Howdy! So the first test demo since our clean slate has been pushed to our humble store. I’ll comment on this update when the demo is live so the testers can have at it. Meanwhile, I’ve recorded a bit of footage to give everyone an idea of what the demo currently contains (which as you’ll see is significantly smaller than our last). Enjoy! And again, we’re looking forward to keeping everyone well up-to-date as the game is developed. Love ya’s!
The Intern has a new and improved sprite sheet! Here’s a preview gif of some of the animations.
We’re just a few days away from a new TEST BUILD on our “clean slate”. So stay tuned for more screenshots and videos over the weekend!
First off this is the very first post in a new segment we’re calling “Full Moon Intern”. On every full moon from now until the final release, we will post an update on our Kickstarter and website to let you know how things are progressing with us and the game. We solemnly swear we won’t miss a single full moon! And we don’t mean itty-bitty updates either, we mean full on updates on the game. We’ve often slacked when it comes to communicating with all of you enough and don’t want that to happen again. Similar things have been said by us in the past, but we’re going to have plenty to talk about, REALLY! So look forward to each full moon from here on out.
Hello backers, I know it’s been a long time since our last post and for that I am sorry. We have had scope and development issues since day one. However, I don’t want to talk about all of the reasons why so far development has failed to deliver. Instead, I want to talk about what we have done to the design of the game and our plans for development moving forward.
What’s up Farty People!
How has everyone been? We’ve all been busy with the whole job thing and trying to keep our heads above water. I’m going to try to keep this short because we’re going to have a much more in depth update soon, but first things first: sorry for the lack of recent updates. We’re a small team, and it sometimes slips our minds, so we apologize for that.
Hey moon folk,
Recorded some footage and made a trailer today. Rates at least a 7/10 on the entertainment scale. I thought y’all would we be pleased if I’d share.
@LarryPixel "I am in this trailer and that's super rad." -Brian Belida
— Brian Belida (@OldNewsBelida) April 7, 2014
Hey Folks. This week I’ve been pixeling the next set of levels to come for Story 0. I have 5 really great looking levels drafted this week, but we need to test them in-engine before they get prettied up. Since the levels are just while lines representing collision, I will instead show you some other new cuteness also drawn this week.
Continue reading to see the pics.
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