inventory, robocop, inventory

05/01/2017 -

Gopezum (I have something to say).  It’s been a while… I’m actively trying to figure out how many “moons” it has been (via stack overflow). See here. I will let you know the results of this public inquiry. 

Yea, so we got the inventory working, created a bunch of items, developed some character math systems, and built a front end for the character status panel. Now please follow me towards these png-formatted images:

The chugboy. The multitool. These are two of the main physical tools in the game. They are used to harvest air, water, xenon, trees, rocks, and other natural resources. Pate came up with the idea of the chug boy, and it came out really well. The “multitool” was less inspired, is kinda lame, and will probably get redone before we let anyone play this game.

sdfdsf  chugboy1

Ok, here’s the final (semi-final) look & feel of our inventory. Basically, each character (you might have as many as 6 under you control) has a backpack with 12 slots. You can have up to 99 same-type items in each slot, but only 12 different kinds of items in the backpack. Additionally, and perhaps more constricting, is the weight (mass) limit. The weight limit is based on the current location of you character, whether it be a planet, moon, or spaceship. In real-science-world (life), heavy gravity makes it hard to carry things.


In order to have a 3D inventory, you need items. Here are some ore pellets, logs, sap, chug-boy canisters, and rocks. These things are a small subset of the things you will eventually be able to gather using the multitool and the chugboy.


So, this here is a png-format image. The character status windows. As characters come under your control, you’ll get access to a window similar to the ones below. In our game, there is no “HP”. Death occurs when any of body, mind, or soul reaches zero. Therefore, these high level windows give you a quick look at your character’s status. You can see them slowly aging, a live feed of them (showing you where they are in the simulation), their species, sex, and a historical graph of their Body, Mind, and Soul metrics.


Here’s a nice video showing these panels & the inventories associated with those characters:

Last – here’s a set of three png-formatted images.

prettyitems socool! tribesel1

philadelphia (hello), chuck mangione, trees, rocks, lighting, weather, day-night cycles, chuck mangione, feels so good

04/09/2017 -

Cardami pluge (my apologies).

It took a long time to put this post out. I was working on many sub elements (trees, rocks, lighting) required for this post  — and I simultaneously moved to the great city of Philadelphia. I also had to swing around and do some errands. More on that later.

I wanted to make a jungle planet. I figured that if we had a jungle planet, we would have a lush natural world to begin realizing some of our gameplay ideas on. In order to build up the “nature” that exists on a jungle planet, we had to mingle into many separate areas: Weather, Fog of War, Day-Night Cycles, Trees, Rocks, Vegetation, and Lighting. Ultimately much of this time was spent within the microcosm of HLSL (High-Level Shader Language). Our new planet shader now draws the planet’s surface, fog of war, and some day-night shadow effects. This little pocket of code has become pretty complex as it must react to many different lighting & FX scenarios. But as I said, I had to swing by the record shop, and pick up a few classics, and so I was tight on time.

These trees are mostly created using unity’s built in tree library, with a couple of custom scripts for generating fruits and some other special effects. Notice the final tree, it kind of looks like a mangrove tree. And mangrove sounds like Mangione, as in Chuck Mangione — the phenomenal Jazz artist — I was able to pick up the record containing his hit single, “Feels So Good”.

greatbloodtree junglekelp trees mugalo maxresdefault

I also created a “rock-randomizer” that can create millions (if not a larger number) of unique rocks. It’s possible that every rock in the game will be slightly unique. I don’t know why this matters, but it is kind of neat to imagine that MANY unique models. I wrote a script that modifies a whole bunch of their properties and gives them unique surface geometry:

jungle rocks textured_rocks

These storms were a nice touch. As they rove across the planet’s surface, they almost remind you of the gentle disco-kick buried within Chuck Mangione’s hit single, “Feels So Good”. I may work on this more, to make the weather game-mechanics interesting, but here’s what we have for now:


Finally, I assembled everything into a single scene,  animated some things, and loaded the new shaders & lighting effects. If you watch closely, you can see the planet slowly rotating, day turning to night, and little shadows slowly creeping past the plants as the sun sets:

Ok, this might seem kind of random to just throw at the end of a post, but, if you get a chance, try to listen to Chuck Mangione’s hit single, “Feels So Good”. It really is pretty good.

portal os, niche legends, and u can put ur couch in the torpedo tubes

03/19/2017 -

Hey, Mugalo.

