Devlog #10 - Plans for the full game, first improvements


With the demo fully released, and after a short break, I'm happy to be back on here with more development updates. Aside from some specific improvements, most of the content from the devlogs will be directly related to the full game, which will also be released on Steam. Thanks to you, I am now able to create a steam page for the game and so, the full version of Depth Above will release on there once finished. The page itself will be created long before that, and I will update you on everything related to that on my youtube channel and future devlogs. 

With that said, here's some of the most important stuff I've done these past weeks

VISUAL UPDATES:

  • Door and handles (if existent) will now slightly move upon interaction - GIF had to be compressed to shit, the actual movement is a lot smoother

SCENES  

  • Started Scene 5
    •  Already modeled most of the map   
    • Wrote down some ideas for the puzzles on that area 
    • New mechanics already planned out, as well as some visual improvements 

  •   Started thinking about Scene 6
    • Will be really similar to Scene 5 lore-wise.  
    • These scenes are being separated mainly because the overall object count would be too high and it would cause performance issues

GENERAL UPDATES

  • Coded image interactions with multiple texts (also applies to image dialogs like the sewer hatch one)


  • Added hint to first puzzle
    • After 4 tries, a subtle overlay will momentarily appear on every hit of the background timer.


  • Different fades can now overlap with each other without resetting.
    • This lets animations get overridden without creating any "flickering"


Files

depth-above-linux.zip 337 MB
Version 1.0.0 42 days ago
Depth Above Demo 32 Bits.zip 342 MB
Version 1.0.0 42 days ago
Depth Above Demo 64 bits.zip 342 MB
Version 1.0.0 42 days ago

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