Oh hey. Mugalo. we're jun & pate. This is basically a futuristic survival/simulation game where you parasitically control people (and their spaceships) in a galaxy whose inhabitants are aware of their simulated nature. Peace and order have been torn apart by the nacho wars, and trillions of souls are fumbling through the chaos of migration. Survive unfolding events, navigate the stars, and get to Lilith - a planet of milk and honey.
Chay ho, folks. Sit down, enjoy this free space drink, and let me tell you all about how we protoyped our planetary movement.
Right off the bat, we wanted to make movement feel intuitive and easy, so we worked in recognizable features like WASD movement, exploration “fog”, and getting the planetary rotation down as your character travels. We wanted to test interaction as well, so we added a mining action, other life forms, and terrain details all with some super basic animation. Ain’t nothing too pretty or polished about this in-game ability to land and explore, but we have it working – that’s 73% of the battle (yes hello, this is jun now… it was 4% of the battle, we have a long way to go).
Hardest part about all this was determining the correct quaternion transformation that should be applied to the planet and character when horizontal and vertical keyboard inputs are commanded by the user.
Concurrently with working on movement, we are adding more surface details to planets. These babies will be loaded with purpose. Some planets are rich with life, civilization, and opportunity – potential quest or side-quest locations. Others are deserts, harsh and void of resources. That’s just space, man. Point is, we are really preparing to detail the content we have in place, so look for more updates in that area.
For the time being, check out this video of our low-poly lifeform exploring a moon:
Planet environment window:
Buggy editor screenshot:
Similar screenshot without weird editor bugs:
Full-up screenshot! Look at this crazy UI coming together! Planetary exploration feels more tangible now.
Experimenting with atmospheres, lighting, gas planets, and rings.
Chay ho, space hunks. We’ve been working on that sweet, sweet launch screen, fine-tuning ship flight dynamics/sensitivities, and just filling out content...
Things are starting to fall together — this is a good sensation (vibe). Soon we’ll be breaking though the crust, and eating this pizza backwards.
Mugalo dudes. We took a little detour from coding and what not and drove along the gamedev scenic route this weekend.
This chatbot, called C.A.M, is be the basis for your spaceship’s communications system. It’ll be an informational swiss army knife as it defines names...
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