Howdy, good people!
So another Full Moon is here. What’s the deal with us? Well we’re still working on Moon Intern of course. Here we go with the update!
The majority of work done this past month was heavy on expanding the design of upcoming features. This includes puzzle ui, the relationship with Amor, and most of all the actual game flow itself. The new puzzle interface is pretty sweet, and we’ve talked through several user stories to make sure it can handle the bunches of puzzle types and gameplay scenarios we want to throw at it. We’re still working on the new mockups for those puzzles, but trust me when I say the interface is going to be pretty sweet.
We’ve also been working on generating the level flow, as in getting buildings generating, both exterior and interior and making sure the doors all connect right. The buildings also have to work with whatever the mission objective is, as well as offering up many of the diversions and non-linearity offered in the gameplay. Buildings are filling with rooms and connecting their doors now, but we’re still working on properly managing placement of the object at the other end of the door as enemies and npcs are able to use doors and not all those characters are the same height. Little things. Once we can finish rooms in a meaningful way (art, yay!), we’ll be able to release another test build.
Almost all of our weapon shot types have been implemented other than the lob shot now. So besides your standard straight shot we also have spread shot, wave shot, boomerang shot, and lob shot as mentioned above. We still have other modifiers like rapid-fire and charge to implement, but we’re getting there.
The biggest thing that I want to describe today though, is the game flow. We’ve got a pretty clear idea of how we want the game to play now, and we’re going to begin building the systems for that this month. One of our top-level concepts for Moon Intern has always been serialization. So instead of one large story, we want Moon Intern to feature many smaller stories, each with a beginning, middle and end. Another top-level concept is you have a job on the Moon. So using a day-to-day cycle for a game flow really works well with both of these concepts. To create the variety in gameplay we desire we split each day into 5 segments, which all have their own activities to choose from.
- Morning : Wake up in your apartment, get ready for your day. Mess around with the thingies in you own, pack your bag and choose your method of travel to work. Bus? Personal craft? Don’t forget to eat something before you leave to get that needed boost for the day, or maybe just grab a quick coffee with Amor at the coffee shop.
- Clock In : Arrive at Moon Command, chit-chat with your co-workers, visit HR to get a change in duties, upgrade some gear at the workshop or go right to your mentor for your assignment.
- Mission : Every day the game will generate a random mission for the Intern. Missions vary greatly in gameplay depending on current narrative, play style, player level and colony health. Missions are generated to be either totally action focused or tech focused, or they can be a challenging combination of the two if the player is deemed competent by the Captain.
- Clock Out : Return to Moon Command to get your daily pay before clocking out. Choose from a variety of activities including explore and shop in a chosen zone, go to a number of date locations with Amor, or risk your pay and items in the very special high risk-reward endless mode.
- Evening : Return to your apartment for the night. Make dinner, invite Amor over, decorate, do some online shopping, or just go to bed early to quickly get to the next day with a hefty boost to your stats.
The day cycle is shaken up in a couple more ways as well. If certain variables have been met, instead of a random mission the player will experience a pre-scripted, non-generated story mission. There are about 4 story missions per story arc and upon completion of a story mission, many parts of the gameplay and narrative will change and this is especially noticeable in enemies, npc dialog and additional level generator themes. In addition to the layer of narrative focused changes to the day cycle, there is a very short commuting scene between each day segment. Commuting scenes add tid-bits to the gameflow like traffic jams, weirdos on the bus, special enemy or character encounters, comedic scenes or stumbling upon a special item to add more variety to each day.
Moon Intern is still alive and I hope before next month we'll have something new and exciting for the testers. The next update will come on July 31st, the blue moon. Until then, hope y'all are having a great summer. Stay cool!