Hello people of the Unseen!
I’m back once more for your monthly Dev Dive!
These dives, for those of you who are new, are where all of the juicy info on future content lives, as well as a fun fact about development!
Recently, I’ve been experiencing some unexpected anxiety, possibly from the constant work I do on DU, which isn’t really good!
So I apologise if progress is slow.
I value your support greatly, so give DU some love, share it with your friends, leave your thoughts on the game in the comments of these dives, maybe even write a review… just remember DU is in very Early Access, so things you may dislike or hate might be changed.
But let’s not waste anymore time, because it’s time to make the dive!
One of the big things I didn’t really like about Chapter I was how stiff some of the environments looked.
So as a part of Chapter II, Depths Unseen will have Parallax Scrolling!
For those of you who don’t know what that is, let me explain.
Parallax Scrolling is a common effect in 2D games where certain objects move across the screen at different speeds to the player.
This effect gives environments more depth, making them feel more lively and vast.
Some of you may have seen something at the end of that Parallax Scrolling video…
Last time we dived, I mentioned that The Adit was located in an area named the Excavated Passages.
This area is the most unfinished part of the lab, simple tunnels carved into a hill which the lab resides upon, only broken up by the occasional pipe and construction work.
This place will be the first leg of Winston’s journey deeper into the unknown, and at the time of writing, it is almost fully implemented.
Alongside all these new features, changes have been made to existing ones as well!
Some things to note are…
⁃ Winston’s jump animation has been redone, his walk speed has also been increased.
⁃ Edge tiles have been added to make the ends of platforms less abrupt.
⁃ [REDACTED]'s chase sequence has been tweaked, it’s now more intense, and much longer!
There are also some other tweaks as well, but those are the main big ones.
And to end off this month’s dive, here's a fun fact about Depths Unseen!
Did you know:
During development of Chapter I, It was discovered that EVERY room designed at that point needed to be remade!
This was because of two things, one, the rooms were made in Procreate, the drawing app I use for every asset in DU, which made it difficult to separate assets in the environment, and two, the rooms didn’t line up, so the chase sequence didn’t loop back to the “hub” area.
And here’s another fun fact within the fun fact, R6’s old design is still used in game, as the background for its new version!
But with that, this ends our second dive into the Unseen, tell me what you think down below, and have an amazing rest of your day.
See you next month, when the spookiest time of the year arrives!
Have fun with Depths Unseen!