Deep Loot : The Update

Blimey. It’s been a bit quiet around here hasn’t it? No Paper Face Friday’s, no Deep Loot diaries, not even some random ramblings. Well there’s a good excuse for that. We’ve both been very busy working on Deep Loot, some freelance work and a variety of other wonderful project we hope to share with you soon.

So where to start? Perhaps with the question we’ve had the most over the past few months…

“Is Deep Loot finished yet?”

The answer is, unsurprisingly, no. There are a couple of reasons for this. Firstly Dan has spent a lot of time trying to make the engine code as solid as possible. This has included some fairly substantial rewrites of a lot of complex code. The good thing about  this is that we now have a much more solid base to bolt things onto and it’s even enabled us to create a mini editor so that we can create a ton of prefabs which blend into the procedural world which we’re generating on the fly!? This really is the hard stuff done and since getting this sorted things have already started to come along in leaps and bounds!

Secondly, Deep Loot has become a much bigger game than we had ever imagined. It’s not particularly more complex than the design in our original design doc but with every layer we add we realise we can make things better and more enjoyable for you, the end user. For example our original shop screens were very static and generally looked uninspired, now we have wooshing, sliding, floating and all kinds of lovelyness. The problem with this is that it turns a nice simple menu system into something a lot more complicated to the point where the Deep Loot menus are actually more complex than some of the games we’ve made in the past!

We have always intended for Deep Loot to be our biggest and best game ever and nothing has changed there, we continue to strive towards something that will hopefully delight you all whilst being something we can sit back and be very very proud of!

So. Where are we with Deep Loot? Well take a look at the video below and see for yourself!

As you can see it’s certainly coming together nicely! We’ve yet to do any optimizing, there a bunch of text issues and there’s still a lot of stuff to do but things are certainly coming together a lot quicker now we’ve solved some fundamental engine problems!

The next big things on our to do list include:

  • Object Interaction
  • Adding Creatures
  • Creature AI
  • Combat System

After this there’s some more menu screens to add in, a ton of content to get into the game (Dave has been hard at work creating a ton of amazing things for you to discover during your dives) and then we can go to town on the gameplay and polish.

So although we’ve hit a lot of our big milestones we still have a chunk of work to do and we don’t want to rush the final stages!

This brings me to the final thing I wanted to chat to you all about. After almost 7 months of working on Deep Loot (with a little bit of freelance here and there) we kinda need a break from the project to refuel. “OH NOES!” I hear you cry, but wait, that doesn’t mean we’re going away on holiday or anything like that. No no. In fact it just means we’ve got something else up our sleeves…something we hope you’ll enjoy as much as us…..something I’ll explain very shortly in our next blog post!