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Update #20: Fixed access information

Backer_white For backers only, Posted on February 13
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Update #19: Alpha 2

Backer_white For backers only, Posted on February 13
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Update #18: Still alive

Posted on February 13

Yes, I'm still kicking, and I'm about to send out a new alpha to backers.  It's dirty and dusty and I'm sending it out in a kind of a hurry, but I feel I need to prove that I haven't dropped off the face of the earth....

Update #17: If you haven't....

Backer_white For backers only, Posted on November 20, 2011
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Update #16: In Profundis is alive!

Posted on July 17, 2011

Indeed it is, and has made substantial progress over the past couple of months.  Here's the newest YouTube video:

Here are the notes, adapted from the dev diary at Coin Door Interlock:

This is the first time I've shown off the engine using larger tiles.  Of course the graphics for walls are fairly plain right now.  What isn't shown is that there are now up to eight kinds of stone, which will have randomized properties.

The big thing that's visible here is that sand and water now has a smooth surface.  In particular this looks nice when a single level of water is moving around at the surface of a pool.  At the moment this is only cosmetic, and a bit glitchy at that.  Notice how, when water meets up with sand at about the same level, the sand angles down but the water stays level, and so it looks like it's being held up by air.  This is a problem I have yet to solve; I'll probably do it by cheating the water out to the edge in this instance, or limiting how far steep slopes of sand are allowed to get.

Also, the known "map" areas out of sight but still onscreen are now displayed using outlines.  There is some intelligence there that outlines the edges of the region but not the tiles in the middle.  It's not perfect yet; you can see some dots in regions where aborted walls are drawn, and the line isn't complete sometimes at the sides of slopes.  Not to mention, in some cases where sand is underwater, a black corner is drawn on the sand.  (This is actually the same problem as the other sand glitch.)

The update engine now uses a hybrid of the first system, which was a simple pair of nested for loops, and the second system, which kept a list of all the tiles that might change this turn and iterated through them.  The first worked but was inflexible, and the second was flexible but required a computationally-expensive coordinate sort.  Now it iterates through the cells in a spiral out from around the "focus," which is either the player's location or the cursor.  It keeps a "dirty" flag on cells that might need updating next frame, allowing the game to avoid looking at every cell with complex interactions, like fluids, just to determine that they don't have anything to do this frame.  There are a couple of bugs with this too at the moment: sometimes the game forgets about liquids on "steps" and they are left to just pool there, and in edit mode placed fluids don't do anything until an adjacent space is modified.

The character you see in the video, it should be noted, is not the final version.  Far from it; I think it looks too much like Terraria, and I'm anxious to keep In Profundis distinct from that.  I'm thinking about either going with a more realistic character, akin to Aurora from my previous game Mayflight, or alternatively going with a very stylized character, closer to Placeholder Guy from before, who I think had a certain charm to him.

I've also started planning out how gases will be returned to the game.  They probably won't be updated as often as liquids, which befits a more diffuse way of spreading.

It must be admitted, this is still mostly engine work.  I am attempting things this this game that I can't rightly say I've ever seen done before, so I'm kind of feeling my way thought, designing as I go. 

I have not forgotten about the promised poster-size PDF and print comics, but focus has been laser-sharp on the game lately.  I'll let everyone know when I'm ready to move forward with those.

