Hey Moon people! We got some cool new GUI stuff to show off. As we’ve said in previous blog posts, we’re currently going through a bit of a rebuilding phase. This includes not just technical aspects of the game like hit detection, but also artistic changes. In this blog post we’ll be going over the redesign process for our menus, lists, and dialog boxes. GUI is one of those subtle aspects of game design that can have a huge impact on the quality of a game without you immediately noticing. We’ve realized that Moon Intern is much more menu-driven than we had initially thought, especially with the changes we’ve made to the the overworld. A lot of progress has been made with the design of the GUI, but there’s still some work to be done. So let’s get to it!
Hey guys! As you know, if you’ve been keeping up with the blog posts recently, we’re going into something of a rebuilding phase due to the release of Unity 4.3 and all of it’s lovely new 2D-centric updates. I want to talk a bit about this process and the kinds of things you can expect in the updates to come. Since Unity 4.3 is all about making Unity a more 2D-friendly game engine, just about every aspect of Moon Intern is affected by the changes. Now we could certainly have just ignored the updates and continued to use the tools that we’ve built to continue work on Moon Intern but we feel that some of the updates are way too useful to ignore. Not only are there things that we can now do that we were previously unsure we’d be able to pull off but we’ll also be able to do a lot of the things we knew we could do, only, much faster and more efficiently. One of the things that has me most excited is that hit boxes will be much more dynamic and versatile. Continue Reading
Working on some more story polish today, but I just wanted to pop in and share a small bit of news. A couple days ago we updated the Moon Intern demo available on the humble store. It has a few more additions than the last demo, as well as a bit more polish scattered throughout. I’d also like to add this should be the last update to that particular demo, as work is now beginning rewriting certain systems like sprite animation to take advantage of some Unity 4.3 features.
Love you guys! Thanks for hanging in there!
Heylo, Moon peeps!
So as I’m getting acclimated into my new job I’ve also been making recurrent wipes through the story and characters and making revisions. Obviously we want everything to flow properly, but at the moment the story does have several hangups from the old-design that need addressing.
Mason mentioned that we’re changing a lot of our story lingo. What we were originally calling Days (back during the initial pitch) we then called Issues but are now calling Stories. Ultimately I see this allowing us much more creative freedom in the way we present our story arcs. This is becoming more and more clear as the story is reworked. The story flow can no longer interfere with exploration in situations where the player is (for example) trapped on a ghost ship or in the deep south. Previously you were able to explore within the current context of the story, and were expected to stay within the confines of current events or area. We’ve really opened up the design to allow the story to be front and center when you want it to, or take a back seat to exploration and challenges if that is what you want. Additionally, this can be done at any time, between any of the objectives. Finally, this puts some ease on the development of the game because we no longer need to have assumptions about what the player wants or doesn’t want to do at any given moment.
Anyways, I just wanted to drop in and write a little something something on the blog. Hope y’all have a great day and a great weekend. See you in the forums in the meantime.
Hey guys! As promised, this blog post is going to go over the changes we’ve made to the game flow, mission structure, and how the map works. After trying to put together one of our more complex missions, for the purpose of creating a proper demo, we came to the realization that the way we designed the world and missions of Moon Intern made development too slow. We looked at why we designed it that way in the first place and how we could improve on our original ideas without diminishing the spirit of the game. While speeding up the development time is important, we also wanted the changes to improve Moon Intern making it a more enjoyable experience for the player. The whole team is super excited about the changes we’ve made and that’s why we want to share it with you guys.
Hi All! We have good news! Larry is the newest (and maybe only?) Insurance Agent/Game Designer/Pixel Artist. Now that all his training and classes are in the bag, he only needs to pass the Illinois State exam which is this coming week. It’s a 4-hour test, so wish him luck. Every American needs health insurance now (Thanks Obama!) so hopefully this will work out well for Larry. He’ll be going from door-to-door all throughout the Chicagoland area, so if he knocks on your door please don’t chase him down the street.
First of all, we need to apologize. We feel like we let you guys down, but we’re never going to give up or accept defeat. This is what happened: Just prior to the completion of our public demo back In November the bottom sort of fell out on us; we fell off of our own fiscal cliff (Thanks Obama!). We were holding on financially as long as possible, but it got to the point where the team could no longer go without employment. The funds budgeted for our personal time had long expired and our families had helped us all they could, but it became too difficult to continue development while still managing our job searches. This was exacerbated even more so since this hit us just prior to the holidays. We should mention that there are still Kickstarter funds available, however it’s all been budgeted for later points in development (rewards, marketing, legal, etc).
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!
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!
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.