Mugalo. We're Jun & Pate. Lilith is a simulation of a galaxy: alien tech that bypassed your firewall and loaded to your PC. The galaxy teems with sentient, apathetic beings who already know they’re simulated. That’s life. Until you parasitically control one (and their spaceships) and begin a dangerous journey across the galaxy. Peace and order have been torn apart by the Nacho Wars, the Intragalactic Government is threatened by Susan, a middle-aged librarian in Maine, and trillions of souls are fumbling through the chaos of their existence. Help your being survive the maelstrom of space, navigate to outlandish civilizations, fight for those who follow you, and get to Lilith -- a planet of promise and fresh beginnings.
Mugalo space masters, may your ships be fueled and your warp engines spooled. Gonna throw some updates at you from three different directions, so there's no way you can dodge 'em all. And then we're gonna make a request of you at the bottom of the post.
We started tinkering with ground-level planet combat. You beam down to an abandoned planet, you see some dust porpinos skittering across the tundra. Over the horizon you see a mighty glondosus, lumbering beside the cliffs, calling for a mate. So you fashion yourself a few spears -- now's your chance to make a quick buck: a fine cut of glondosus meat can be sold to high-end restaurants frequented by space celebrities and athletes. Okay, there's like 43.7 spears on the ground. Yep, that's a bug.
We're trying to establish a somewhat dynamic form of ground combat -- you can create rudimentary weapons from the resources around you, in addition to bringing guns and armor. We're starting in the stone age, testing how a spear would be thrown, the distance it travels, it's trajectory, aim, and sound. And we'll build out from there. Check it out:
You like space music? No? Oh. Well, we're too deep into this to turn around. Developing that ever-expanding repertoire of radio hits and ambiance music, we started reaching and collaborating with other artists form around the world. We work on the whole shebang -- music, lyrics, and editing. This has been an awesome experience so far, and we're definitely gonna keep this collab-train rolling. (Feel free to reach out to us on Facebook, Instagram, or comment here if you want to collab in any creative capacity!) Take a listen to some teasers of hits in our simulated universe.
We started adding smaller details to the game play that add immersive elements. We made dark planets where you need light sources to explore, and subsequently added headlamps to spacesuits just for that purpose. Also made the animals wander less like weirdos, so their movements aren't obviously patterned and they wander with a little more fluidity.
Not sure how many humans will get down to this last section, but if you do, then a huge, sincere thanks for your interest so far. Your curiosity, support, and/or judgement -- whichever compels you to read this dev blog -- are super important to us! You all form the biggest piece to this undertaking, and we are really grateful for all the support we've gotten so far.
I hate asking more of you, because your reading this already fills our souls with niceness, but we would truly appreciate your support in for Indie DB's "Indie Game of the Year" recognition. Indie DB is a popular game development blog for indie projects, and your vote would really raise awareness of our game.
Thanks again my friends. Mugalo.
Creatures are made up of molecules:
Rough draft UI for selecting a planetary landing party:
Exploring a dark planet... with a lot of spears:
Chay ho, folks. Sit down, enjoy this free space drink, and let me tell you all about how we protoyped our planetary movement.
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.
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