    1. Rina.thumb
      Jonathan Andrus on July 26, 2011

      Gameplay experiments are fine... I love them, and that is why I backed you here. Terrible controls are not fine... as part of it is a platforming game, it NEEDS solid controls... if the controls and physics of the game are not fun then you have failed... IF you can't make them fun while messing with realism controls, then I say forget the realism controls... fun is more important. Do not release a game if it is not fun... that is the most important thing for a game... great concepts like mayflight are ruined when they are released before they are fun. That is why you have us beta-backers... solely to tell you when and where the game is and isn't fun. I am telling you that the alpha you gave us would make a solid release RIGHT NOW if it had better platforming controls, yet alone all the other great things you told us you would be trying to fit in. Getting a great concept out even if it isn't fun is NOT a good way to think... it isn't necessarily a wrong action, but a great game concept that "would be fun" is a failed game. Indies rock because indie developers push hard and put all of their soul into delivering a unique experience that is FUN. You have a unique experience on offer... I backed you because I have faith that you can also make it a fun experience. Don't settle for what "works for your concept"... push for what is fun as well. If you can get realistic platform physics to be fun then you would be a gaming GOD... in other words, the rest of the game should be realistic in the way you described, but there is no way in hell the current platforming controls will ever be fun. As for suggestions... redefining "realistic" in your game may work... like basing realism not off of character size (boulders I believe are the realism problem you have on mind), but on the grid that the rest of the game runs on... slightly unrealistic and fun is better than realistic and tedious. Mario was not what came to mind as perfect for this game, as much as I love how great it controls... and I wish to never see mayflight's controls ever again, though I would certainly play a remastered version of it. The controls you have now have potential of sorts, but it will not be easy to make them fun. As much as I know you want to avoid the inevitable similarities with minecraft/terraria... I think Terraria's controls are almost right for this game... scaled in size of course... keep in mind that that is an almost... meaning not quite right but close. Unique fun controls are never easy to pull off... almost impossible nowadays... unique controls do not matter that much, just the gameplay... do not sacrifice a brilliant game simply because the controls you felt fit it were not fun. it is your call man, just make sure the game is fun to play and that I don't have to use the word tedious in any potential reviews I may give.

    2. Rina.thumb
      Jonathan Andrus on July 26, 2011

      that... was a lot longer than I remember typing... whatever, it is an important concern that should not be taken lightly.

    3. Pixelselfportrait.thumb
      John Harris on July 26, 2011

      Holy solid block of text, Batman!

      I am aware of the control problems with Mayflight. But there is a lot left to do on In Profundis, and right now working on its controls is like third or fourth on the list. I mean, it's not really even a game yet. If you want to talk tedium, I'd think wandering around with nothing to do fits the bill.

      I am working on it. I am not talking the controls lightly. I know what I'm doing.

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Funding Successful

This project successfully raised its funding goal on May 16, 2011.

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A free copy of the game for PC when it's available. (Other versions aren't definite yet.)

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The above, plus: Occasional access to new alphas or betas, including the "falling sand" mode depicted in the videos.

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The above, plus: Mention in the credits under "Special Thanks."

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3 Backers

The above, plus: A PDF of a special comic story about the game, done in the art style of the "artsy" video. This will be poster-size and wide format (like, 19x19 inches) and in the form of a PDF. You can read it as-is, or print it out at your local office supply store.

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5 Backers

The above, plus: Optionally, and with your permission, your name or an alternate text of your choosing may be used in some of the random text generation the game does, for example: planet names, substance names, monster names, random jokes. I'd email you and ask for a word or name or two to add to the game's lists. Names of people, aliens, liquids, gases, planets, or maybe other things.

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8 Backers

The above, plus: Throughout the game your character is seeking a variety of lost treasures hidden deep underground. You can name one of these treasures yourself, and I will work your treasure into the game. I must retain final approval over the treasure's name (nothing mood-breaking please), but generally I'm fairly easy going about this. Your treasure may not appear in every game; in fact, it might be a super-rare thing, only showing up once in a blue moon.

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3 Backers • Limited Reward (27 of 30 remaining)

The above, plus: A color, printed, signed and numbered edition of the comic mentioned above, printed as a poster.

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1 Backer • Limited Reward (9 of 10 remaining)

The above, plus: A physical realization (courtesy of a friend's 3D printer) representing one of the treasures of the game, that you can actually hold in your hands, use stop papers from blow away, or use to perform dark and complex rites to the elder gods! The object should be about the size that can fit in one hand. Own a fragment of In Profundis' ancient lore made real!

Project By

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John Harris

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John Harris has been writing computer games since the days of the Commodore 64 (a very few may know him as "The Mad Gamer"). More recently he's been hanging out on Metafilter, writing columns for GameSetWatch, and articles occasionally for Gamasutra. Because he likes defying expectations, he also maintains the comics blog Roasted Peanuts.

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