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[DEVLOG] Depthsite

A topic by Timbo Johnson created Jan 28, 2023 Views: 626 Replies: 28
Viewing posts 1 to 17
Submitted (1 edit) (+2)

Hi everyone, Timbo here!

Ok so after a day of false starts with ideas which were impossible for me to make with my limited abilities (I'll go back to them another time I'm sure!) I've decided on what I think will be my "game".

Life in the Sea (suuuuper working title!) is about piloting a small sub through waters once deemed "dead" after satalites show an odd boom in plant-life in the area. You'll control a little submarine on a minimalistic map, going from node to node learning about the area and whats going on.

Where I'm thinking of bringing in a twist is going back to the old CRPGs I grew up around, where due to the limited space on a disk you had a book, and when something narrative was supposed to happen it would pop up saying 'Page 3, Paragraph 2' and you'd read that bit of the book to see what happened. I think it could be fun to have the narrative told in a PDF that will come with the game with illustrations to build on the very limited visuals of the actual game.

All of this is highly subject to change, and I welcome feedback. My inspiration for the basic setting of the game (a submarine exploration game) is mostly taken from In Other Waters, a beautifully simplistic game I'd recommend to anyone! I'm hoping to go very much my own way with this though :)

Submitted(+2)

Well a lot of today was lost in umm'ing and arrr'ing but I made a little prototype progress before heading to bed!


I'm working in Pixel Game Maker MV as it's a visual scripting I can understand for basic game building. I've built a basic tile set for mapping and planning. I've also created a little submarine drone thingy.


I've toyed with some Chromatic Aberration which I may not keep, I'm gonna build up a vertical slice of map to test it on, see how it feels when in a full map chunk!

I toyed with the idea of setting the game in a Victorian Space Adventure to the moon using stuff like The Gene Machine and A Trip To The Moon as inspirations but I think it would be a much bigger task to do so. I'm not ruling it out, but based on how quick I end up making this prototype will decide if I have enough time to be more ambitious and expand the scope to something like that.

Submitted(+1)

Good morning Jammy Jammers!

I've got some stuff to do today so I'll be running behind on development but during the night I was thinking about my plan to include a PDF with the game that'll explain the events and story as you progress. I still like the idea of playing with the old old OLD CRPG story telling format but I think for this game it would just introduce a barrier for entry which would put people off giving the game a try. I'm thinking of baking the stuff into the game it's self instead.

I'm still trying to nail down how I want the ending to play out, this isn't intended to be a horror game, but I feel a dramatic (not jump scare) and ominous ending would fit the mystery of the weird return of life to this part of the ocean (so not going for an Iron Lung style ending). Maybe not something scary, maybe just something other worldly and very concerning for a human to stumble across due to the implications. That or I'll end up doing the Evolution idea of a meteor with accelerated life on it?

Submitted

Good evening!

So today was a busy one with life so here are some basic concept doodles I did for this project;


(excuse the spelling errors, no spell check when you're just doodling down text!)

That being said I did find some time this evening to add more to the game. I've cleaned up the mapping so it looks more uniform, got collision working, added little nodes that blink and stop blinking when you move over them, got some plant and fishy life sprites (super basic) into the game (with simple 2-3 frame animations to make the screen less static), and also fixed an issue where the Chromatic Aberration would just break sometimes. 

There are some hiccups in the mapping which is my fault for not spotting them but I've since gone back and fixed up all the walls. This is supposed to be a UI readout of the area rather than an actual visual of it, so all the rocky sides of the trench look smooth as the "system" is using approximations.

Tomorrows big goal will be to get a basic UI in the game for when your sub hits a node. This will be interesting as it's an area of Pixel Game Maker MV I've never touched on in the past but good ol' Baz has a tutorial for it so hopefully it'll go smoothly and I'll come away having learnt something new and useful for future projects!

Oh one final thing. Due to tinnitus I MUST have music playing when I work or I can't focus at all, so, what is everyone else listening too? I'm always open to new music to stick on while I work so let me know in a reply! Currently as a key inspiration for this game I've been listening to the beautiful In Other Waters OST as well as the relaxing vibes of the Sable OST :-)

Submitted

The first iteration of the map has more character to it. I plan to add a lot more green and blue icons as you travel deeper to show you're getting closer to the origin of the cause of life in the area. I need to design a lot more sprites for these to keep it from looking too repetitive though.

Submitted(+1)

Good morning! Time for day 3!

So I've been working on graphics that'll be used for images sent back by the Sub's feed ready for todays task of getting node interaction working.

Below is the process I've been using;

Step 1.

