[DSG] Gameplay VIDEO.

Posted by DSG on Sept. 29, 2010, 2:15 a.m.

So, here's a look at some of the early gameplay and game's opening [after the intro animations, of course]

You'll notice the new HUD, it's much cleaner. Also note the 'z' icon to the bottom right of the screen, it illuminates when the Z button can be used when interacting with a door, ladder, elevator, control panel etc.

Here's a video of the gameplay, as you can see I've made quite a lot of progress.

Sorry about the poor quality, does anyone have any suggestions for recording better?

For sharper clarity:

Depths is beginning to play like a real game. Sections of the game are becoming fully finished piece by piece.

Questions/Comments/Suggestions?

QUOTE OF THE DAY:

Science flies people to the moon. Religion flies people into buildings.

Comments

Alert Games 14 years, 3 months ago

pretty damn good intro, but is only a small part of the whole thing. But the dialog and control feel looks excellent, and should be the final.

the perfect game would be this, with the puzzles getting more and more complex until the end of the game where you fight the main boss(which is a puzzle in itself if proper difficulty).

also, this game beats portal in my eyes. (at least when it is finally playable)

Cesar 14 years, 3 months ago

And so we gather here today to mourn Alert Games, who has suddenly and unexpectedly died. His last words were:

Quote:
also, this game beats portal in my eyes. (at least when it is finally playable)
He will not be missed.

Castypher 14 years, 3 months ago

He died of neurotoxin poisoning.

sirxemic 14 years, 3 months ago

Quote:
Also - mission objective: Find an object in the room which is 5 steps away and press Z?
I actually have to agree.

Quote:
@Cesque: it's the very very first objective, there ONLY to introduce the player to the system.
Nonono, you are doing it wrong. Objectives that the game actually tells you to do are not supposed to be as pathetically simple as that. If you want to introduce them to the system like that, give hints, not cutscenes.

KaBob799 14 years, 3 months ago

I think the "tutorial" is fine.

DesertFox 14 years, 3 months ago

Quote:
He died of neurotoxin poisoning.

Delivered via knife to the back. An effective delivery method, in my opinion.

thernz 14 years, 3 months ago

i think it would be much more atmospheric if you got rid of some of the text. visual cues for the elevator not working at first. the shut down of power was done well enough that the player could assume that he'll have to go out and find a way to switch back on the power.

Castypher 14 years, 3 months ago

Quote:
visual cues
I agree entirely.

This really depends on your audience though. But judging by the darkness of this part, I'd say you don't intend for kids to play it. Therefore, you can assume that we are smart enough to figure things like that out without having to be told what to do.

If this is really a puzzle game, it wouldn't hurt to let the player figure things out to begin with. Just make sure you're telling him to try looking around by:

- Using bright and animated visual indicators (sparks for the elevator)

- Getting him used to the idea early in the game, and keeping it constant throughout

- Using arrows or some other indicator early in the game

Because from the video, I really couldn't tell who was talking to the guy. And he doesn't talk to himself. I'd assume he's pretty silent since you haven't given up character details.

But anyway, what thernz said, I'd say would be a great improvement.

KaBob799 14 years, 3 months ago

Visual cues are great, but tutorials need to be explained. Even portal explains stuff with words.

Castypher 14 years, 3 months ago

Well yeah, tutorials are an exception, as always.

Missions might be another. But leave most details to the player unless you have good reason not to.

…Like when you don't want to.