[DSG] So, Depths Dubstep?

Posted by DSG on Feb. 11, 2011, 7:50 a.m.

I'm thinking I wanna incorporate some atmospheric dubstep synths into the soundtrack. nothing like "why am I listening to dubstep this is a video game.", but more like "Oh hey, there's a little dubstep sounding stuff, kewlbeeeeeeeenz."

to give you an idea of the atmospheric dub im talking about, LISTEN …

[DSG] Third Dubstep Release [NEW] - for whoever likes dubstep.

Posted by DSG on Feb. 9, 2011, 1:24 a.m.

Hope you all enjoy.

edit: new version of the song, much sicker

Its called SUBMERGE. the sounds in the background are actual whales. Hope you all like the synth, im pretty satisfied with it. btw the very end sounds like a jet fly by.

(Embedded Video)

[DSG] Attention Code Monkeys

Posted by DSG on Feb. 6, 2011, 2:33 a.m.

so, map design was a problem for a while, but I'm almost finished with 3 worlds

rooms are way more 3D so I thought, shit. I should just use textures.

So, i tried this

draw_primitive_begin_texture(pr_trianglestrip,sprite_get_texture(SPtexture,0))
draw_vertex_texture(x+60,y,1,0)
draw_vertex_texture(x+70,y+50,1,1)
draw_vertex_texture(x,y+40,0,0)
draw_primitive_end()

rtfm? i did. It just shows up black.

So uhm. Yea, …

[DSG] Developements

Posted by DSG on Jan. 15, 2011, 7:01 p.m.

Hey guys, thanks for the imput on the graphical demo. A lot of you guys commented on how the rooms felt disconnected. So, I considered my options, and it took a while but I figured out a few graphical ideas, one of which I added a turn-around-and-walk-in-to-the-doorway animation, as well …

[DSG] DEPTHS - Demo DOWNLOAD

Posted by DSG on Jan. 3, 2011, 5:08 a.m.

Okay, listen.

There is a lot more to this game then you will see.

In fact, you will barely see anything relating to the story, because I'm keeping it under wraps.

The way I design is I'll work on everything at once, and the game will barely be playable until …

[DSG] Whatcha all missed.

Posted by DSG on Dec. 28, 2010, 3:07 a.m.

Depths:

Additions:

-Ghost-mode puzzles

-Smooth, dynamic day/night engine*

-New places [but the ruins are always expanding]

-New creatures

-Guardian bosses before god battles

-More advanced lighting engine

In-Development:

-Final map system

-God's realm

*Whether it's day or night determines what creatures/enemies are out, particular aethetic changes e.g. during night, a …

[DSG] DEPTHS - New Video

Posted by DSG on Dec. 7, 2010, 7:51 p.m.

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New monster, new effects, new rooms.

…yup.

(Embedded Video)

</content>

p.s. Ace02, I am in your house eating a lean pocket.

p.p.s. You people probably think I'm kidding. I'm not. :D

[DSG] Back on track. New screens.

Posted by DSG on Dec. 5, 2010, 5:16 p.m.

Time to get the ball rolling again. In retrospect, i didnt lose too much, I still have my ideas and I was lucky enough to have a copy of the most recent version of the ruins tile set, as well as greyscale images of those new rock formations so I …

[DSG] FUCK. [update#2]

Posted by DSG on Dec. 2, 2010, 3:54 a.m.

ok. basically, depths is on my handy dandy flash drive. and now, the flash drive RANDOMLY isnt being recognised by any computer i own. FUCK. THIS. SHIT. ill probly have to send my usb to someone who can extract the data off of it. ill keep you folks updated.

[EDIT:] …

[DSG] DEPTHS VIDEO NEW ENVIRONMENTS

Posted by DSG on Nov. 27, 2010, 9:15 p.m.

Basically, I added a pretty simple effect in to the environments.

I'm placing images that appear to be closer to the player than does the the center field [where the protagonist and all the physical stuff is]. So, basically the rooms pop out toward you with stuff in the foreground. …