Locate a Public Domain or CC0 image using Pexels (As much as I would love to do the photography myself, deep sea photography isn't exactly an option)

Step 2.

For this image I want something that looks like an impact crater with a dark hole at the bottom. For this reason I then resized this large image ready for the game and drew a super shoddy hole at the bottom


Step 3.

Now using the super handy program PixageFX Studio I ran a series of filters to give it a CRT look and degrade the image to hide the low quality hole I'd drawn. I also altered the colour pallet used as I felt it gives a more "video feed" look which reminds me of something you'd expect to see in Alien.

Step 4.

I found an awesome website which lets you do data corruption to an image, perfect as I want to use the excuse of a limited feed to the Sub Drone to obscure images when things get weirder. So using Image Glitch Tool I was able to corrupt the image to give it a more "what am I looking at?" feel.


And so the image is complete! I'll be doing this with a series of images which will be used as photographs the drone is sending back when you touch a node. They will also include data gathered which I'm thinking of using Robot Voice Generator to create as personally I find something super unnerving about a robotic text to speech voice when used right (see NOC+10 - Nightmind's Video could be an easier viewing experience for some) :D

Anyway, now the real challenge begins for me, delving into areas of Pixel Game Maker MV I've never really dabbled with before!

Wish me luck!

Submitted(+1)

Afternoon you lovely peeps!

So I've been banging my head on the wall trying to get the display text and display image to behave as Pixel Game Maker MV doesn't offer a 'centre to screen' option, so I finally setup a very messy process where when a trigger is switched it locks the Drone and draws the text and image on top of that but offset so it looks like it's appearing in the centre of the screen no matter where I hit the triggers object from. It's been messy but now I've got it working with one node it'll easily be a copy job for all the others.

As you may notice the screen now has a border too, this is to (on top of the Chromatic Aberration) make more clear that you're not some magical third person camera floating above a sub, but actually someone at a computer controlling a drone based on information feedback from it's sensors.

I also created a robot voice which reads out the text on screen but due to my OBS deciding it can't record desktop audio anymore (no idea why) I wasn't able to capture it just yet.

I must say getting to a point where although I'm clueless, I am comfortable with the basics of a tool meaning I can poke at stuff and jerry-rig bits together to work is super satisfying!
Submitted

I've been toying with if to use music of just ambiance in my game. I've fallen in love with the work of DOS-88 who makes amazing music you can use in return for credit! Check out one of his itch postings HERE. Sadly I feel music doesn't fit the atmosphere I'm going for so I won't be able to use his work but I thought I'd include this here in case someone else was looking for some good synth music :D

(+1)

I think someone will like the idea with a pdf file. 

But there may be those who do not like it. 

I want it to be interesting. 

I like the idea with the ocean and exploration







Submitted(+1)

Cheers! :D
I've decided the PDF file thing is something I'll save for a sudo-follow up to this game set in the Victorian Era with a trip to the moon, where rather than having a computer system you'll be reading the letters of your brave space people that they send back from the moon via Carrier Pidgeon shot out of a canon back at Earth :D seems more thematic to read from a document then!

Submitted(+1)

As the day draws to an end time to look at what I achieved today;

1. I got the Node Interaction System working.
It was a chunky part of my day as the engine didn't wanna play nice with drawing to the correct part of the screen, not freezing the game, and closing everything down correctly, but it's working! I have it working on a single Node so far but from there I can expand it out to work for all of them with minimal effort!


2. I've created a bunch of audio for the game.
I did this by mixing lots of CC0 clips together. The big one is a mix of an AC Unit, Office Ambiance, and the whirring and clicks of an old computer as well as a Sonar Ping to give the audio sense you're at a computer but also when you receive an image from the Drone you hear a little HDD spin up sound and a BIOS beep too. I'd love to show this off but sadly my OBS is still refusing to capture audio right now, still trying to fix that.

3. I've added a lot more marine and plant life icons to the tileset.
This is to give the map more variation as well as upping the amount of plants you see as you get closer to the source. On top of that I've begun adding more interesting shape to the sea trench's walls, small openings you're too large to fit into and so on.


4. The final big thing today is the addition of "Corruption".
Around the map you'll find corrupted nodes which when interacted with like normal nodes will send you information your little Bug Sub probably isn't designed to report back. I've also begun playing with Values to keep track of a 'Corruption' value, maybe if you collect enough corrupted nodes there'll be something waiting at the end?

I took inspiration from PacMan 256 and it's representation of the kill screen from the original PacMan to give this a clear visual sign it's 'not right' and to suggest something is going on here your computer can't process.

