Supraland Six Inches Under

Supraland Six Inches Under

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DavidM  [developer] Aug 29, 2021 @ 7:43am
Got any questions?
I'll try answer all of them here
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Showing 1-15 of 76 comments
Ryan Fenton Aug 30, 2021 @ 9:01pm 
Did you ever play Ultima Underworld (1 or 2)?

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.

DavidM  [developer] Aug 31, 2021 @ 2:49am 
Never played that.

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.
Ryan Fenton Aug 31, 2021 @ 12:29pm 
Cool. Sounds like you've got an economically minded design going on there then. Good planning for that!
Morthedubi Sep 4, 2021 @ 1:35pm 
Can't wait for the game. I have a question that's a bit more general: What's the biggest issue you guys encountered in the production so far, that was completely new to the team, even after SL1 and SL DLC? Would love some insight, I really do can't wait for the game to launch.

Do you have any tips for a newbie game designer working on their own piece? What'd you start with?
DavidM  [developer] Sep 4, 2021 @ 1:51pm 
The biggest problem in the development process was, that this thing was supposed a really tiny sideproject but the plans kept growing bigger than the vision ever was. So at some point nobody really knew what this beast really was anymore. It took a while to find the orientation again.

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.
Last edited by DavidM; Sep 4, 2021 @ 1:52pm
DavidM  [developer] Oct 8, 2021 @ 1:51pm 
DLSS is supported already.
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.
Majora Oct 9, 2021 @ 3:05am 
Is there a way to get back underground after getting to the surface (after credits)? The big pipe is closed
DavidM  [developer] Oct 9, 2021 @ 4:16am 
It is no DLC. And if we made a coop mode we would need to make an entire 2nd game and delay the whole thing for 2 years.
DavidM  [developer] Oct 9, 2021 @ 4:17am 
Originally posted by Majora:
Is there a way to get back underground after getting to the surface (after credits)? The big pipe is closed
Yeah, the pipes will get fixed.
Majora Oct 10, 2021 @ 1:18am 
Originally posted by DavidM:
Originally posted by Majora:
Is there a way to get back underground after getting to the surface (after credits)? The big pipe is closed
Yeah, the pipes will get fixed.
Is that under development or can I get back as it is now? I think I've done what I can on the surface. But today when I booted up the game again I got the "Find the exit" quest back and the surface town is empty.

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.
DavidM  [developer] Oct 10, 2021 @ 9:26am 
You can use the debug teleport "feature" in the menu to go to any area.
This menu will of course disappear when the game is bugfree.
Raff Nov 13, 2021 @ 2:55pm 
Hi David,

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
DavidM  [developer] Nov 13, 2021 @ 3:38pm 
Weil du das knee bending upgrade noch nicht gekauft hast
Raff Nov 15, 2021 @ 12:59pm 
Ich war sowas von raus (war ja klar). ^^ Werde euch demnächst etwas mehr Feedback geben. Gefällt mir bisher verdammt gut, nur die Spielwelt braucht etwas Polishing bezüglich vorgebackener Schatten/Texturen sowie Clipping, auch ein paar Sounds beim EInsammeln von Münzen fehlen bei mir.

Beste Grüße,
Raff
Spuner Nov 17, 2021 @ 9:16pm 
Do you plan to provide pre-orders?
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