We just released a Feb. 5 '89 prototype of DuckTales for the NES!
If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!

Devil Daggers

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Devil Daggers

Developer: Sorath
Publisher: Sorath
Platforms: Windows, Mac OS X, Linux
Released internationally: February 18, 2016 (Windows), July 6, 2016 (Mac OS X), September 19, 2016 (Linux)


CodeIcon.png This game has unused code.
CopyrightIcon.png This game has hidden developer credits.
EnemyIcon.png This game has unused enemies.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
SoundIcon.png This game has unused sounds.
Carts.png This game has revisional differences.


Devil Daggers is a FPS for Windows, Mac OS X and Linux. Released for the aforementioned platforms during the span of 2016, it 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. The game has plenty of unused models, textures, sounds and even an entire 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

Within the game code there lies an unused particle editor used for development. It would allow the user to load, save and delete particles.

(Source: LoneDev (Video))

Level Editor

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

(Source: LoneDev (Video))

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.

(Source: Maribo (Video))

Unused Enemy

Unused Mode

Unused Graphics

gib2.png
Unused texture. It is an alternate gem texture for the gem model, though unused in-game.
DevilDaggers-gib2.png

Unused Models

bat.obj
Unused model. Unknown purpose. It is shaped similarly to a gem, which might have suggested at the possibility of it being a gem variant.
DevilDaggers-bat.png

light_sphere.obj
Invisible model. It is used for rendering light sources in-game, though normally unseen by the player.
DevilDaggers-light sphere.png

owlwing.obj
Unused model. Unknown purpose.
DevilDaggers-owlwing.png

Unused Sounds

Gem

There are 6 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 6 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 6 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 file 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 file 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 file 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 4 publicly avilable 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 of Devil Daggers. 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.