The more I fiddle about the more the game reminds me of some kind of weird Dwarf Fortress and I'm kinda loving it! :D

Tomorrows big goal is to get all the Normal Nodes working, and if there's time begin work on the Corrupted Nodes too!

Todays Work Music was the Kingdom OST :D

Submitted

Oh and here's an update to the map;

Submitted (1 edit) (+1)

those images give me huge roguelike feelings 馃榾

Submitted

Thanks! I'd love to make a Roguelike one day but it's way beyond my skill level currently :D

Submitted

Good afternoon!

So bit of a late start today as I've been feeling a bit under the weather today.

The plan today is to create the stuff that shows up when you interact with a node or corrupted node.

I don't know if I'll have much to show today as a lot of it will be spoiler heavy and don't wanna ruin the fun for people who try the game out :)

Time to start some heavy photo editing to create alien sea life!

(+1)

Good luck! This idea is amazing and so far you've executed it well, I can't wait to see what's next!

Submitted

Howdy Doodies!

No real update yesterday as I'm on the 'nothing visual to show' writing element of the game currently (as a visual artist this kills me XD) but hopefully it'll all be finished today and I can move onto making the intro and ending :O the left over time then will be used to tweak stuff, add more audio, and generally tighten the little experience up and polish it off :) So HOPEFULLY I'll have a real update at the end of today! <3

(+1)

looking forward to it

Submitted

Evening Update!

Ok so I'm hoping to get more done tonight but in case I fall asleep early or something here's a mid Evening post :)

I spent today making the last few corrupted images the drone will send back when you touch a normal Node. There are 12 interactions in the game as I want to keep it short, the "gameplay" is so simple and the scope is so limited I think although I could put in a bunch more nodes and a bigger map, players would quickly get bored. Plus these are here for set dressing and world building for the real underlying events of the game!


(anyone wondering, yes this is a reference to the Eel in Mario 64, I still hate that guy!)

So up next is getting corruption nodes fully working. They work a little different from normal nodes as these ones have a linear "narrative" to them meaning I'm going to use values to track how many you've collected so the correct transmission plays even if you collect them out of order (and to avoid having a spoiler'y ending one pop up if it's the ONLY corrupted node you collected!).

That's it for now - not a gripping update, mostly behind the scenes work. Hopefully have something more chunky soon! <3

are you from Europe?

Submitted

Yeah, the UK, Wales :)

Submitted

Good afternoon! Late start for me today but I did manage to write down the Corrupted Node messages before I got to my PC so I'm ready to hit the ground running!

Todays plan is to implement the Corrupted Nodes fully, including getting the values working properly, having the images, and the text. If there's time this evening I'll also generate all the computer voices and attach them to the corrupted and normal nodes.

Feels weird knowing the finish line of this project is almost here and with so much time to spare, but that being said, creating the intro and outro may be the slowest bit of the project for me so who knows, and any free time will go into spit and polish of course! I wanna make this the best thing I can as my first ever finished little game! :D

Submitted

Whoops! Dozed off last night before posting an update!

Progress made;

1. All voice lines are now attached to their nodes (including corrupted)
2. Corrupted nodes have been moved around to give a little more flow to things, also although not always on the most direct route they're less hidden.
3. Fixed a few text clipping issues

Todays work;

1. Create intro
2. Create outro

These will no doubt take more than a single day to complete as they require me build basic animations (and although I studied animation at University I've got a hatred for animating ever since XD). Once they're done though my hope is to add some kind of effects to the game when corrupted nodes are picked up as well as maybe some particles behind the Sub Drone (Bug01) as it moves to make the game feel less static :)

Also I need a better name for this game. "Life in the Sea" was very much a working title and the more the game develops the less the name fits, so gotta get my thinking cap on for that too!

Submitted(+1)

I like the idea. I have a list of names I have brainstormed:

SEAlert

Subalert

Seaphobia

Seascape

Depthsite

If you don't like these, here is a website that generates great names for games. It generated the one I am using for my jam game, Helmet Point

https://www.fantasynamegenerators.com/video-game-names.php

Submitted

Ooooh Depthsite sounds ominous :D I'm tempted by that one! Thanks for the suggestions! <3

Submitted(+1)

Well everyone, this is unexpected! I've kinda...finished the game?

Now there are lots of areas where I can go back and add more polish, and I no doubt will, but I wanna get the basic version up and online because I've never finished a game in my life (I'm 35!) and I'm super excited about it!

I hope you all like it :D You can find it HERE

a rougelike underwater. good good ! good luck for final version.

Submitted

Sadly it isn't a rougelike, I'd like to make a Roguelike one day though! :)

Submitted(+1)

I'm definitely going to play this one