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Discord Link: Discord.gg
Most of the Earth's landmass is now submerged under the ocean, the corals and life appears to be in great abundance, life appears to have found a way to adapt to the dramatic changes to the Earth, or have they really?
The game will be feature rich with different ecosystems - great coral reefs, post apocalyptic underwater cities, ancient ruins, volcanoes, caves, sunken ships, etc. In all directions there's a potential threat ready to kill you, if it's not that Shark it's the building that collapses from an Earthquake, or a cave that falls apart, or a coral that gives you a toxin that kills you. It is an extremely dangerous world where somehow life appears to flourish, the question is why? In this world of kill or be killed, do you have what it takes to survive in The Depths?
There are [CURRENTLY] 2 confirmed game-modes. There are plans to add more down the road.
You can either play alone, or team up with people and form a group. You can also have babies if you and at least 1 friend are Male and Female. Mating essentially acts as a 'spawn' for people you invite so they can be right there with you instead of searching for people to play with, but it means they start off even smaller as they are now a baby that has to be cared for by the parents.
The most important mechanics built into the game is the Genetic Progression and Genetic Overrides. These two things are a complete game-changer and will always make you question if what you're about to attack is the right choice.
Information on the Alpha, Beta and Mutation genes below.
Genetic Traits are unlocked by doing things your animal likes. All [Mutations] will have a mutation-challenger, what this means is, any mutation can be counteracted by at least 1 other mutation - this way there's always a potential challenge to keep you on your toes.
There will be various world events that can happen at a moments notice, either through triggering an event by exploring or a random timed event. Events will range in scale from somewhat small events to massive events that give something to do for every person, some events can be avoided, others however are impossible to escape and you must face your challenge ahead.
The story is to be told through the art of the world, why does this building have power? Why does the one next to it not have power? what is this place? Perhaps it's a clue to why the world is now submerged beneath the ocean, the clues are out there you just have to find them. It'll take a community full of love for the game to try and figure out why the entire earth is flooded and where the humans have gone, are they dead, did they leave, perhaps they never left. The entire world is one big mystery, if you love a sense of adventure with a lot of really scary creatures all around you then this is the explorative MMO PVP story you've been waiting for.
The newest dev vlog is released bringing about some really exciting oceanic atmospherics, ranging from - volumetric refraction of light in the water, caustics hitting the seafloor, seal fur morphing and seal eye morphing.
Here's the dev vlog.
Below is the readable content version that briefly goes over what is in the video (with Gifs).
Morphing the seal fur so we can simulate dry (fuzzy) fur when out of water. The fur still needs a bit of work to remove the 'quading'.
While the eye morphing in this case isn't so great - I decided to just do an eye morph so I can switch back and forth between both sets of eyes seamlessly. A lot of people were essentially saying when the eyes were smaller they looked like 'satan' himself sent them. Which hey that's cool! But let's keep it that way and let's just make the eyes bigger with a blendshape (morph). So now eye morphing will be a thing in the game - such as blinking eyes, etc.
Caustics hitting the seafloor. These aren't exactly related to the volumetric caustics, they were simply for atmospheric purposes, just as this is. So they are independent from each other.
A new seaweed plant recently introduced, in reality this was just a first attempt at using a ZBrush Fibermesh to see if poly counts would fare out well enough, they sure did and it works beautifully with a vertex shader I made that sways it around. I can adjust the strengths, etc so it can be pretty dynamic later, such as a harsh current hitting it and blowing it around harder.
This sums up today's Dev VLog, I really hope you all found it exciting! The game is coming along great!
You can also now wishlist Born of The Wild™ The Depths on Steam! Wishlist today to stay up to date on release information.
Thank you everyone, have a wonderful day/night and stay safe.
Born of The Wild: The Depths Steam page is now live, and a new species is in the game as well! Come check out the really cool information in this article...
Today brings exciting news, I'd like to briefly go over the things I've made and the near future plans I am planning on taking from this point forward
In this article I go over the new Sexual Dimorphism mechanics built into the server-side growth system with how they affect each gender for the species...
The second Born of The Wild: The Depths Dev Log. This time in video format!
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