This week & last week, we worked on a user interface for the game.  Since we now have a (slightly) more concrete vision for the gameplay and game-modes, putting together a high-level UI was a manageable task. We definitely are not done w\ this, but I feel like it is good enough for a prototype. Basically there are several buttons that run along the top of the screen. These allow you to access the various game modes, check on the status of your character, and (in a meta-sense) check on the status of the simulation. Of course, these buttons will become inactive or active when those game modes are available. The design is based on the “Portal Os” — an operating system created by ancient beings which allows users to access an ancient simulation. This simulation has been running for thousands of years, and within it lies an entire galaxy of simulated lifeforms. The Portal Os allows you to control (hijack the minds) of a handful of characters living within that galaxy.  Because of all this, we thought it would be cool if the main UI was an emulation of a bizarre alien operating system. Portal, walrus, sum:  we’ve got strange symbols and an OS emulator .

~Niche Legends~
I figured I could create a hidden little area — within these posts — something that wouldn’t take up too much space — or be too distracting — just a cool little spot dedicated to niche legends. Featured this week, “Dingonek” — also known as the jungle walrus. Said to dwell in the rivers and lakes of western Africa, the Dingonek has been described as being grey or red, 3–6 m (9.8–19.7 ft) in length, with a squarish head, sometimes a long horn, saber-like canines—which has resulted in its nickname the “Jungle Walrus”—and a tail complete with a bony, dart-like appendage, which is reputed to be able to secrete a deadly poison. – Wikipedia. For those interested, there is a cave painting of dingonek.

Its pretty obvious in the title but yea, we are also trying to build a system where you can put pretty much anything in a torpedo tube and shoot it.

Finally, here are some pics & video from the UI work this week!







moving units, pathfinding algorithm, pablo cruise

03/05/2017 -

Yo-hay choy-folk! (Yo bro, it’s sunday.)

We did a bunch of work on the planet-mode this week. We are simultaneously developing a planet/asteroid editor and the ground/non-flying part of the game.  These little worlds are not necessarily planets, but may be asteroids, large cheetos, or moons — any solar system body that you could presumably land upon counts. Yup — giant cheetoh still makes the cut — because of the magnitude of the cheetoh.

So when you land on a planet, a number of odd things could happen. First you may be crashing. If that’s the case your people may be scattered across the planet with limited life support and various injuries — perhaps clinging to their tattered escape pods. If you managed to land with safety, you’re probably on a mission to gather some resources or otherwise survive until you can continue your journey toward Lilith.

Regardless, you’ll essentially be manipulating a small team of characters (six at most). This might be vaguely similar to the gameplay in the XCOM series, but it will also have heavy survival elements, resource gathering, and other general strategy mechanics. It won’t play as fast as an RTS, but it will play out in real time (as shown in the video) — and the goal of that is to generate slower and more deliberate choice-making — while still forcing the players hand with regard to the clock. This is — ofc — a permadeath game — we can’t have things move too fast!

Nerd point: The unit movement required an implementation of the A* path finding algorithm. uhh-shhhh-ok.  just sayin. maybe am a pro. maybe a pro pulls that off.

maybe pablo cruise underrated. But yeah anyway, here’s a video showing a unit moving across the planet. I’m not sure if these speeds will remain the way they are, or if the map tiles will stay the same size that they are now. That will require some play-testing and horse sense to get right. Hopefully this just gives you an idea of the general gameplay / movement mechanics:

And here are some other pictures form the week:









Corporate Announcement

02/20/2017 -

Here at Jun and Pate, we celebrate Good Eezma (corporate buzzword in 3218). Therefore, we are taking first-person flight simulation to the next level — by putting the flight-person first. Please go find a snack like nachos and enjoy this game science video demonstration:

Okay enough of the soulless corporate buzz-chat. I’m here to talk about synergy.  Pate and I have been friends for a long time, but finally, we are finding a remarkable creative synergy. Why is this? We’ve cut our costs, we’ve bolstered our revenues, and we’ve built professional relationships that can last.

Sorry for being cheesy! I only wanted your everlasting empathy-friendship!

Ok well, this week, I worked on gameplay. I’m trying to get galactic flight to feel both real, fun, and unique. It’s a real venn diagram situation, and decisions, at times, feel tricky. It takes a weird amount of trial and error to find things that are satisfying in this regard — things that lovingly please the three circles — as they say. But hopefully, we’ll be able to come through on that.

To that end, I’ve limited the amount of thrust-drift (for fun reasons), added clouds & matter to space, and have begun working on the position-hold autopilot mode. Yes fine — flight mode is coming together. I want to make these planetary approaches a bit more engaging though. To me, all these little things sort of collaborate to create what is effectively a nifty toy (a flight simulator). Landing is a big part of other flight simulators, and while that is not required in space, it would be fun to “land” on stars. This is weird, but it’s one of those things where being able to crash (burning up in a star’s heliopause) can raise the stakes and make the gameplay more captivating.

good bye sweet cherrios, good bye you grainy rings…