


Get it right and you can skip fully fleshing out aspects of your game. “The theme of 20,000 Leagues type of steampunk submarine thing is something that most people are pretty familiar with, so there’s a lot of intuition that you can tap when you’re doing designs.” Other underwater games, like Subnautica, have already taught players to concern themselves with oxygen and food, so it’s not necessary to spend as much time explaining these concepts in newer games.īut relying on expectations is a double-edged sword. Playing to expectations can often work in a developer’s favour, making Diluvion‘s submersed setting more than just a whimsical choice. With such limited manpower, it’s a necessity to make design decisions that are as efficient as possible. The team at Arachnid was familiar with the Unity engine from their time in Ballpoint Universe, but adding the third dimension caused all kinds of headaches, like rendering enormous undersea battles “without the scenes getting too crazy and just eating up all the memory and crashing.” “I think it was an overwhelming task for a team of three people,” Leo reminisces on the numerous difficulties with creating such an enormous world. The music is also marvelous, adding to the sense of scale and wonder that the player feels while exploring each new cave in search of valuable salvage from the old world. The 3D environments are both striking and grand, but no less so than the 2D inventory and menu system, which is rendered in singularly unique art style. The underwater world is at times bright and vibrant with life, and at others dark and foreboding, with untold horrors lurking in the depths. While this visual feat drew Arachnid some acclaim, the small team had already begun work on a much more ambitious project in their second game, Diluvion, an open-world game of submarine combat.Īlthough not drawn in ballpoint pen, Diluvion would be no less visually stunning. Their first title, Ballpoint Universe, was a gorgeous shoot-’em-up featuring hand drawn art made entirely in pen. On To Diluvion.“So at the time – this was like 2012 – there was a lot of space games coming out, and we were just like, ‘Yeah, that would be a really fun genre to work in, but like a sea of space games’,” says Leo Dasso, creative director at Arachnid Games. The same can be said for games – if the game trailer makes it out to be an action shooter but the gameplay turns out to be far more stealth and conversation oriented, then the player is likely to feel negatively simply for having their expectations subverted.īut the worst part about first impressions is that they are formed based on an individual’s unique history and culture, making it impossible as a creator to know how their creation will be perceived.Īll game developers face this dilemma when creating their games, but in the world of indie games, this fact is made particularly harsh.
#Diluvion still being updated movie
An analogy can be found in movie trailers – if the trailer makes a movie out to be a delightful comedy but turns out to be a depressing drama, it’s not likely to be reviewed very well. Once that first impression is formed it can be hard to break, and even if it is broken it’s not often a good thing. Even modern neuroscience has confirmed how the brain will use its past memories to form a picture of every new stimuli found in the present. It’s part of our evolutionary heritage, where cavemen and women would have to determine friend from foe at a glance lest they be caught unawares with a spear in their belly. This is a fact of life that has been drilled into the minds of children the world over. First impressions are the most important.
