Difference between revisions of "Dieda Royale"

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== External Links ==
 
== External Links ==
 
{{ME-OS External Links}}
 
{{ME-OS External Links}}
 +
* [https://www.newgrounds.com/portal/view/1011008 Dieda Royale on Newgrounds]
  
 
== Trivia ==
 
== Trivia ==

Latest revision as of 00:19, 21 December 2025

Dieda Royale
Dieda Royale Logo
Developers
Developers:
Publishers:
Artists:
Composers:
Extra Credits:
Release Information
Series: SP
Genre: Arcade, Battle Royale, Fighting
Modes: Single Player, Multi Player
Platforms: ME-OS, web standalone
Release Date: December 21st 2025

Dieda Royale is a 3D Battle Royale game by Octopus58 for the Zelomedia Splash game collection on ME-OS. It was being worked on as part of the 0.0.59 update to ME-OS, but got released as a web standalone game on December 21st 2025. It revolves around Dieda training himself in a simulation where he has to fight off many clones of himself as a form of training.

Gameplay

Screenshot of the first level in Dieda Royale
Screenshot of the second level in Dieda Royale
Screenshot of the last level in Dieda Royale

This game can be either played in single player mode, or up to four players in local split screen mode. In this game, the player has to help Dieda train by entering a simulation and defeating multiple of his clones. A bunch of Diedas are spawned into a field (37 in the first level, 136 in the second, 202 in the last) where they have to knock each other over until there is only one left standing. Each Dieda has a random skin (unless the player sets one), and a random name that is the result of a combination between two different randomized strings. The Diedas wobble as they move around, which causes them to tip over if hit correctly, but when they run they have even less balance. Getting hit temporarily stuns them and makes it harder to regain balance for about half a second. Every Dieda can punch, kick, and throw presents; punching is the most effective for knocking an opponent over at close range, kicks can deter and push away opponents, and throwing presents are a good long range attack that is hard to land with. Touching the boundaries of the levels causes Dieda to get defeated instantly.

There are three levels in this game. The first starts somewhere in the Galubian Snowlands, with some flat ground and a small boundary area. The second level has slightly larger boundaries, takes place during night time, and has some slopes that you can climb and take advantage of. The last level is the most hectic, taking place somewhere on a comet where meteors are constantly falling on random players while rockets shoot across the map at random speeds. Beating the last level results in Dieda running into the sun to "exit the simulation".

This game is somewhat parody like, mostly when it comes to the battle royale genre, which is why a lot of the elements are meant to be somewhat silly. Besides the random word combinations sometimes resulting in funny names, there are also jokey defeat messages that pop up on the side of the screen when a Dieda gets toppled. Both the name tags and the HUD can be disabled in the game's settings.

Skins

Players have access to skins they can set during a match to customize their Dieda. The skin choices are saved per player and are used for all subsequent matches until changed. Eight skins are unlocked by default, while the other skins are unlockable. Once a skin is unlocked, other CPU Diedas will spawn with those skins occasionally as well. Here is a full list of available skins:

Skin Name Skin Preview Description Unlock Method
Default
DR SkinPreview Default.png
Dieda's default, favorite, and iconic red outfit. None (default skin)
Orange
DR SkinPreview Orange.png
An orange outfit. None (available by default)
Yellow
DR SkinPreview Yellow.png
A yellow outfit. None (available by default)
Green
DR SkinPreview Green.png
A green outfit. None (available by default)
Light Blue
DR SkinPreview LightBlue.png
A light blue outfit. None (available by default)
Blue
DR SkinPreview Blue.png
A blue outfit. None (available by default)
Purple
DR SkinPreview Purple.png
A purple outfit. None (available by default)
Magenta
DR SkinPreview Magenta.png
A magenta outfit. None (available by default)
Gold
DR SkinPreview Gold.png
A shiny, golden skin. Beat the game
Michael
DR SkinPreview Michael.png
Based on M.O.G.. Beat any match with "58", "mikey", "octopus", or "opoctus" in your name
Em
DR SkinPreview Em.png
Based on Spicy Coffee. Beat any match with "deviant", "coffee", "emmy", "space", or "spicy" in your name
Anjelo
DR SkinPreview Anjelo.png
Based on Anjelo. Beat any match with "anjelo", "deviant", "indie", or "webshow" in your name
Matty
DR SkinPreview Matty.png
Based on Matthew Favson. Beat any match with "chip", "kewt", "matty", or "space" in your name
Doya
DR SkinPreview Doya.png
Based on Doya, a character by DonGT. Beat any match with "don", "doya", "frog", or "spike" in your name

Development

This game started development around November 9th, 2025. The model for Dieda was completed in 3 days, as on the 12th he was already being tested in the ME-OS engine. The Dieda Royale specific engine proceeded to be made immediately after, with movement, attacking, and balancing being first. Balancing was hard to get right, as it had to not be too weak as to not get toppled from one attack, but not too strong, especially to prevent CPUs from having perfect recovery. Another part that was implemented shortly after was LOD (level of detail) versions of Dieda, as a big concern for this game was optimization. Optimization is generally an important part of all ME-OS games, but it was especially important for this one, due to the fact that it was already known a lot of Diedas would have to be rendered on the screen at once (with 200 being a "goal").

