Dev Diary #5 - 'Death' Scenes


Heya Gamers, Earth Dwellers, Adventures!

While the world is recuperating from a contagion, we gamers and developers had been doing our part to #StayAtHome crunching away at our keyboard/ controllers getting busy on our respective gaming platforms, but as always - stay mindful and stay hygienic folks!

This week I'm going to share a little bit on the idea of 'death' scenes that we just updated a week ago.

Death sequences are big part of gaming history since the days of Mario, Sonic to more recent classics like Limbo, Dead Space or the more modern Death Stranding to mention a few; all of these titles shares iconic and varying game-over screens - be it via Audio or Visual or Sequential feedback, all succinct, yet never boring to watch. These sequences kept the interest level high and sometimes it could even be somewhat amusing to see our character get impaled head first by a pit trap due to our own silly carelessness XD

With SAMUDRA, we apply a similar mindset when creating these sequences, albeit being more minimalistic due to the resources that we got and it being fitting to the overall feel and situation during the sequences. Here are 2 examples that we have within the Alpha Demo.


The player (and their dignity) will be dragged away by the Deep Sea  Salaryman when discovered during stealth/ chase sequences. 


When alerted, the Deep Sea Pod will stop the player with a cast net.

Our golden rule is not to show unnecessary gore/ violence in these sequences so we had to come up with other visual ways to convey that the player had screwed-up or 'died'.

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Feel free to let us know what you think about these sequences :)

And thanks for reading this dev diary! 

Stay Safe and Stay Home!

- El

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Feel free to Wishlist the game on Steam

https://store.steampowered.com/app/1116260/SAMUDRA/

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Files

Samudra_20032020.rar 732 MB
Mar 20, 2020

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