![]() Not the least of which deserves a little announcement of its own - that being that We Need to Go Deeper was selected as one of 20 winners of the Taco Bell Indie Game Garage! Woo hoo! So what does this mean? Well, aside from Taco Bell supplying the Deli Interactive team with $500 in Taco Bell food fuel, we're also getting access to a cool secret indie society forum full of other Taco-worthy devs along with Jessica Chobot of IGN, members from the comedy group Rooster Teeth, and Twitch streaming heroes Swiftor and Jericho! We'll also be able to start posting blog posts directly to the Indie Game Garage blog. So despite our college-ing pretty hard recently, some cool stuff has been happening recently with the Deli Interactive team. ![]() Although in the interest of transparency, all of this has been tested so far with only one player while networking is being worked on, so time will tell how difficult or easy caves will be with a full team of four players but it's something we plan on testing soon. Difficulty in this case is mostly something we can alter with the population multiplier, by increasing the number of enemies that spawns in relation to how many spawn zones are in the map. This is more or less the way the Ratchet and Clank games managed their difficulty, and it seemed like it could be a good fit for our game to make caves enemy encounters feel more organic and natural yet still be able to alter difficulty for players. We Need to go Deeper is a multiplayer roguelike game developed by Deli Interactive, LLC, released on August 1st 2019 after years in early access.By populating your caves early instead of on the fly does that ever create too easy of areas? Good question! It does indeed mean that we can't (or perhaps shouldn't to be consistent) just toss more enemies at the players when things are looking too easy but instead we make up for it by ensuring the next cave they visit will be more challenging. The game centers on a crew of players operating a submarine descending into an abyss called the Living Infinite, battling against the hostile environment along the way. The game world is separated into a variety of biomes, each with their own visual style and enemies for the players to fight. Leftover money and experience is accumulated after each run, allowing players to purchase new items, weapons, and submarines before taking on the Living Infinite again. Items can also be found in undersea locations, including caves requiring players to fight through enemies on foot, a crab called the Trash Hermit can provide items at random, ship upgrades can be obtained by defeating robotic Lair Guardians, or purchased from undersea civilizations. Though focused on multiplayer, there is a singleplayer option in which the rest of the crew is replaced by crew bots, who can operate the ships weapons, heal the player, fight off enemies, and assist in repairing the submarine. Ambidextrous Sprite: Just about everything looks the same no matter what angle it's viewed from.We Need to go Deeper contains examples of: Not to be confused with the Memetic Mutation from Inception. The Lair Guardians scattered throughout the levels were placed there by the crew of the Nautilus to stop people from diving deeper, and are made of special metals taken from the Meteor.Arc Welding: The individual biomes appear to have nothing to do with each other, however there is an overarching story behind the Living Infinite and some connections between the areas.The sub in particular always has the weapons on the side the player is viewing, and player character weapons change hands to keep their bodies visible. One explorer became convinced that the Life Gems which empower the undead creatures in the Cursed Waters originated in the Aurelian Depths, leaving messages indicating such.The Time Traveler seems like a goofy character added to mix up the gameplay a bit, but he's aware of the Ancient One and became an ally of Captain Nemo as the two worked together to prevent its awakening.The glowing green energy that powers them is the same as those of the eldritch shrines, as well as the eldritch staff weapon.
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