Mugalo (hello). You have an incoming transmission:
Mugalo (hello). You have an incoming transmission:
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.
Chay Ho, friends. Remsa Tholdor (Our space-time is synchronized.)
A couple ‘o weeks ago I posted about working on a country song for the in-game radio. The goal is to have a nice diversity of music, which is curated by the Intergalactic Government (aka the body of power that controls much of the galaxy. In the game, If you enhance the comms system on your spaceship, you can pick “illegal” music. But all ships will have access to the government-approved radio. Let’s get to it. I’ve got a sample of a country rock pop hit right here:
“Hell Yeah (I Got a Spacheship)” from the album Warp Driving by Jet “the Radio” LaRedo
While I was mixing sounds and singing my face off, we also made our first solar system that includes a habitable planet. Yeah baby. This will be one of the “home planets” from which the game will begin. You’re right, that IS exciting.
[Hey this is jun now.] I am busy working on an undo queue, but here’s some video from the planet editor (work in progress):
Chay ho (hello) friends. Torbo Vin Meloni (May your nose be unoffended).
I have it. I finally have it. As promised, I present to you a finished copy of the hit song from Pupansky’s space opera, You Compute Me. It took a bit of tweeking, and I’m not even sure I’m done tweeking. But I do want to stop away from it for a little bit as I’m more or less satisfied with what came to be:
“Beep Boop, Or Love” — From You Compute Me
So the recording includes my voice (robbert the robbing/criminal robot) and a lovely local actress who appreciates the silly sounds of our world. The music was purchased, and the SFX were added with permissions.
I read recently that sound/sound engineering is generally the red-headed stepchild of gamedev. Graphics, story, and gameplay all get priority to sound in deadline-driven contexts (and I completely understand why they should), but sound should be more or less equal to those elements. I mean, we can more or less imagine some iconic voice, music, or sounds/sfx that really shaped how much we enjoy a game. So I’m sort of experimenting with a “sound first” approach. Seeing what stories, quests, or happenings that would be created if I could hear the world before I could “see” it.
Next up, I’m working on country song about spaceships. And Jun has some exciting developments regarding his balls. His UI navigation balls, that is.
Jun is resting. Playing rocket league. You see, he was more or less forced to help out family and drive through literally hours of suburbia in New Jersey. Olive Gardens and malls with Banana Republics. Horrifying. It is a strange vacuum of nothingness. It took a toll on his soul. Understandably. But fear not, for I have updates on the content front.
We set out a goal to name 1000 stars, and we’ve pretty much achieved that. We more or less named them individually, or at least we”vetted” them so they sound star-like. Okay fine, I had a little fun with a few them. There are some secret messages in there:
I also went ahead and created another commercial, (here’s the other one) for the space radio that’ll be on each ship. I’m quite taken by this stuff. It’s a blast for me to chase my imagination and pour my humor into these media bits for the game. I want them to sound “real” but “fake”, if that makes sense. Essentially, these are supposed to ground the game in the reality we create for the user. Which is a reality that is at once recognizable but alien at the same time. Contradictions yeah, but let me show you what I mean:
This one is a movie trailer on the radio for the 25th installment of The Great Nacho War series. (In the game, the Nacho War was a terrible, terrible intragalactic conflict in which the galaxy’s destitute were controlled by a powerful corn chips company that created the non-perishable chip. Cheap and eternal, the chips became a food of necessity for the poor, and they had little choice but to fight for the powerful corn chip company when it tried to monopolize and expand into controlling the galaxy’s larger social, industrial, and political systems.)
Lol, well if that was too much, I hope the ad was decent. It’s my voice, modulated, with sound effects downloaded (with permission of course!)
Next on the horizon for me? Finishing the list of planets and making a “dueling whistlers” song. Hehe. I hope it’ll be as fun as it sounds dumb.
[Hello. I must be brief. its jun. ;). how’s it going? PATE is trying to keep me in the DARK!! …jk. we share the dark. Here are some pics/vids from this week.]