we made your favorite galactic gas depot!

08/20/2017 -

Mugalo dudes.  We took a little detour from coding and what not and drove along the gamedev scenic route this weekend. We created some goofy content for the galaxy we’re making, including a gas station called J.T. Dickies and Cousins as well as a radio ad for it.

The concept is that these modest gas babies are located across the galaxy here and there, available for landing in case you need a quick refuel, food, or general supplies. I wish I could tell you that this gas station franchise is run by a professional… but well… just listen to the ad at the bottom of the post. Ole J.T. Dickie is doing his best…

The gas station as you approach it:


The entrances have various billboards/ads for items in the galaxy. You know, like star-paste.


Once you land, you can head on in to purchase a refreshing Moop Light ™.


Check out the radio ad for this fine establishment:


Here are some other cool pictures (from lately):




A robot is in your spaceship — chat with it! (tell it your secrets)

08/13/2017 -

Chay ho (greetings), surfers. I bet you’re wondering what we’ve been up to for the past few weeks. Oh you know, not much, just trying to create a working version of a dynamic chatbot that’s supposed to mimic AI technology. Did we actually pull that off? Lol, umm, well let me tell you what we do have…

First off, if you wanna skip this reading crap, here’s a link to our website built for the chatbot. We’re using the site to log the different questions people may care about, but we can’t track who is using this thing. Just remember to add a username of some sort before starting. Ask/talk about anything you’d care to know about. Some chatbot answers may be a bit funky because it references game-related content and information, but hopefully that’s “shway.”

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, things, and places, and also reports on ship and weather conditions when prompted. We gave C.A.M.  a bit of a personality as well — think chill surfer with encyclopedic knowledge — because honestly that is what Jun and I aspire to be every minute of our existence.

Building the chatbot’s brain is a mix of coming up with prompts — ANYTHING someone may reasonably ask it — and then writing answers to those prompts. Kinda tedious, kinda fun. At it’s foundation, the chatbot has a call-and-response system and no, Elon Musk, it doesn’t have AI learning capabilities that will make it conquer all our human technologies. (yet). We added dynamic elements to the chatbot as well so it’s not just having a flat conversation over and over again, and we hope that creates an ~iLluSioN~ of an AI brain that is looking to learn. C.A.M. can ask you questions, react to your responses, and vary his own interjections and answers so they don’t all sound the same.

If you got a few minutes, have a chat with C.A.M.

We imagine the chat bot will work something like this in the overall UI:


And a video!

Ai Chat Interface! – Indie DB

bzeep bzorp – making in-game space sounds and such

07/09/2017 -


Chay ho (greetings), earth dwellers. We haven’t posted too frequently since the summer has us relaxing all over the place… the beach, the couch, the bed, the couch, the bed, the couch… you know, just living it up. We started digging into sounds more seriously recently, which is tough because it all has to be related to each other. For example, the sounds a spaceship makes has to all sound believably similar to each other, while the sounds animals, rockets, weapons, and resource-gathering all have to maintain their own “theme” or consistency. At least that’s our angle on approaching these details to the game.  We don’t want ship warp to sound like “blorp blorp blorp” when every other engine sound goes like “zazazazaza”, if that makes sense. It doesn’t? Whatever, I’m leaving it up on this public blog.

So what’s our process? All music and sounds are either created by us personally, like say, banging a spoon against a pan to get a nice “clink,” or we use sounds we have rights to from the audio-banks on the internet and further modify those to avoid any sort of creative copyright shenanigans. So nothing goes straight from source to game without some heavy modification.

How do we decide what sounds we need? Jun more or less keeps me up-to-date on what he’s working on and I support that with finding, editing, and sending him draft sounds. If he’s working on flight, I get to work on fuel burn or propulsion sounds. If he’s looking for a turbulence sound, then I try to get him that so we can really feel how the game is coming together.

Here are some draft sounds we may use:

This is the Chugboy (TM) suction sound — a tool that collects liquids and micro-minerals when gather resources. The picture of the tool is below. The sound is meant to encapsulate the whole suction process, from chug to finish.




The Fuel Burning sound here is meant to be looped, so it can go on and on and sound pretty consistent.




This simple ditty is the Mining Sound, a clean little clack and clutter from hitting rocks. Between you and me, it’s edited sound from glasses clinking.




Turbulence sound here. Rattling metal, deep drones — all things consistent with what other parts of space travel sound like.


A little story, a little poop – perfect!

02/27/2017 -

Mugalo (hello) cadets. Plip! (At ease, finish your yogurt with fruit at the bottom, it is time for the debriefing of our most recent developments.)

Pate here to report that we have been growing our content databases and backstories, laying a foundation for the purpose of this game and achieving that purpose. Jun is hammering away creating sweet, sweet flight simulation gameplay, exploring things like warp and solar system entry, which ain’t easy peasy (but aint hardy farty either).

For backstory, we’ve essentially agreed that this game will focus on the user entering a simulation of this ENTIRE galaxy, filled with artificial life – but life nonetheless. The user’s goal will be to guide a character of their choosing across the galaxy to a land of hope, opportunity, and nonstop good times: a planet called Lilith. You gotta manage resources, ship upgrades, combat skill/efficiency, and other game aspects to succeed at this MASSIVE journey. Did we bit off more than we can chew with this game-dream of ours. Yeah, probably. But hey, we’re having fun and things are coming together. Here’s a sampling of a few basic elements that all in-game items will be composed of:

Carbon – building blocks of life, dude!

Florp – umm, fecal-leached organically reduced putty. Yeah, umm, purified poop is an element.

Circuitry – gotta build those computer systems with scrap.

Hydrogen – one of the most plentiful elements in the universe

Lithium – useful as a conductor, and plentiful on certain planets.

Ketchup-X – it’s good on fries, chicken, and has important organic and adhesive properties.

There are more elements than the ones listed, but I think it’s neat to have some real science-based resources as well as goofy ones that make us chuckle. Like, I don’t know, I get excited to think I’ll be collecting poop, LOTS OF POOP, on a huge galactic journey.

Hello this is jun now. I just saw Burt Reynolds in Boogie Nights so I’m feeling inspired. Here are three “game photographs”.

First, a popup. This is what you see when you reach a star system.  A robot sends you a nice message, and then you can enter the system if you want.


Second, ENA Vision (sight by atoms) of the heliopause turbulence around the star Muk-Qui. Stars are somewhat difficult to enter. In our game, you’ll have to effectively reduce your speed (when approaching a star) so that you don’t burn up like an on-fire newspaper flake when passing through the turbulent terminal shock waves generated by solar wind as it equalizes with the grander vacuum of interstellar space.. Fellow science nerds will get this, but also hate me for suggesting that ships burn up because of this — that wouldn’t happen. But look. It’s a game, and Burt Reynolds is really good in Boogie Nights.


Third — and maybe the coolest piece code I’ve written since last july (don’t ask):  equations that calculate time dilation due to relative velocities. Notice how the ship is young, and the galaxy is getting old. Yes, as you fly as very fast speeds, generations of life go by on planets, and yet your crew ages completely normally. This is a real effect, but I fudged the numbers — sorry science friends. STILL – this is all less cool than Burt Reynolds in Boogie Nights.


Burt Reynolds:

burt reynolds