yeah! i think my strategy for making games for the next little while is to do a lil one or two day gamejam over the weekend, then do fixes and additions throughout the week. i’ve been having a lot of fun with this game, more fun than i’ve had in a while :P
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i feel like, for newcomers / in case i make a typo or are trying to explore the system more, it might be useful to be able to delete vessels? especially since i can’t seem to find a way to reset the game back to its original state.
hi! this seems so, so unbelievably cool.
is there a way to make an object plural? or do i just have to make multiple? i want to make some books to fill the library, but it treats the object as singular (You see a books).
yeah I could never get the swimming controls the way I wanted for that demo. there's no extra suit upgrade for that, it's just bad design :P.
And the digging--I've decided I'm going to remove digging. It's a good way to hide secrets, but having to put rocks down everywhere just sort of spoils the look of the game. beyond that, digging kind of messes with the core concept: you're here to observe, not to destroy. digging destroys.
I made the game in openfl, using haxepunk as my framework. mostly because I started with flash and flashpunk--I don't know if I'd heartily recommend haxepunk. haxeflixel is probably better.
hey! thanks so much! I do plan to have flavour text for life forms, and you actually do get more for scanning new species in the demo--it's just not communicated particularly well there :P
a lot of the stuff suggested already exists? you can follow developers, there is a feed (top bar, on the left) where you get updates from the projects of the developers you follow. there's no way to follow projects right now which i agree would be cool, but everything else already kind of exists on the site
i think the issue that you have right now (other than the fact that greenlight is a bit of a shitshow and its really hard to get an unknown game greenlit) is that the game looks nice, but watching the trailer / reading the description doesnt give me a solid idea of how the game plays. i havent read the book of changes or used the i ching, so i cant understand the symbols or what they do.
yeah the darkness stuff has been plaguing me performance-wise for quite some time. with the library im using there really isnt a better way to do it, unfortunately.
the audio stuff should be compressed directly into the executable but i couldnt figure out how to do it in time for demo release...it won't be accessible once the full game launches. i'll probably compress them into ogg as well, if that produces a smaller file.
i posted this on the main page but it didnt update so i thought id post it here: the star surveyor greenlight is up!
upvotes are super appreciated, its kind of stalled out right now but its actually very close to the top 100, so a little boost would be awesome!
another update: the demo comes out on wednesday :P. GET READY!!!
So the demo's juuust about done.
I thought while a friend of mine is finishing up the sounds for the game I'd open it up to some playtesters!
If you're interested in playtesting the game reply to this with your email and I will send u the build as soon as I can.
So updates are going to be sparser now because I've (finally) moved on from making the content, to actually arranging it in a way that is nice and makes sense and helps teach the player how to play etc. etc. Building out the world, although one of the more important things I need to do for this game, can't really be tracked using gifs.
I did make an intro for the game recently! That's the other thing I'm starting to do: actually polishing some aspects of the game that I've more or less forgotten this whole time.
looks like a lot of my gifs are broken. kind of a bummer. oh well!
in this weeks update (im pretending i have a scheduled update time now fyi) we have:
more water life!
you'll also notice the lamp which kinda...mostly...hovers over the players head in this gif (theres no animation for swimming and holding something yet).
so the swamp's gimmick is 'light' which originally meant your scanner got upgraded to a flashlight which you could use to explore and stuff but i found that kinda....boring? and limiting? so i replaced it with a lamp you can carry around (and throw! which isnt shown in this gif). so now you can use the light to interact with different things!
secondly, something i havent implemented yet but have been thinking about a lot lately: the logs.
from just about the beginning ive known that there has to be some sort of 'log'. at first it was just gonna be a log of all the creatures and plants youve scanned, with some hopefully funny/witty descriptions for everything that kinda showed the personality of the character
in the process of making this though i've kinda come around to a different kind of log...sort of like a daily journal thing, that would correspond with an upgrade. itd go like this: you scan a bunch of creatures, you come back, you upload the data to the ship, if you've uploaded enough for that day, the spaceship opens up, you go inside it, and your done for the day. then the screen would go black, and you'd get to read a short thing that the character has ostensibly 'written' before she went to sleep for the night. and then youd wake up, and you would have a new upgrade.
its important to note: these logs aren't gonna be just like, her accounting what she did for the day. thats not why i wanted these here. i wanted to introduce a different dimension to the game, a sort of story, but not really a story. just mostly the astronaut writing down her thoughts, her history, why she took this (dangerous, deeply lonely) mission, stuff like that. hopefully it'll be interesting and not dumb! i used to be really into writing fiction, but i havent written anything in a long long time, so we'll see :P
thats it! if you've got this far: congrats! that was ramblier than most posts!
i really liked the demo! felt like something you'd play at an arcade cabinet. a few suggestions:
-the cursor movement felt a little slow to me. although im sure you plan to put a mouse sensitivity slider in the final game
-it was kinda difficult to gage how badly i was hurt? it took me a while to find the healthbar in the top left corner
-those guys that shoot--it seemed like they took more than one shot to kill, but i never really got a good indication of whether i hit them or not. with the knights it was no big deal because i mostly just stood in one spot and unloaded on em, but with the shooty guys i had to do a lot of ducking and dodging to avoid their bullets and so it was hard to see if my shot actually hit em.
-the hitbox on those powerup things is a little too small i think, i kept walking over it to try and get the little popup text to appear
overall though, really solid game so far!