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Star Surveyor devlog

A topic by slimefriend created Nov 30, 2015 Views: 5,832 Replies: 81
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(6 edits) (+4)

UPDATE: this project is on steam greenlight now :) http://steamcommunity.com/sharedfiles/filedetails/?id=650456805 upvotes greatly appreciated!


I'm making a game about exploring and surveying a foreign planet called STAR SURVEYOR. You start with a limited amount of equipment and oxygen, but as you discover more creatures and plants you can upload them to your home planet to gradually gain more abilities which will allow you to explore the planet further.

All I've really got implemented right now are the player, some creatures, some flowers, your ship, and the system for building the world.

My plan is to build a small proof of concept and release it for free in the next few weeks or months (depending on how big I decide to make it) and then if there's enough interest, make a bigger game.





I like the idea, I'm a sucker for upgrading things and exploring worlds :) I'd like to see where this goes.

This is pretty adorable. Although, for an alien planet, the plants seem a little, normal XD

Will the game have any sort of challenge to it (ie, pits, spikes, bad dudes, anything that causes game over) or will it be just a casual relaxed exploring type game?

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the plants are just quick little things i made for testing, they will get more elaborate later on (especially since they're mostly static, they would have like one animation at most)

the game will have challenge--for example for things like that frog, if you get too close it starts jumping around madly which makes it impossible to scan, whereas if you creep up on it slowly it stands still (i havent implemented that yet, i will soon though)

it'll also have more traditional things like lava in the mountainous biome, and maybe some dangerous bugs. there's also the problem of oxygen--if you're away from your ship too long you start losing oxygen and then when your empty your health starts to chip away (this is still up in the air though, i want the oxygen tank to be an upgradable thing but if it makes the game annoying i might take it out and just let you explore infinitely)

but overall there aren't going to many 'dangerous' obstacles. i do want it to be more relaxed than most games.

Ahh, cool cool, sounds fun.

Omg this is a lot like an idea I had a few years ago (that I still want to get around to)! yay for collective consciousness!

I like the idea. How much do you plan on diversifying what's going on in each biome? Is the system for building the world procedurally generated?

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The biomes are going to be as diverse as I can get them, I can't say much though without spoiling stuff unfortunately :(

Nothing is procedurally generated. I considered it (for a long time), but it can get messy if you've scanned everything in the areas you are able to travel to with given equipment, but still don't have enough to unlock a crucial upgrade to get to a different area. I'd rather just design a metroidvania-like world myself, which also happens to be something I've never done before so it'll be a learning experience too :P

Absolutely, a well designed world is important for metroidvania like that. Well good on you for having a vision of sorts already. It's always fun to do new things. I have a bunch of dumped projects, but the tools and code that I tried is always available for me to lean back on, plus the experience is invaluable. The more you code the better you get.

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I like it! Its always amazing to see how distinct people can make their aesthetic within really tight pixel resolutions.

I hate it when people say "oh, you're making a [genre] game? You should check out ...". But it reminded me of this old game called Dinosaur Safari where you go back in time to take pictures of dinosaurs.

I like the puzzle of the frog behaviour interacting with the mechanics (digging holes or sneaking). I think there could be a lot of meaty gameplay in the space where behaviour meets mechanics, rather than jumping puzzles or avoiding danger. It reminds me of adventure games where you try and draw out an animal with bait, or block off exits so it can't escape. I think The Dig had some puzzles like that. You could add in multiple states to animals, so while it might be easy to collect data from a normal animal, one that was pregnant and hiding in a burrow/nest might be really hard to find or get at.

Biomes would be cool to see more of your art.

burrows/nests that creatures hide in is a super cool idea that i'm totally gonna steal for other creature types :P

(+6)

new feature: don't scare the frogs

:O
That's so cute!

Solid idea.

I love that! Awesome feature!

(+2)

Flies are in the game! Flies are a little less frightened of you than frogs.

Also, finally starting to get oxygen/health meters into the game

Also:

I'm kinda torn between showing a lot to kind of incentivize myself into keeping a regular schedule / getting feedback, or to not show much to avoid spoiling the game for players. Thoughts?

(+1)

As a player, if I'm following a devlog, I'm aware there's probably going to be spoilers and I don't really mind them.

But it might not be the same for everyone else, so I'm not sure!

I'm kinda torn between showing a lot to kind of incentivize myself into keeping a regular schedule / getting feedback, or to not show much to avoid spoiling the game for players. Thoughts

I would say that if someone reads a devlog they are aware that there may be spoilers. Also I think you should reveal new mechanics, but not your story.

There's no story, so that won't be a problem :P. Not yet anyway....there probably will be suggestions of a story in the environment, I probably won't share that stuff though.

