The Depths Post Mortem!
The Depths!

This was my first ever game jam, and I wanted to use my own game engine to make a 3D physics game, so I took the theme very literally, and made the first thing that came to mind. A deep sea exploration game. Despite, the straightforward take on the theme, I had a lot of fun building this game, and you'll hopefully have a great time exploring and playing with the ragdoll submarine and character physics!
What was planned vs completed:
The Initial Sketch

I actually got basically everything in the sketch completed! See top pic for reference! The only thing that changed is I pivoted away from the sub having claws, I was originally thinking there would be a crane-game aspect to it. Probably I'll still add that because it sounds fun, but I spent so long building the submarine that I didn't want to mess with it anymore and didn't figure out a good way to get the treasure from the crane to the trunk, so I decided to make the character grabbing the treasure the main way to get it.
Features Completed
- basic underwater environment
- underwater shader
- neutral buoyancy physics (hacked the gravity system)
- seeded world generation
- procedural rock and ground placement
- spawn treasure on the sea floor and 'burried' deeeep in the depths
- creature spawners
- creatures
- octopus
- fish
- models + rigging
- creature behavior
- peaceful wandering
- aggressive targeting
- swimming
- grabbing treasure
- submarine
- models and rigging
- vehicle controller
- doors
- headlights with shadows
- engine and turbine sounds
- bubbles (freaking spent way too much time on this lol)
- interactables
- sub repair station
- treasure counter
- unloader station
- saves
- autosave
- profile select
Features Unfinished
- variable world seed
- no time to test every seed in a game jam, everyone is getting "my lol seed" as the seed XD
- ancient ruins with lore
- stealth
- creatures care about noise
- creatures have line of sight
- creature behavior
- better flocking
- better wall avoidance
- take damage
- fix fin animation
- sub customization
- there's code to grab the sub parts and be able to swap parts out for upgrades (more powerful engine, etc) but I ran out of time to make the upgrades
- traders
- originally you were going to spend treasure to buy upgrades from traders but that whole system was taking too long
- competing explorers
- multiplayer
- most things in the game are actually wired into the engine's multiplayer system but I did not want to deal with testing that for a game jam lol
- items and inventory
- harpoon to reel treasure
- sub crane
- wetsuit / air supply
Overall I'm really proud of how the game turned out and I'm definitely going to put more time into it for a 'full' release! https://katastudios.itch.io/ludum-dare-57