Lemoosum (hello partner, the world is our possum). About 4 weeks ago, I set a minor goal to “just chop one tree down and get a freaking log”. I thought I’d accomplish this in one weekend, but I encountered heavy resistance in the mouse clicking code, and was totally wrong. But look — you can do that now — you can even mine rocks, and move multiple units around on the map. The world is truly our possum now. Okay, so, I think possums are fun — I think possums are supposed to be fun.
So here we go, in this digital moving picture, you’ll see me command my test units around, collect some resources, and then end the video. Yeah, we still have much to do. But hopefully, the nature of the game is becoming more clear — when on a planet, you’ll be collecting resources in a tactical-rts style, eventually processing them, dodging\fighting alien creatures, and crafting some items \ buildings — all with the goal of continuing the journey to Lilith. We are shooting for about a 50-50 spread when it comes to how much time the average player will spend on-planets vs. in-space. Planet hopping will be somewhat mandatory. Ignoring potential quest requirements, you’ll need to stop at these places for fuel & rations.
Food is important, everyone needs good food. We eat it!!
We will be entering the content integration of phase, known more formally as: content integration phase 1.0. Please don’t be intimidated by our highly technical language and professional approach to game development. But basically, with planet-level gameplay coming together, we’re now gonna try to add sound, in-game radio, and a communications UI where news feeds and announcements appear. This’ll give us a good idea about how immersion would feel.
Ok. Thanks for reading. Mugalo. If this interests you, please follow the game on IndieDB.com for in-depth coverage and up-to-the-second, no-latency, direct updates — 24/7 — 365. Wow. Those are quick updates — seems impossible — but it’s so real. Here’s that video:
And ofc, here are some other pictures from the week: