Devlog #17 - BCN Game Fest, Underwater movement, scene 6 map updates


Wallpaper engine link to the render

BCN GAME FEST

To everyone that tried the game at BCN Game Fest, thank you so much ^^.  Being there with my stand and seeing people play Depth Above has been one of the most rewarding experiences of my life. I met so many amazing and talented people on there, and I'm glad you all enjoyed the game and some of the freebies. For those of you that couldn't attend, here are some highlights of the event, as well as some of the feedback I wrote down:

SWIMMING AND UNDERWATER ENVIRONMENTS

  • Full underwater movement done
    • Actual movement
    • Limited dashing and blur
    • Drowning and recovery
    • Vertical controls 
  •  Improved underwater shaders (Added different fog colors for different parts of the scene) + bubbles
  • Added different bubbles to steam pipes underwater

(thanks MGS2 for the inspiration on the underwater look)


SCENES

  •  Playtested scene 5
    • Added missing collisions
    • Fixed SFX triggers 
  • Scene 6 map 40% done and decorated 

MONSTERS

  • Monsters now smoothly rotate to look at the player
  • Slight head rotation on top of body movement 
  • Added intro animation on scene 5 for new monster

BUG FIXES / GENERAL IMPROVEMENTS

  • Equipped supply background fixed (now dissapears when supply is removed from the inventory)
  • The background for equipped objects now properly dissapears when resetting a scene
  • Fixed non-y rotation on all monsters 
  • Attacking now brings your body forward really slightly, feels a lot better in combat


Using the feedback from BCN Game Fest, I'll improve some aspects from the first demo so they're fixed on the next release (see video for specific details). Still, I will mainly focus on the development of scene 6, since the swimming and drowning mechanics have already been implemented.

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