I'll post about the next stations quite soon!Ĭharacter Breathing: Although traditionally an artist's job (and I assure you, I am no artist), I have added in a bit of breathing. Keep in mind that although these are new assets, they are by no means finalized assets. I tried my best to design the Engine room consoles so that their use and limitations would be fairly obvious just by looking at them, but I'll let you folks be the judge of that. I've also got a new screenie for you guys to show off the new Engine Room assets and to give you an idea of what it will be like to manage power distribution in the Engine Room. Each of these stations are separated by large water-tight doors, which help keep floods manageable. With the Hatch, Storage, and Navigation rooms taking up the upper deck, and the Engine and Weapon rooms in the lower. ![]() Here I've scraped up a little overview map of the submarine's interior layout. And right now is later enough for me, so let's dive into that a bit, shall we? It means a lot to see that some people are actually excited about our game! Anyway, these last few days have been spent polishing a lot of stuff in our current build, so while we haven't put a whole lot new in yet, we're getting closer to getting the game to look a bit more presentable overall.Īnyways, in the original post I had stated that I would explain the different submarine stations we have later in more detail. I'll follow this game, it looks incredibly goodīeing inspired by Jules Verne is always a nice thing, good luck! I hope we can get some good feedback from you guys as our game progresses, and when we have something we think is worth showing off, we'll be sure to post it here, as well as on our official Devlog. I've been personally aching to get our game out there for a while now, and after finding this site, I knew the best place to start showing off would be here. It's called Bloom, and you can play it for free here -> While We Need to Go Deeper is Deli Interactive's first official game, we have been making games for a few years now, one of which even managed to win 1st place nationally in the 2012 Technology Student Association National Conference in the Video Game Design category. I personally am the team's artist and co-designer, although I do occasionally touch code when the need arises. Including concept art, mockups, and scrapped content, even the ugly stuff for an authentic look behind the scenes.Ī 35 track Extended Soundtrack! Comes with the full in-game OST alongside 13 cut tracks from throughout development! Featuring the musical talents of Jake Lives, Jordan Farr, David Johnsen and Rebecca Mijares.We are a (currently) a team of three indie-game developers, known collectively as the Indie Studio Deli Interactive. Go even deeper with the Buried Treasure Edition! Here's a look at what's included:Ī 197 Page Digital Art Book written by WNTGD artist Nick Lives. Customize Your AdventurerChoose from a wide variety of era-specific outfits from the 19th century so you can dive in style! Non-gender-specific mustaches included. Wield a Variety of ToolsFrom wrenches, to wedding rings, to electricity-powered weaponry, a wide selection of tools and weapons await discovery. Explore The Living InfiniteThe Living Infinite is an ever-changing undersea trench – with randomized biomes, on-foot expeditions, loot, civilizations and a dynamic difficulty system to keep you guessing every time you take a dive. Play with friends, strangers, or bots! Crew Your SubmarinePilot, repair, load torpedoes and reroute power as you and your crew dash around one of several unlockable submarines on your voyage into the deep. 2-4-Player Online Co-opDesigned with human interaction in mind, in We Need to Go Deeper you communicate or perish. Crew a submarine with friends in We Need To Go Deeper - a 2-4-player cooperative submarine roguelike set in a Verne-inspired undersea universe.
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