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Spaceman Memories

A topic by NerdyPunkDev created Oct 19, 2022 Views: 321 Replies: 6
Viewing posts 1 to 5


Spaceman Memories is a retro inspired JRPG that takes place in a distant future but takes inspiration from ancient Japanese folktales. Take on the role of Uchū hikō-shi, a JAXA astronaut that wakes up from hyper sleep and is completely unaware of who he is or what is happening around him. Given the circumstances he has no choice but to leave the safety of his base and go into the precariousness of a mysterious barren planet. He will quickly realize that even though he is very far from home, he begins to find traces that take him on a spirited but dangerous journey to connect with his own roots.

Currently the game is in the development phase and its process is being openly shared through cool video devlogs. Spaceman Memories is intended to be both a video game and a documentary project about the spiritual quest to share the highs and lows of solo game development being based on a third world country. The open development of the game will encapsule topics ranging from coding, art creation, music and sfx composing, spiritual struggles, mental health, productivity and digital content creation.

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This is my first devlog, which is in video format because its the way I feel more comfortable sharing about my process. I talk about the motivation behind starting to work on the game, my personal influences, my decision to use Unity as an engine and the technical process of the first steps to make progress of building the game. Let me know if you had a similar experience when you started in game development, I would love to hear about it. Check out this devlog to go into the start of Spaceman Memories.



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This is my second devlog in which I talk about procrastinating working on my game, where I left off months ago and how the code of the turn based combat system works. This is a very personal one as I talk about going into my own pocrastination hell as even though I was working and being productive on other stuff I was afraid of going back to work on my game. Also what I share inside this video about how the combat system works is a very superficial explanation so I created more in depth videos about how that code works. It is a very interesting system which I learned in a Udemy course in spanish by a guy called Juan Gabriel Gomila and it can be very scalable and modular because it uses this things in Unity called Scriptable Objects which can make your life better inside the engine.


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This is my third devlog in which I talk about using Kitbashing to create pixel art for my game. I talk about PixelBasher, a bit of game story and how Im using this art inside Unity. I have been using this software called Pixelbasher to build structures for my game and it has been not only a straightforward experience but a fun one too. In this devlog I talk a bit about the backstory of the game but mostly I share how this thing Pixelbasher and how I go into implementing the graphic into Unity.


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These are my fourth, fifth,sixth  and seventh devlogs. They are all connected as I made them in a tutorial format as I am currently working on revamping the UI of the combat screen so  I took these weeks to explain how the turn based combat system is built. It is my way of sharing the knowledge but also my own way of going back to the code and understand again step by step. As Im from Latin America I originally learned about this very modular and flexible system in the spanish course How to make games in Unity 2021 course in Udemy by Juan Gabriel Gomila which is a Unity Certified Expert. It has come to my knowledge that the insights for this system came originally from the GameDevExperiments Youtube channel as he is the one that built it originally so props and credits to him for this valuable knowledge. This system has very valuable insights that will help you understand stuff like Scriptable Objects inside Unity. It has its fair bit of coding but it is not directed towards experts, you only need the fundamentals of C# to understand how this system works and if you want to implement it in a game alike you can go ahead with that!


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So retro style. It gives me a memories about SUPER NINTENDO style! Some Megaman, you know!

Thanks for taking the time! Indeed those beautiful times are a big inspiration for this game, the 16 bit era has some type of magical thing which I keep finding attractive.