Devlogs
Devlog #13 - New and Improved gameplay mechanics, Scene 5 finished
Posted April 13, 2025 by Darxkl05
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SCENES CHANGES / UPDATES
- Finished scene 5 (still lacks monsters and some dialogs for the final area, but that's more "external" work that will be then added to the scene)
- VA needed for that section
- Planned out scenery for next scene
- Will be shorter and more simple, but more impactful lore wise
GAMEPLAY
- Added crouching
- Added one prop that damages all entities (environmental damage)
VISUAL IMPROVEMENTS
- Added new overlay for the new type of environmental damage
- Created new shader for environmental damage on scene 5
- Aside from sound queues, radiation now applies a sharpening effect to the screen (ignore weird static artifacts, caused by gif compression)
AMBIENCE AND SFX
- Increased volume for radiation sound
- Recorded, edited and added a bunch of sounds for scene 5
- Made ambience tracks for scene 5
- Calm and Combat stems. Unlike S4, there will be multiple encounters throughout the map, where each one of them will trigger the combat stem if necessary
BUG FIXES
- Textures used for corruption (final scene from the demo) now look normal when no corruption is applied (they looked darker by default before)
- Radiation triggers now work through a single node. With this change, I don't need to code the player's damage for each scene. (No effect on gameplay, but might improve performance slightly)
Hopefully I'll be able to work a lot more these days, I feel like Scene 5 has taken a lot, but I think it was worth it. It's basically the first scene I do after receiving all the criticisms from the demo, so I've really been paying attention to every small detail.
Files
Depth Above Demo 32 Bits.zip 342 MB
Version 1.0.0
Depth Above Demo 64 bits.zip 342 MB
Version 1.0.0
depth-above-linux.zip 409 MB
Version 1.0.0