DL-017 ∞ Immersion
Time marches on.
I've been having a really hard time deciding whether to put out an updated gameplay video this month. Let me explain.
I have a solid playable area now, and lately I've been focused on closing the gap between the current build and the game in my head. Setting detail levels appropriately everywhere while planning for the long haul. I'm experimenting and iterating on INURBIS' visual identity, and adding more core level interactables: switches, physics objects, and dynamic obstacles. I'm also working backwards through existing playable areas to add additional paths and solutions, supporting a wider variety of approaches. The next ability and item are coming soon as well.
I'll also be introducing the next layer of the power system (internal name): alt-fire for all abilities and held objects. A simple example is needing to support both eating and throwing food items. Interacting with the game's various factions will require you to creatively introduce objects into environments and situations. INURBIS' upcoming card system is being designed from the ground up to avoid a typical inventory management loop.
I'm calling this current branch of development "Immersion." Textures and materials have been overhauled, new in-game objects added, and physics development and testing is well underway (most object and character interactions are physics-based). Post-processing effects have been rewritten and expanded, with more still to come.
On the sound design front, I've added volume-based SFX post-processing. One thing I was really missing was the feeling of sound echoing through large, quiet concrete chambers. This builds on the physical-material-based footstep system already in the game, and last night I started on SFX for physics object interactions. There are a lot of details and systems still to flesh out, and I haven't hit diminishing returns on any of it yet.
On the music side, I've added three new songs and begun work on my “DJ” dynamic music system. Two of the tracks form a dynamic exploration set with beat-synced transitions into combat music, and the third is a track for the opening cinematic, which now has a complete script and storyboard. I'm genuinely excited to get this piece into the game, and to start sharing more of the larger lore with the community — bringing the plot and the general "what is happening and where am I" of the setting to the forefront. Active production on the opening cinematic begins in June, which is a big milestone; it's a keystone piece for both the launch trailer and the upcoming Steam page. If you're an artist and want to chat about potentially working together, please reach out.
I almost forgot, I also completed the dynamic plant system. Plants dynamically cause other plants to grow. This is one of the core pieces of future level randomization - flora is a hugely important as both a resource for the player, but also for the fauna.
Really… it’s been a crazy busy month. Many small changes everywhere. So, back to the gameplay video: these take a long time to plan and edit, and right now waiting feels like the right call. I don't want to keep showing in-progress elements before they're ready - and with a game like INURBIS, it really is the sum of its parts
In the meantime, I'll keep posting random updates to my bluesky and youtube with gameplay and content. I hate to say it, but please, like and subscribe. It helps me reach more people. And INURBIS is all about the players ;) more gameplay is coming soon.
thanks, bye