I agree with the other posters. Reading a devlog pretty much means you should expect spoilers. However, if you want to be considerate of those who don't think of that, is there a spoiler tag you could use to hide certain things? If not, you could just make it apparent in your first post that spoilers will be in this thread and/or post a big SPOILERS warning at the top of new posts with spoilers.

Personally I'd love to see more of this as it develops, and I think it'll be fine to just show us new creatures and features without spoiling the game. Since it's Metroidvania there will still be a lot to be revealed through actually exploring the levels and whatever data you get from scanning. You may also get a lot of helpful feedback you'd otherwise miss out on.

(+2)

this probably isnt a huge deal for anyone else, but last night i found out that one of my major issues with haxepunk (no way to manipulate bitmaps directly) isnt actually an issue. so now: lighting!!!!

im not gonna use darkness tooo much, mostly for underground biomes. but now i can have another thing you can upgrade: your scanner's flashlight!

(you also may have noticed the presence of water. water probably won't be in that specific biome, im just reluctant to show other tilesets for fear of spoiling too much.)

(+4)

related: variable distance means i can scale the darkness depending on how far down you go. entering: the caverns!

gonna start making new creatures/plants for this biome :)

That lighting is simple, but it looks really nice!

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yeah! i wanted something super-simple. ever since seeing how nuclear throne did it ive wanted to do that kind of lighting for my game.

I love the look of it, though it's a bit weird that the player and cursor have separate light sources rather than a light shining from the player towards the cursor. Is it intentional that there's actually two light sources or is that just the limitations of the lighting right now?

i was considering that, and i still might try it out because it would probably look cool.

the lighting is only limited by my intelligence :P if i do too many calculations when i go thru all the pixels the game can lose a lot of frames very quickly. i dont think that should be a problem here, but we'll see.

Ah, as a fellow programmer, I understand. Good luck!

(1 edit)

update on the light thing: i did the 'check if pixel is between the scanner and the player and light it up if its close' thing and it looks...much worse than expected :P



what i had pictured in my head was basically a triangle facing the scanner with the tip centered on the player which would probably take a lot more time to figure out in my lighting system, so i think im done with this idea

Oh wow, yeah that does look weird, haha. Oh well.

(+5)

i didnt really want to show other biomes or their creatures, but i'm just too pleased with how this lighting worked out that i had to show off the firefly.


It looks awesome :D

Just curious: what is the purpose of the blue bar ?

its for oxygen, but its totally not being implemented in any way yet.

I love the little firefly! I can see that being a useful game mechanic too where even if your own light source isn't enough you can take advantage of the fireflies (which may be able to reach places you can't) to see more of the level. Some great level design potential there.

(+1)

so as you might be able to guess, 'space research game' is kind of a working title for this project. i'm having real trouble coming up with an actual name for this game though. any ideas?

and, because i'd feel bad if i posted something without a gif, here's a spider

(+1)

Maybe you can just find a name for this planet, and give the name of the planet to the game :P

Deleted 2 years ago
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all the legs are the same color. do u mean the body also needs to be the same? i tried that but i worried that it would make the sprite look uninteresting

I assume this post is outdated given your thread is now called Star Surveyor devlog. Regarding the spider though, you could try adding some kind of design to its back (like a black widow) to make it more interesting if you wanted to keep the legs the same color as the body. I personally think it looks fine, and I like how it pulls itself up to retreat from you. Love how all the creatures feel so organic, I've wanted to do similar for my own games.

Looks really awesome! How long have you been working on this?

(+2)

about 3-4 weeks at this point? but almost all of that time i was also in school so its been a little slow.

Hey, this looks rad! I loved Metroid Prime's scanning mechanic so it's great to see something like that here. Keep up the good work!

thanks! i dont know if you know or not, but this game was totally inspired by space gardener :P

(+1)

Haha, yep! I saw your post in that other thread. I'm really glad my game inspired you like this

(2 edits)

sorry its been so long!! between ludum dare and various other things i havent been able to work on this game since last week. development is probably going to be slow for the next little while but i found some time to implement some little fishies


its kinda tough to see whats going on in a gif, but basically unless ur moving ur cursor very slowly when u go to scan the fish, it'll get scared and go hide in its lil hidey-hole.

the basic idea of the game is to have all the biomes correspond to different tools, and all the creatures are little 'puzzles' that you have to use the tool of that biome to solve. the tool for this biome is the FLASHLIGHT. the fish get scared of the light and run away.


right now i have four biomes planned for the demo, and ive finished the visuals / theming / corresponding tool for all of them. i also have the monsters mostly made or planned out for all of them.


ALSO: still totally struggling for a name for this game. nounoursheureux made a good suggestion with finding the name for the planet, so i tried to find a roman/greek deity name for it but none of them are really grabbing me. so the thread's still gonna be called space research game for the next little while, unfortunately :(

EDIT: what do you guys think about Terranaut?

