Devlog #15 - New weapon, gameplay improvements, underwater effects
Wallpaper Engine link to the render
WEAPONS
- Added new weapon that will replace the nightstick as the first weapon of the game: THE AXE
- Axe will be found in a similar way to the nightstick
- Attack animations have been modified so that they actually look like a heavy hit instead of a simple swing
- Follow up attack: Instead of being able to do just one attack, the player is able to perform one attack followed by another. While it allows the player to attack faster (higher DPS), you can get damaged in the spaces in between attacks, which might make it more convenient, in some cases, to do a single attack instead of two.
Render (Inventory):
Editor viewmodel:
In-game animations (Walk and attacks):
(Still lacking blood, swing and hit effects)
VISUAL IMPROVEMENTS
- Instead of a simple fov change (as in the first Demo), attacks now have a dedicated camera animation (see animation above)
- Slight inventory ui changes (Item bg made more noticeable) - UI will be changed a bit for the next devlog
- Underwater shader and environment fully done (Will be used in scene 6)
BUG FIXES
- Resetting a scene when screen effects are active will now remove those effects upon spawning, as those are just meant to be momentary
Last month was extremely exhausting for me, so I wasn't able to do as much progress as I had initially planned (hence the late devlog). Still, since Wednesday, I've been able to work on Depth Above full time. Before fully getting to scene 6, which I've already designed the map for, I would just need to improve the UI a bit, add the new monster now that the axe has been implemented and just an intro for scene 5. With that done, I'll be able to focus on scene 6, which will be a lot more story focused, as I said on previous devlogs. One of the reasons I'm still putting a lot of time into the renders is that they not only help me make the lore more consistent (throughout the different sections and places you can find), but they offer a great opportunity to experiment with environmental storytelling. So, even if I purely focus on doing renders for a few days, they are still part of Depth Above's development, as those maps will eventually be used in-game.
Thanks for your support and attention these past weeks, even with the small number of updates I've been able to post ^^
Get Depth Above (Demo)
Depth Above (Demo)
2000s-style horror game heavily influenced by Silent Hill/Cry of Fear/Lost in Vivo
Status | Released |
Author | Darxkl05 |
Genre | Action |
Tags | 3D, Atmospheric, First-Person, Horror, Indie, Psychological Horror, Retro, Survival Horror |
More posts
- Devlog #14 - New monster, planning future sections63 days ago
- Linux Build Fix68 days ago
- Devlog #13 - New and Improved gameplay mechanics, Scene 5 finishedApr 13, 2025
- Devlog #12 - Scene Puzzles, shaders and particle improvementsMar 11, 2025
- Devlog #11 - Water Shaders and Visual FixesFeb 09, 2025
- Devlog #10 - Plans for the full game, first improvementsJan 09, 2025
- MAJOR UPDATE 1.0.0Dec 04, 2024
- Major Update Coming SoonNov 28, 2024
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