There’s something really psychologically arousing about it. The first one is that done right, deep penetration can be incredibly pleasurable and satisfying. Awesome? Definitely.I’ve learned three important things about deep penetration over the course of my adult life. In other words: If you're playing splitscreen, you won't be able to see your room as well as the other player's room. Also, the darkness has been made on a view-basis. But what if you're in the same room as someone else and they open a door to a room which you are not entering? Well, now both rooms will appear lit to you while the door between them is open. You will be able to see this small, but exciting addition when we release our first video.īetter Darkness for Rooms: As you may have noticed from previous screen shots, the only room which is viewable to the player is the one they're in. What's awesome about the breathing animation being programmed: I was able to carefully create a small algorithm to maintain a rate of breathing which is relative to the person's recent movement (within certain bounds, of course). As I said before, I am no artist however, this, and all other animations done in code, are heavily supervised by our fine artist. To help simplify certain aspects of the game, keep down the the size, and promote better character customization much of the character animation has fallen upon me, the programmer. 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. We are a (currently) a team of three indie-game developers, known collectively as the Indie Studio Deli Interactive.
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