or more depending on your luck factor (combo chains value).
- Support for multiple combos per floor added.
- Chest added to allow you to save dice in your inventory to re-use later on.
There are still a few things left to do before it will be released. I am planning on getting it out tomorrow if all goes well.
Monday, August 2, 2010
Simplicity
After a long time trying to make the game more complex, I have decided to come back to the roots, the simplicity, the fun of the game. This game does not land itself to RPG elements very well. Sometimes, simpler is better.
The game is already very fun, so now I am concentrating on polishing, bug fixing, finishing songs and getting the graphics reworked by a professional. My goal is to go beta in two weeks.
The game is already very fun, so now I am concentrating on polishing, bug fixing, finishing songs and getting the graphics reworked by a professional. My goal is to go beta in two weeks.
Monday, July 26, 2010
Jackpot
Today, I have been working on power-ups and enhancing the game mechanics a bit. You now have to collect coins that fall-off of dice that were part of a combo. You must act fast since they will disappear after some time. Each tool requires a number of coins to be used.
Talking about tools, they will have an experience counter that will increase each time you use the tool. Once the experience points reaches the required amount, the tool will have its level increased making it more powerful and cheaper to use.
Also, each die slot (where you place your die on in the tower) has a modifier number that multiplies the value of the die by, can be increased or decreased by tools or natural element dice. Fire, will cause die modifier to be reduced every minute if you don't extinguish it. Ice storm will lock your die in the slot until you use the pick tool to remove the ice. There are a lot of RPG elements like this thrown into Dice Tower.
Balancing and beta testing are scheduled very soon. Here are some images for some specialty dice:
Talking about tools, they will have an experience counter that will increase each time you use the tool. Once the experience points reaches the required amount, the tool will have its level increased making it more powerful and cheaper to use.
Also, each die slot (where you place your die on in the tower) has a modifier number that multiplies the value of the die by, can be increased or decreased by tools or natural element dice. Fire, will cause die modifier to be reduced every minute if you don't extinguish it. Ice storm will lock your die in the slot until you use the pick tool to remove the ice. There are a lot of RPG elements like this thrown into Dice Tower.
Balancing and beta testing are scheduled very soon. Here are some images for some specialty dice:
Labels:
coins,
combo,
dice,
dice tower,
experience,
RPG,
tools
Saturday, July 24, 2010
Some early screenshots
Ok, it is time today to introduce you to Dice Tower in a more visual way. I have been designing the graphics all by myself, using Inkscape and tutorials on the Internet. Yep, a programmer creating art. Art is a big word here actually.
All the graphics will be either redone or retouched to be more streamlined and more homogeneous. Lot's of work is left to be done in the visual compartment.
All the graphics will be either redone or retouched to be more streamlined and more homogeneous. Lot's of work is left to be done in the visual compartment.
Subscribe to:
Posts (Atom)