The random name and specialized defeat messages were the next added feature. A lot of time was spent coming up with different "first" and "last" name options, to make names feel very random but also funny with the different options available. By the time of the release, 209 first names and 164 last names were included. For some time, the game stayed in the state of having a test ground, invisible boundaries, and no skybox.

Levels were made in a unique way this time compared to previous ME-OS games, where the music was made before the levels. Octopus58 wanted more creative freedom when making the music, so he just focused on making some tracks sound "wintery", and then building the aesthetic of the levels be based off of the music. The first song composed was "Night Snow's Shimmer", which ended up sounding kind of house like with an occasional five bar progression segment. Due to the night like sound of the song, it was chosen to be for a night time level, but it felt not the most appropriate to use for the first level. So the next song made was "Tussle In The Snow", which was meant to sound more happy and playful, and ended up working perfectly for the first level that was meant to establish the stage. The next song that was made was "Hyperspace Combat". Before making the song, there was a clear idea to have the last level be a "space" level, with some chaotic visual elements. The first attempt at the song was abandoned to be re-used for something later, but the second attempt worked, and a very chaotic and hyper dance song was created. The visuals were harder to come up with for the last level from the song, as they were ranging from simulated space with wireframes, to planet surfaces, and more. But a comet like surface ended up being the chosen aesthetic, and a "dancing" sun was added in between two cliffs out of bounds that would react to bass frequencies in the song. The main menu song "Snow Time Rush" was made last.

After all the levels were finished, the main menu, ending, and translations were the last steps before making a stand alone web build. The translations especially were a big focus, as they were part of an ongoing focus for version 0.0.59 of ME-OS to make more games translatable. It is because of Dieda Royale that the translation framework for all of ME-OS got improvements, allowing for instant translations of on screen values to appear on language changes without having to leave and open the program.

The web build was made once these changes were finalized, and multiple issues presented themselves that had to be fixed all within the date of December 19th 2025. Almost everything was fixed to work identically to the ME-OS version, aside from the dancing sun in the third level. Multiple people including Emily, FelixBlobDev, IndieAnjelo, DonGT, and Wineplume helped test the web build and found bugs that were fixed the same day.

The game got some delays throughout the whole development due to very busy life events happening in Octopus58's life at the time, but the release was eventually only delayed by a day (December 21st instead of the 20th).

Inspiration

"2009 New Year", the art that Octopus58 drew on December 24th 2008, which was the creation of Dieda and Novoga, and later served as inspiration for Dieda Royale

The game might feel like somewhat of an outlier compared to the general direction of Zelomedia Splash games in ME-OS, since usually the Zelomedia Splash games are more spoofs/spins off of Flash like games, but this game is closer related to "Shockwave" games. Shockwave games were popular when Octopus58 would play internet games in the mid 2000s as 3D alternatives to Flash, and he confused them to be made in the same engine at the time. Since the lower/simpler graphics were a direct spoof of the Shockwave games, the Zelomedia Splash collection felt like the right place to add this game to.

Aside from the inspiration of how the game will look like stylistically, the main inspiration for this game was an image drawn by Octopus58 on December 24th 2008 called "2009 New Year". It was the first ever drawing of Dieda and Novoga, where they were getting ready for New Years 2009. After the peak of the No SPeature Left Behind 2025 initiative, he was looking for an opportunity to use some of the older characters in a game for ME-OS, and was thinking of a more funny/gimmicky battle royale like game that could be made. Given that he started the game around November, he assumed he would finish around the end of December, which would be very fitting due to the New Year being around the corner. Before plans were concrete, Novoga was planned to be added somehow to the game, but due to time constraints this didn't end up happening.

Music

Track Number Song Name Preview
01 Snow Time Rush
02 Tussle In The Snow
03 Night Snow's Shimmer
04 Hyperspace Combat

External Links

Trivia

  • The inspiration for this game came from similar games where you launch a creature and see how far it goes. These were somewhat popular in the mid 2000s.
  • This is the first ME-OS game to be shown with two languages initially implemented. Before this, some other parts of ME-OS were getting translations as part of the 0.0.59 translation framework feature (such as FreeCam and Gon Ball Rally), but this game was built from the ground up with translations in mind.
  • Due to a WebGL specific bug, the dancing sun on the third level does not "dance" in the web version of the game. A good chunk of development time went towards looking for a fix, but ultimately went nowhere.