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Deep State News

Patreon

[h3]Greetings, FrogmanDev here.[/h3]

I'm excited to announce that my Patreon is now live, if you feel compelled to support the development of DEEP STATE there is now a place to do that.

To celebrate the occasion i've dropped a brand new trailer on there, no membership needed to check it out (should be up on the Steam page soon too).



Thank you to everyone who chooses to support on Patreon, it makes a huge difference.

Stay tuned for more updates.

Cheers,
FrogmanDev

DEEP STATE NEWS - Jungle environment + Tetris Inventory

[h3]Greetings, FrogmanDev here.[/h3]

Been working on a lot different stuff recently including some more work on a level that takes place in the Colombian jungle... Also excited to showcase something that has been a long time coming... a tetris style grid inventory. It was a pain in the ass to get working but I think it was well worth it.




Been working on a muddy river water shader as well as general atmosphere, still needs a lot of work




Lots of creeping around in jungle foliage planned for this one




New tetris inventory supports drag & dropping as well as item rotation

You can see everything in action on my Instagram here


PATREON COMING SOON
For the last few weeks I've also been working on a Patreon, so if you are excited about the game and want to support its development... you'll soon be able to do that (no pressure). I'll make sure to create a dedicated announcement for that when it launches, so keep your eyes peeled.

Cheers,
FrogmanDev 👽

DEEP STATE NEWS - New Player Controller

[h3]Hello again, It's FrogmanDev back with another update.[/h3]

I've been hard at work the last couple weeks re-creating the player controller from the ground up with some new mechanics. I was inspired after seeing a video clip of a mod for the original Unreal/Unreal Tournament called Infiltration. Something I have been struggling with is balancing the players weapon handling at the start of the game prior to investing any points into the skill system. Purely nerfing the weapons handling made the gunplay feel frustrating (see Deus Ex 2000), so when I saw Infiltrations free-aim mechanics I got excited. I think this is a great way to make the gunplay more risky/chaotic while feeling intentional and satisfying.

Here is a clip showcasing some of the new mechanics, the red and green boxes/cursor are debug visuals to show how the system works and won't be visible in-game:

[previewyoutube][/previewyoutube]

Notable additions compared to the pre-alpha demo:

- Free-aim system (no crosshair, gun barrel no longer locked to center of screen)
- ADS mode
- Prone stance
- Lean function
- Improved arm IK
- Improved shell ejection

That's it for now, stay tuned - lots of exciting new stuff in the works.

Cheers,
FrogmanDev 👽

DEEP STATE NEWS - Happy Holidays!

[h3]Happy Holidays Everyone 🎅[/h3]



Cheers,
FrogmanDev 👽

DEEP STATE NEWS - Rex Cutter's new look

[h3]Hello again, FrogmanDev here.[/h3]

Today I want to show off the updated character model and textures for the protagonist of DEEP STATE, Rex Cutter. He's starting to look pretty slick.

Can you tell who he's inspired by?


Does he capture that 80s/90s action hero vibe?


[h3]Rex's Arms[/h3]

I also wanted to showcase Rex's arms that are seen in-game from the players perspective, which are going to have a unique mesh and textures suited to the environment of each level.

Rex sports a simple T-shirt in the first level of the game, giving us a good look at his serious hairy dad bod


For colder climates he's opted for something a little more conservative



Here's how they are looking in-game with the updated AK model



That's all for this week, stay tuned for more updates.

Cheers,
FrogmanDev 👽