Terranaut is a great name, but it seems a little too similar to Terraria. I think that people get irritated by all that 'cloning' thing and even though your game is not a clone, people will think what they want to. :P And great progress so far, I am a fan already. :)

(+2)

So I've finally started to implement the final 'tool' that's going to be in the demo. This tool is the GRAPPLE, and it works something like this:


as you might be able to guess from the gif, the grapple is primarily meant for use in traversing tree branches, but it has uses for getting out of underground areas quickly as well.

It looks great !

Great project, can't wait to play this. ;) What engine are you using - Unity, Unreal, maybe something else?

(+1)

something a whole lot simpler than either, but also a lot harder to explain :P it's called haxepunk, it's a port of flashpunk which was a library built on top of as3. haxepunk is built on top of openfl, which is an open source engine built on top of haxe meant to replicate flash (while also providing a LOT of portability and performance improvements)


bored yet? :P

Hahah, not at all, I'm actually hugely interested in this stuff. I'm currently developing a pixel-art game as well and was curious, which engine do you prefer. ;)

(4 edits)

ALRIGHT. im back.

i edited how the grappling works so you have a bit more control over it (you can now right click and the grapple will fly towards wherever the mouse is). a gif of that here:


this took me longer than i care to admit to get working.

the next step is gonna be to (finally) add some creatures to the fourth biome. im probably gonna have to redesign them because looking at their design with the benefit of time i kinda realized they're...not that exciting.

but!!! what is exciting is that this game FINALLLYYY has a name!! and the name is....

flows kinda nice doesnt it?

(1 edit)

I've also just launched the itch.io page for the game here with a bunch of gifs and a description of the game.

Star Surveyor update!!!

Featured: birds, beetles, and bulbplants!


So I'm almost done filling out the creatures and plants for the different biomes. A bunch of them still need to be updated with their new designs (as I mentioned before, I want each creature to be a little 'puzzle' that requires using a specific tool--still haven't programmed a lot of that yet).

I'm noticing that I'm starting to lose momentum on this project, so I think the next few things I'm gonna do on it are going to be a little bit...different. Adding environmental details and storytelling is something I've wanted to do for a while, so I might try to start mapping that out. The plants also need a bit of love, I want them to have some effects on the player (ie some spray out poisonous gas, some slow the player down when she steps on them, some shoot projectiles, stuff like that). My goal was to make this game mostly a relaxing experience, but I think it could use a little danger.

Awesome man! Reading this all got me excited, thanks for pointing me over to your blog.

(1 edit) (+1)

One last back-to-back update before I get swamped with work.

So for a long time I was going to have an oxygen and a health bar, and oxygen would just slowly trickle away until it reached zero, at which point your health would start chipping away. And other things could do damage to your health like fall damage, plants,etc. And both your oxygen and health would get restored if you went back to the ship

But that system is a bit...convoluted, for a game thats not really supposed to be focusing on 'survival', at least not mainly. So I've simplified that system to just the health meter, and I've eliminated oxygen entirely.

I've also worked on some of the damage-dealing plants that are gonna be in the game:



Since creatures already have this system of movement puzzles focused around specific tools in the game, I figure I'd give plants a different kind of variation...a deadly variation, if you will :P

Some great stuff going on here. Your color palettes are A+. Animations are perfect, especially for a minimalist pixel feel (That crawl animation...phew...had me giggling over here).

(1 edit) (+1)

Now that I've settled on some nice rules for how creatures / plants are gonna work (plants are dangers, creatures are puzzles) I've gotten myself very excited about this game. I found myself some time this weekend to work on finally implementing the spider's behavior:



So to give you an idea of whats going on here:

spiders are going to be totally impossible to scan if theyre on their line of silk. if you get too close, they just go back up to a spot just above the level geometry so u cant scan them. so what u have to do instead, is dig down from above and cut the line at the source. at which point the line snaps, the spider falls, and then just sort of ineffectually walks back and forth. (don't worry about how the spider doesnt really stick out against the background, its outside its natural habitat in this gif)

im gonna try to get all the other creatures up to the same level of intricacy, its just gonna take me a little while.

Given your new rules, does this mean that plants can't be scanned and creatures can't be dangerous?

plants can be scanned,it's just sometimes challenging BECAUSE they're dangerous. I don't think any of the creatures are going to be dangerous, at least not for the demo.

Okay. It feels a little weird that only plants would be dangerous, so I'm personally hoping for some dangerous critters too. Looking forward to the demo regardless.

its just kind of a way to maintain consistency. creatures can move and dig and do all sorts of things so they can use those actions to evade you--but with plants they cant do a whole lot, so they compensate by defending themselves with deadly weapons

Ah, I understand. I like that you consider the reasons for why they developed that way. I eagerly await being able to play the game myself.

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