lasers, combat and a cowboy hat

03/04/2018 -

Chay ho, lilith-heads. What a momentous day, for we may now glimpse into shooting and destroying — which challenges us with some existential questions.

So yeah, here we have a creature firing lasers from its mouth and destroying a communications tower. Pretty casual stuff, I get it. Now, the importance here is that we have started implementing ideas for laser damage, range, sound and combat strategy. These baby steps allow us to visualize and determine the parameters to game play combat. What objects are indestructible? Should ducking help? How can players use barriers to their advantage? We’ve got much to answer.

Furthermore, lasers let us see “death”! Woo death! What this means is we can visualize what it means to kill or be killed in the game — a crucial detail that informs the larger narrative of the simulation. For example, when something is destroyed — living or otherwise — it crumbles, disorganizes. It is made irreparable. We must understand that in this simulation the detail you see is the same detail seen by all the other beings, and those beings have rationalized their world. So this challenges us to consider how dying is talked about among the inhabitants of this galaxy. “Ya gonna crumble, Governor Jorgo!” “Prepare to be disorganized.” “I’ll cube you, and I’ll like it, Mayor Neena.” But enough words, here is vid:

Destructible Environment Objects – Indie DB

printing stuff and smashing into it

02/25/2018 -

Jun and I frequently like to imagine that every teen in our game universe has had this conversation:

Teen: Dad, I printed the car and smashed it into a chayoha tree.

Dad: Alright, just don’t print another car between 1 and 3 this afternoon, I need the item-printer for a new set of khaki pants.

Teen: Whatever. Do we have star-paste in the fridge?

Dad: Yes. Of course.

Such a natural conversation is made possible by the ability to print items at will. That’s right. We have created an all-purpose printer meant for creating/materializing survival items of all kinds. This printer (and the resources that go into it) are crucial to getting by. Ingredients go in, items pop out. Check out the first draft of our item menu:


And here we see an iteration of what items would like once printed into existence:

printed some items

Tangentially related: we tackled the development of ground-based collisions. Development, you ask? What is so hard about coding collisions? It’s like, just stopping something you nitwits. Ok listen, we’re doing our best. But basically the code has to do quite a bit: communicate that an object is not passable, remember that the desired direction was not possible, and have all this working on a curved surface (unlike most games out there — think skyrim, pubg, etc.). We couldn’t exactly use pre-made physics engines for that reason — the collision has to recognize that objects exist on a sphere, that gravity is pulled towards a center of mass as opposed to “downwards”, like on a flat surface. So the code had to be relatively original. And here’s the kicker, collisions have to appear fluid — no glitchy skipping and the like. Well, Here’s a screenplop of objects that were identified as impassible:


Until next time, mugalo folks (and space fathers, stay strong, teen angst is just a phase). Coming up later, we got some strange creatures to show off, as well as a peek into *gasp* combat!

holy glondosus, that’s a glondosus

01/21/2018 -

Chay ho, cosmic fellow. Jun and I decided to start modeling again. It’s okay if that excites you, because we definitely think it’s sexy having to imagine, model, and animate the creatures that that will trundle and roam across the planets of the galaxy. We use Unity3D with some personalized scripts and tools to build these objects and beings. The same approach is used for plants, buildings, monoliths, and most objects found on planetary surfaces.

This here is the mighty Glondosus, a majestic horse-like creature found in the wild.

Animating the movement was tricky, since we had to achieve the feeling/look of walking without having the body seem eerily rigid. We added some “waggle” to the neck, torso, and tail. We ended up with this.

Ungulate Animation – Indie DB

But we did giggle and muse at this glitchy motion:

new year, new look

01/15/2018 -

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:

compare graphics

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.

Water Shader – Indie DB

a vote of support and a sincere thanks

12/04/2017 -

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:¬†


Even if you don’t vote, we appreciate your veiwership and hope to keep the updates a-flowing.

Yours across space-time,

Jun & Pate