Ryan Hewer, Project Manager
Today I’m writing for both Denis and I, if only to spare his sanity. Here’s a comprehensive list of everything that has be completed for Deep Sixed in the past two weeks, just so you know how hard the team has been working.
- We’ve added cel-shading to all monsters and objects in space, which has had a huge impact stylistically.
- Several monsters have been resized to really highlight their enormity.
- Monitors now visualize what’s on the screen without being clicked on.
- Dialogue can now be room-specific.
- Complete overhaul of the hyperdrive activation sequence.
- Added monsters to bestiary.
- Radar now shows bullets/space debris.
- Damage effects take into account how often each room was hit.
- A room that was hit often is more likely to get destroyed.
- Most dialogue triggers for the demo are implemented.
- Clicking on an empty spot now closes the ship map.
- Implemented new creature: the Clawed Wyrm
- “large swarm” creatures can have two creatures attacking the same window.
- Various levels of ship damage effects for every room on the ship.
- Implemented speech interruption functions .
- Sound generator GUI now has proper visuals and a simple unobtrusive layout.
- Implemented photography mechanics and photo gallery can now be accessed from the manual.
- Re-wrote photo subject detection.
- Added “Ship Wreck” as possible photo subject to mission editor.
- Recorded all dialogue for the demo.
- Implemented all dialogue for the demo.
- Captured video of gameplay for the Kickstarter video.
- Recorded promotional materials for the Kickstarter video.
- One three-frame cutscene complete: “Introducing the Pilot”
- Redesign of model animations: “Reaver” and “Clawed Wyrm”.
- Completion of new creature design: “Great Maw”
- Nervous breakdowns for development team kept under 5 this week.