the last months have been a bit hectic for me, yet I still managed to create another big chunk (almost wrote pile) of DEEP 8 content.
2 very important places have been build that will be the stages for some of the most amazing, dramatic and awkward scenes of the game. Well, that’s at least my perception and it’s really hard to wait for how players might react to all of that. Of course I’m not going into any details right now. Here’s how the completed chunk looks on progress timeline:
As you can see, it’s safe to say that content wise, we made it past the first half. This is also supported by having a look at the “mini chapters” of the DEEP 8 novel of which exist 100 and we arrived at 56 for the game content.
Well, there’s one little cutback on this progress, which is the fact that right now I’m only focussing on core plot content. So sidequests, optional content and NPCs are yet to be created. Hopefully I will get some help from my partner Jana for this, who is not feeling very well right now.
Here’s a peek into the city of Toya, which we will ecounter multiple times over the course of the game:
Well what is this strange octagonal thing going to be?
And this what the city sounds like:
It’s sometimes a bit difficult for me to write music in major key, but I feel I did a pretty good job here. A lot of FF9 went into this.
And this is the theme of a quite important character:
I havn’t made any music in a long time and I was very grateful to get back to that. I created 7 new tracks for the soundtrack and thus stacked the trackcount to 37. We’re gettin somewhere!
Now I have to to get back to some stuff that is not tooo much fun for me: battle and developing system. The concept for the new character has to be thought out and implementet. Also new abilities for all characters. This can be tedious, yet eventually fun when it’s working and looking good.
When this is done, we are already heading out for another planet! So probably the next devlog is gonna show some of that shit. Stay tuned.
it’s been a while since I posted anything publicly. Also I pretty much abandoned the DEEP 8 twitter account. This is because right now I’m honestly not worried about publicity. I never really started developing this game for other people or to be sold, but rather for myself. And this is what I’m gonna do. Yet, eventually of course people may play it and I would highly appreciate that, too. For now I will stick with posting Dev logs now and then, in case I make any significant progress. Which I did over the last 2-3 months.
Actually I got a chart to give you an idea to where we are right now.
So the pink area is the content of the demo+the forest planet, which I played publicly in the playthrough stream.
The green area is what I worked on in the devstreams over the course of the year and what I created in the last 2-3 months. This is a big chunk of easily 2-3 hours of playtime.
If things continue to go this well, then I really might be able to complete the game over the course of the next 2 years. Especially since a lot of hurdles are now out of the way and development will be less cyclic.
The new content contains maybe THE most important scene or at least turning point of the story. Of course I don’t wanna spoil on that, but what I can show is some other material.
The WienerWorm, that has been developed in one of the last dev streams will attack you in the desert areas around the city of Tectum de Musca. Most of his attacks have to do with cacti. This one’s rather tricky, but think twice about what you do next. Also don’t leave him on low HP for long.
This is the Clivus Bridge. A bridge consisting of fragile rock towers. So there’s a lot of jumping going on in this area. Also it is infested with plants that puff out toxic pollen, which is why you first have to get a flamethrower and that is actually a pretty tricky and weird task.
let’s face the facts: the DEEP 8 Kickstarter was a disaster and that was pretty clear after like 24 hours.
I’m not gonna lie: I spent a decent amount of time to prepare this campaign and it hit me quite hard when I realized, this was not going to work. Nonetheless I feel it was worth a try and in the end the project still got a lot of benefits out of the campaign and it’s preparation which is why I’m still glad, I tried it. For instance prior to it I implemented a lot of features and updated graphics in order to improve the overall quality of the game. Also, without the plan of creating the Meling plaster casts I would never have started working with Blender, which is really a game changer in every sense of the word.
So to conclude this, DEEP 8 is far from being canceled. It is what I love and live for. Just what I wanna do. And I’m gonna finish it, no matter what. I wanna thank those who have been supporting it over the years. Especially Jana, Ghabry and more recently also Schoko, who really enriched my own perspective on the game.