Happy new mugalo, friends. With the passing of another earth year comes growth and really abrupt decisions about the future. For us, that means changing the appearance of the game. That’s right! We’re going low-poly. Whoa, pump the anti-grav brakes — why the sudden change? Several reasons: low-poly renders a bit more smoothly, meshes with the goofiness of the narrative, and fits an aesthetic we’ve already developed with NPCs and other models.
Here’s the difference, left pic is the new low-poly look compared to the previous “textured” look:
Not bad, right? One of the biggest challenges we faced so far is creating planets that don’t destroy your “average” computer’s processing power. We’d like alot of machines to handle this little project. And that goal means simplifying the graphics and animation your computer has to process.
Our solution? Ripple’s Believe It or Not! Yeah, just ripples. Sorry for the pun. We made ripples that process smoothly and achieve the “feel of water” to a satisfying degree. Check out the vid, and enjoy the awesome tunes — original score produced for the game by Them & They.
Mugalo space amigos, our game is in the running to be an “Indie Game of the Year” on the popular indie game development website, IndieDB. While we may not beat out games closer to launch right now, we’d sincerely appreciate your vote to be spread awareness of our weird little dream project. Takes like 4 seconds!
All you have to do is go here and click the vote button — no registration needed: http://www.indiedb.com/games/lilith3218
Even if you don’t vote, we appreciate your veiwership and hope to keep the updates a-flowing.
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:
Better Run – featuring ONUR ÇOBANOĞLU absolutely slaying the vocals in the style of metal rock. Check out his band too: http://www.onemorepageofficial.com/
My Dim Paradiso – featuring Michael Wells pulling off a Tom Waits sound in this brooding number.
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.
You can vote here, and you don’t need to create accounts or whatever — just click the button: http://www.indiedb.com/games/lilith3218
Thanks again my friends. Mugalo.
Creatures are made up of molecules:
Rough draft UI for selecting a planetary landing party:
Chay ho, bodacious babes. 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:
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 since last post. So that accounts for much of the radio silence.
Now let’s talk first tastes: the game’s opening sequence. The game opens with branding and title scenes, from where we try to jump right into immersion. Since the game itself is played within a simulated galaxy, we did a lot work with the loading UI to make it feel like an alien software is loading onto your PC. As nostalgia boys, we have a soft spot for those computer processing sounds of old (or like, from the mid 90’s) so we draw from that to get a “DOS-like” effect as the simulation boots up. We’re shooting for that feeling of having everything SEEM familiar, but not being our world. Kinda twilight zoney… toned down surrealism, maybe.
The alien software loads, and boom, you’re given a gate – the point of entry into the simulation. We wanted to create “default” feels to the UI. Like when you open a fresh new PC and everything on the desktop is kind of ‘lame’ and un-personalized. So yeah, we’re having fun with that. Check out the pics!
This here’s that monolithic title screen, in your face baby. You’re about to start a massive space journey. It’s gonne be epic.
Some loading action as the alien software boots on your PC.
Here we go, your personal gate. From here you can go ahead and enter the simulation of an entire galaxy. Of course there are translation glitches — this is bodacious alien software on your PC dangit!