We’re creeping up on the public demo. We’ve added A LOT to the game since the last test build and want to make sure the bugs we previously had are indeed gone and make sure that no new ones have been snuck in.
I’m sorry I did not update you all sooner, as we had felt so confident the demo would have been out over 2 weeks ago. Truth is the cutscenes took infinitely longer to implement than expected, and we encountered many bugs and undesirables along the way. I was afraid to keep saying “it’s coming, it’s coming”, without delivering. It’s ok though, many of those issues are now fixed and the game is 100% more alive with cutscenes. Hopefully it won’t be long before the public demo is released.
Thanks for being patient. I’m sure you’ll enjoy what we’ve added in.There’s finally a whole bunch of context to the game. Keep reading to get the link! Continue Reading
Hey everyone! Quick update! So this is the end of our 3rd straight week of our hardest rally ever. The team is working harder than ever and it truly shows when we play the game. We submitted to IGF today, but the public demo is (at most) a few days away still. The branching cutscenes, addition of two more enemies, polishing of eTool combat, implementation of dating mechanics, game feel polishing and many bug fixes are going a long way. The game is not only more fun than ever, but feels like an actual game more than ever. We’ve all put in over 60 hours this week, and we’re going to keep going strong until it’s done. We’ve finally hit our stride as developers and our team has never been stronger. Look forward to the next update!
Hey, beautiful Moon Folks! We have another TEST BUILD for y’all! Get it at the Humble Store Account you should have signed up for using the same e-mail you backed our kickstarter project with last year. If you already have a different humble account you’d like to use (or you need more help accessing the test build), e-mail us at Support@Cosmosaur.com and we’ll take care of it.
However! We still don’t have NPCs back in (they have to be implemented over the course of the next couple days, and have lots of dialog to rewrite/implement). Since we want to have a polished PUBLIC DEMO out on October 18th, we’re releasing this one now to see if anyone is experiencing anything odd we haven’t yet found.
You’ll have some assistance getting through the mission via the use of some simple purple buttons where NPCs would normally be. Here! I’ll step you through! Continue Reading
So we didn’t get the test build out today. Couple little things like getting animations back in, and squashing some null ref errors on the enemies that are breaking the scene. We did get a whole lot working though. More is working now than ever before functionality wise. We can change levels on the fly while carrying the current mission over. Flying and picking up/ dropping off cargo is really great (However as you’ll see in the video, it doesn’t work while the screen capture software is running). Doors have visual indicators when locked. We have a great issue navigation screen you’ll see in the build. Look mode got a lot of polish. There are 2 boss fights in the Issue 5 demo, the second of which is nearly implemented. It’s going to be a lot of fun. I promise.
Unfortunately because the animations aren’t in, the NPCs are also a bit broken and that’s why you won’t see any in this video. So I have a lot of buttons throughout the scenes temporarily to drive the mission steps forward, where dialog would normally do so. We are getting sooooo close though and I still don’t think we’ve ever had a better week of rallying. I’m hoping by Monday we’ll be able to have a playable for y’all, because alot of this stuff is really close, we’re just all really spent.
So, I hope you enjoy the video and I’ll talk to you guys next week.
Hey all. Just wanted to pop in real quick this morning for an update.
We’ve all rallied this week and are working as hard as possible to get the next test demo out. We’re fighting some problems with the game, but we certainly have more to show. If for whatever reason we’re not able to get the game stable (heh, a rhyme) then I’ll record some footage and post it instead.
I’m extremely proud of the guys for doing their best this week. We’re going to continue to push until Issue 5 is done and tested. Once it is, we’re going to polish it up and turn it into a public demo for any non-testers. We are all pushing as hard as possible to have that out before the end of October.
Hopefully you’ll be able to play something later today, but if not, you’ll at least have something to watch!
Hey so been a while since I posted an update so… here we go!
The Butler bots now explode when they die!
Also the Fuse Puzzle is working, it needs a back plate and instructions but its in there now!
Larry has been doing a ton of art including a revamp of the weapons and Billy is working on lots of sound effects.
Plus I have been digging into some shader magic and have made Shaders to remove the 3d lighting and add in a 2d lighting system. Right now the lighting isn’t in the game but now we can do all sorts of really cool reveal and shadow effects. All in all the game is coming along well I think we might have something substantial for everybody to play soon-ish.
Also this isn’t everything (I just can’t tell you about the super cool things, it’ll ruin the surprise)
Hey guys, gals, dolls and dudes, here’s another time-lapse for y’all!
In this time-lapse you’ll see the creation of the Fabworks. If you’ve played the latest test demos (with the red and yellow rooms) then you have already been to the Fabworks. It’s one of the larger building in the colony and has several interior rooms, but it didn’t have an exterior up until now. In this video I draw the Fabworks exterior as well as several more interior rooms that will be used later in exploration mode. This video is from over 6 hours of screen capture footage sped up by 2000% and then cut down to 15 minutes (youtube standard length). I went ahead and cut out the time spent web-browsing and choosing what music to listen to *snicker*.
You won’t see me draw any of the “things” for rooms, like desks, chairs, control panels, lights, doors, crates, decor, etc as those objects come later in the development process. Many of them are already drawn and will be reused when we get further into world building.
In the next video I’ll polish up one last room, and then implement them into unity.
ALSO! Peter has flying working, along with picking up and dropping off cargo. It’s a bit wonky still, but we’ll be putting it in a test build soon along with the Gewargis’ new Issue Selection Screen.
Here’s a suuuuuuuper quick sketch I did for the outside of the Fabworks Facility. Hoping to pixel it this week.
The Intern can only shoot in the 4 cardinal directions, while NPCs and enemies can shoot in 360 degrees. The old ranged weapons looks weird when things come out of it in non-cardinal directions. So we’re changing the look of ranged weapons to be more rounded on the front so they’re aesthetically pleasing to the eye for non-cardinal shooting. Yuuuuuup!
Did this a while ago, but I feel like putting it up here. An avatar of my Dad! There’s not another angry face in the world that get’s my ass in gear more than his.