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Space! Love! Exploration! Action! As the newest heroic Moon Intern! Fix Machines, Deliver Packages and Fight Evil! Love your Soulmate!
Space! Love! Exploration! Action! As the newest heroic Moon Intern! Fix Machines, Deliver Packages and Fight Evil! Love your Soulmate!
Space! Love! Exploration! Action! As the newest heroic Moon Intern! Fix Machines, Deliver Packages and Fight Evil! Love your Soulmate!
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Mini-Update : Feb 4, 2016

So a decision has been made. In the interest of making sure this upcoming build is as 0.0.5iest as possible, we are aiming for a Valentine's Day (awwww) release. I have some more interactive objects and decor to implement, but we all have a thing or two to polish up before the build is submitted. This includes enemy animations, player instructions, additional themes for the generator and more.

Sorry we're pushing it back again, however I will attempt to record some footage over the weekend to show where we're currently at, but to give you something at the time of writing...

Here is a teaser screenshot of what we're currently working on. This is one of the areas we're going to use in the upcoming test build. Right now it's a test bed mainly for the interactive objects, MoonNet, enemies and making sure any of those objects can talk to each other. In future builds we will implement features like NPCs, item pickup and use, puzzles and more. Additionally, every room in the structure is visible now, but we're aiming to implement fog-of-war like effects to obscure rooms the Intern is not currently in, however we've yet to get around to starting that yet.

Anywho. I'll continue to update every day or so in some form or another until we release the 0.0.5 build. Hope you're all doing well, and thanks again for your patience!


Full Moon Intern #9


Howdy, Moon Folk!

Hope you’re all doing well on this Full Moon. I want to give an update to what has been going on with us.

We are still working on our 0.0.5 demo, though as some of you have noticed, we did not make the end-of-year deadline. Unfortunately the holidays kept the team out-of-sync and communication between each other slipped during that time, and with that, so did our organization and progress. After the new year, things picked up again briefly, but unforeseen circumstances like colds and a family emergency kept us from truly capitalizing on our free time.

As of the past couple weeks, things have picked up again though. Mason has been keeping busy with enemy movements and behaviors. We’re now up to 3 enemy movement styles. He is also working on a “hack” behavior, that allows certain enemies to perform the same sort of status effects that the Intern’s eTool is capable of doing. These status effects include things like stun and energy drain. Gewargis has been polishing up some UI on the main menu and in-game HUD. Additionally he and Peter are working on MoonNet, a renamed version of the previous “look mode”. MoonNet is an overlay that the player can activate on certain objects and characters to provide lore and puzzle information. Peter has also been working on implementing the eTool functionality I mentioned earlier, as well as writing the scripts needed for interactive objects. I have been working on documentation and furthering dialog and mission layouts, as well as drawing and implementing several interactive objects.

Despite a bad head cold, this weekend and coming week I’ll be putting in most of my free time into assembling everything which is functional into build 0.0.5. Later this week we’ll submit that build to Humble and it should be live within a day or so after that. That means if all goes well, you’ll have something new to test just in time for the weekend. For those of you who are not testers, I will create a video playing through the content of this build.

Looking further into the coming months the next build we release will be 0.1.0. There are a lot of things relating to level generation (terrain, buildings and interiors) that will be focused on during the beginning of this year, but it will require a bunch of art pieces from me, and polishing up of many features from the rest of the guys. We’re also going to be putting music and sound effects back in for that build as well. Now that I have many characters finished, we are going to begin to implement NPCs and dialog into the fold, and will no longer have to rely on static images to convey instructions. Once several characters are working, I’ll start back up on the character-a-day feature on our website. Puzzles are going to get a big push from Peter as well in the coming months. Our goal is to release some much larger demos in the early parts of this year, and I’m confident we will meet that goal.

Thanks for your patience during all this. We desperately want to make a game different from anything out there and we won’t release anything that doesn’t live up to our ambitions. I will update again later in the week once we’ve submitted the build to Humble, and again after it goes live.



