(2nd SDEEP Devlog) Demo coming soon!


Almost finished with the demo.

Apparently these gif sizes are HUGE. All my gifs go over the limit so all I got at the moment are some general gameplay screenshots.


All core gameplay mechanics are finished, going to work on bolstering the menus now.

There are a ton of polishes that I still want to add before the demo is released. I should be able to add the following by next week.

  • Need a ton of half water sprites and such for better looking floors
  • Radar effect when discovering new items
  • Small particle alert when you gain the option to click Y/N
  • Several post processing screen overlay effects (Small amount of fisheye, film grain, CA)
  • Better chromatic aberration on the UI
  • Some water effects maybe when she swims
  • Throwing in some more sound to get random variation on each use.
  • Filling up the ground with a bunch of slight tile variations for variety
  • Still deciding on many of the symbols and UI 
  • And a few other things I may or may not end up adding, I'm trying to stay more strict with this art style.

I'm still going back and forth on a 0 degree rotation or a 45 degree rotation like below.



And finally a little info on the demo:

  • Small map
  • 3 pictures (The 3rd picture can be failed btw)
  • A small amount of loot to show stat changes and such
  • A tutorial of some sort explaining certain mechanics

Can't do a vid of this since the sound is not done yet, but that should be good to go next Monday!

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Comments

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Cant wait for to try this demo. Certainly not like anything I have played before but excited none the less!

Happy to hear it! 👍

very excited to play the demo, whenever that comes, and looking forward to the future blogs we get to see before release.

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Great to hear! I can't wait to show off the demo once the polish is finished.

Since this appears to be a top-down view, I think the 0 degree rotation is best, particularly since cardinal directions (North, South, East and West) would be useful for navigation and immersion purposes.

Any idea on roughly how long it will be before the demo is released?

i think they said next devblog, so prolly next monday

True 0 degrees is much easier to keep track of in larger maps.

I think what I'll end up doing is making a tile set that works for both angles. Then have orderly maps like abandoned facilities be mostly 0 degrees, while having more chaotic structures like shipwrecks and certain caves use the 45 degree angle for the extra design flare.

And next monday (most likely)

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POG this sounds fucking awesome!

Glad to hear it!