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schipman
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« on: August 29, 2011, 08:12:19 AM »

Drown (working title) is an underwater metroidvania game that takes place on a far off world. You will explore and fight undersea creatures while gathering unique resources to research and upgrade your technologies.  

IMPORTANT EDIT:
We had originally planned to develop this as an exploration game but the design wasn't solid and we went back to make it more of a linear experience. Early posts dont reflect the current game.


There are two of us working on this project so far. You can see some of our other work here at our sites:
Gavin:http://gavinallenaudio.com/home.html Audio, Music, Scripting
Scott:http://www.schipman-design.com Primary Programmer, Art




« Last Edit: March 27, 2012, 07:15:40 AM by schipman » Logged

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« Reply #1 on: August 30, 2011, 04:49:17 AM »

Working on placing decor, resources and basic lighting system:


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« Reply #2 on: August 31, 2011, 06:09:23 AM »

Added new postprocess shader effect, giving the world the appearance of being underwater. Also, you can now aim in 360 degrees via the mouse cursor. More work on placing decor and resources Smiley



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« Reply #3 on: September 05, 2011, 09:56:24 AM »

Working on growing kelp!

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« Reply #4 on: September 06, 2011, 04:57:50 AM »

Is the astronaut/diver placeholder as well?   He's pretty neato.
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« Reply #5 on: September 06, 2011, 06:56:55 AM »

Well most of the art is placeholder until we find someone who wants to help us with pixel art, but I've gotten quite attached to our submariner Smiley
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« Reply #6 on: September 07, 2011, 06:05:56 AM »

Did some modification to the tileset, added a new 'distant' tile map layer, started working on inventory and collecting resources Smiley

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« Reply #7 on: September 25, 2011, 07:05:45 PM »

New diver sprite, not sure if we will be sticking with it or not:
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« Reply #8 on: September 25, 2011, 10:23:25 PM »

I like the new character Smiley
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« Reply #9 on: September 26, 2011, 07:44:38 AM »

nice suit but the weapon looks like it's held a bit too low, looks uncomfortable to me.
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« Reply #10 on: September 26, 2011, 11:03:28 AM »

Thanks guys, the sprite was made by herror here on the forums.
The weapon placement is temporary too, we are working on improving it. We still don't have a full time artist.
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« Reply #11 on: October 13, 2011, 05:26:40 AM »

An early look at our inventory system-

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« Reply #12 on: November 17, 2011, 03:10:50 PM »

nice suit but the weapon looks like it's held a bit too low, looks uncomfortable to me.



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« Reply #13 on: November 17, 2011, 07:04:31 PM »

The only disappointment so far is that it looks visually very similar to Terraria, except underwater.

The idea of a game where lack of oxygen presents you with a constant threat sounds neat, though could frighten away some players. I am not one of those.

All in all, though, this seems like a solid idea. Your claims to move away from the mining and more focus on the survival / exploration are definitely a positive. What kind of an endgoal did you have in mind? Play for score, or is there an ultimate victory condition?
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« Reply #14 on: December 06, 2011, 01:12:13 PM »



We spent some time on improving the way the arm cannon looks and functions. Also some of the color palette stuff was shifted around in the level, still work in progress though. To answer some questions, yes this game will have a definite end.. the premise we have right now is that your ship crash lands on this planet + cannot take off again until certain parts are repaired. Also your copilot has been taken by a alien life form which you will have to free.
Each dive level is uniquely generated but the overworld will be a map that we create by hand, to help push the player towards the end goal.

In terms of mining, right now in the prototype you can really just blast away the terrain + acquire some basic minerals. It probably won't get any more involved than that. We really want people to spend time exploring the levels for cool monsters and unique treasure.

We're trying to put together a video soon and we'd love to hear feedback on what we have so far.
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« Reply #15 on: December 06, 2011, 02:38:34 PM »

The idea of a game where lack of oxygen presents you with a constant threat sounds neat, though could frighten away some players.

How is it any different from time counting down in the original SMB?
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« Reply #16 on: December 07, 2011, 12:09:28 AM »

Quote
In terms of mining, right now in the prototype you can really just blast away the terrain + acquire some basic minerals. It probably won't get any more involved than that.
If I may, I would suggest you make "minerals map" - quite big zones where mining gives you mostly 1 mineral (and rarely - other minerals too) per zone. So it would force players to explore world even if their "playstyle" includes a lot of mining - search for new "mineral veins" that could be, for example, 2 screens long.

Screenshots looks nice so far, but picture definitely could be improoved - hope you'll find an artist soon Wink

Are you planning different sprites for different tech level suits? Maybe it could be more for gameplay rather than just maximum depth it could handle - "deeper" suit means less agility (cause it's heavy, obviously!), but could handle heavy weapon too (like underwater rockets instead of spike pistol)
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« Reply #17 on: December 07, 2011, 04:58:33 AM »

The idea of a game where lack of oxygen presents you with a constant threat sounds neat, though could frighten away some players.

How is it any different from time counting down in the original SMB?

Something I learned in a (sport) business class this semester is that when marketing sports, and I feel like it really applies to games on this one as well, you have to market to people's perception of reality, not reality itself. It doesn't make logical sense that people would think they're different, but because of the different presentation, it could be an issue.

Also, a lot of people may be like me, and scarred by some of the early sonic game's water levels  Wink

This is looking a lot like a game I'll want to play when it comes out. Consider me VERY interested.
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« Reply #18 on: December 07, 2011, 07:51:27 AM »

Quote
Are you planning different sprites for different tech level suits? Maybe it could be more for gameplay rather than just maximum depth it could handle - "deeper" suit means less agility (cause it's heavy, obviously!), but could handle heavy weapon too (like underwater rockets instead of spike pistol)

Upgrading your suit so you can withstand deeper depths, take more damage and have increased oxygen supply will be a big part of the game. And yes, we will definitely have different suit sprites for each upgrade Smiley

We also have a couple different weapons in mind- right now the player can switch between his mining laser and a basic harpoon gun. But dye grenades and other underwater weaponry are also being considered.
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« Reply #19 on: January 26, 2012, 07:32:52 AM »

Have been pretty busy lately and haven't been able to work on this much, but here is a video of what we have so far:


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