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Just the name of the mid-sequel alone makes me think of it a bit.
Which reminds me...
Any planned changes to the mapping system?
With the first one, you had the advantage of being able to see everything from above, including a semi-fast travel by bounce pads.
So, a simple overhead map rapid transport made a simple sense.
But with an underground focus, neither of those are as simple.
For the fast travel aspect, you could just do the Unreal thing and make literal portals between areas, with a bit of texture-and-script activation hiding animation - but it doesn't make as much 'sense' as the first game where you just imagined the kid picking up the toy and swooshing it above everything.
For mapping though... that's tougher.
All I can imagine is a literal 3d-inverted landscape, with a bland map skybox and translucent blobs representing the tunnel system that you camera around with slow-pulsing icons for "you are here", and paths and passage arrows between blobby tunnel sections.
But all that is just me running my imagination about what your plans might be.
For fast travel we have one hub building. So its not all over the place like in SL1.
The map works fine by hiding the rocks above. Only one place has multiple floors where it does't work.
Do you have any tips for a newbie game designer working on their own piece? What'd you start with?
Anyone starting with game dev should make the smallest project you can imagine. If you can finish and polish something the size of pong, you can take the next step and have a better understanding of what you're into. Everyone with experience will give that hint and every beginner will ignore it. It's a Dunning-Kruger-Effect situation I guess. People with bigger plans usually burn out very early on.
Raytracing is currently not planned but is theoretically possible. Would require reworking the lighting in all of the game world.
Coop is nothing you can "add" to the game. A coop version would be a completely different game. Randomly throwing another player into this game would just destroy nearly every puzzle and would not make any real use of coop at all.
Steam Deck is supported by default.
We requested a unit to check how well it runs but didn't get one yet.
So far I'm loving every bit of Six inches Under! I'll write you an email regarding my experience after a bit more playtime.
This menu will of course disappear when the game is bugfree.
es ist eine Weile her. Ich hoffe, bei dir/euch ist alles dufte!
Ich habe eben die erste halbe Stunde in SIU reingeschaut und bin sehr angetan. Aber: Warum zum Geier duckt sich meine Spielfigur nicht? Tasten-Neubelegung hat nicht geholfen. Die restlichen Controls gehen und auch das Höher-Springen-Upgrade geht. Bin ich einfach nur raus aus Supraland, oder ist das ein Bug?
Danke und beste Grüße,
Raff
Beste Grüße,
Raff