Update : Special Tiles and Bat Bot!


Hello, Moon Intern! Well, I hope it’s not been too long, but let’s go over what happened in the last few weeks since version 0.0.4 was released.

We have another working enemy! Mason added the brand new Bat Bot. This robotic pest either flaps around, or just sticks to ceilings and chills. When unknowing folks like the Intern move underneath the Bat Bot, it dives to attack. The Bat Bot is a fully functioning enemy at the moment. Addition work has begun on the next enemy, the Brain Bot.

The main menu has undergone a couple new changes as well, finishing up some of the polishing that didn’t make it into version 0.0.4 in time. The splash screen to main menu has a smoother transition now, as do the choice confirmations on the main menu. In addition to that, Gewargis also began re-implementing look mode into the game. This is the feature where the player can hold down a key to see overlays of information for combat and navigation.

Peter’s special tiles are ready for us to start putting together. This means we’re now able to create more varied spaces with the generator, making themes easier too. The generator finds an area that matches specific credentials to put unique parts into the level. For example, a section of the level that goes 2 tiles over and 4 tiles up, or a section 4 over and 3 down. The special tile then replaces all of the tiles in the area. These special tiles can be lots of things; i.e. cliff faces containing a structures or platforming challenges or other special pieces like caves or craters.

Loads more design and organization for the story and for interactive objects has kept me busy. I’m getting ready to go whole hog into implementing content over the next few weeks. This content will mostly be in the form of interactive objects. Examples of the types of objects I’m talking about include water coolers, fax machines, fabricators, mood lights, terminals, more door types, gates, projectors, microwaves, electronic whiteboards, valves, oxygen tanks and a ton more. These objects are simple, mostly having just a few animations, but this lays the groundwork for states like on and off, broken, empty, etc.

This is a big month for us. We’re all rallying to make sure we have something fun to play by new year's day. We are hoping this “End of Year Demo” will leave us in a wonderful place to start the new year, and gives us a challenge as a team. It would be nice to have 0.0.5 out before the end of next week, especially to test out the new enemies, special tiles, look mode and any interactive objects finished by then.

Until then, have a good December!


Test Build 0.0.4 is live!

Version 0.0.4 is now live on Humble for testers, hooray!

There’s a few new things in this build to look at, so let’s dive in...

First, here’s the controls so you know what you’re doing. There are some instructions during gameplay, however it doesn’t hurt to know what you’re getting into.

Arrow Keys and Enter are for navigating the main menu Arrow Keys move the Intern in-game Z - Jump X - Fire Weapon A - Swap Weapon Left S - Swap Weapon Right D - Interact

New Logo - It animates!
Better starry background

Simple Interactive Objects - We’ve littered examples of these objects throughout the Apartment scene. Pressing the Interact key (“D”) will toggle the objects between 2 states. We’ve already begun work on more complex interactive objects, but this is the foundation.
Terrain in Random Levels - The random levels are starting to look nicer. Right now the same terrain is used for each level. We have 2 terrain styles in the engine, but the generator only displays a single style at the moment. The next build should begin the address those sorts of visual things in the generator.
More pretty art - One of the scenes in the game flow, the apartment, has been pretty’d up with some bg art. The other scene, Command, will be pretty’d up this coming week for the next build. I will say though... these scenes are placeholder until we're happy with the other systems in the game enough to begin building the final environments.
EP is pretty cool now - It drains when firing weapons, but regens fairly quickly. However if it’s completely depleted, a cooldown must be satisfied before regen-ing will resume.
The Robot Peons have been polished - There animation quirks were removed, and they’ve also been given a better behavior pattern.
Directional Aiming - The weapon sprite used to look funky when looking up/down as it wouldn’t align properly with the Intern. That should be fixed now.
Weapon polish - Weapon values have been adjusted to feel better. In addition, little “poofs” have been added to shots that expire without hitting anything.

If you want to discuss bugs or other issues, you can do it right here by commenting on this post. I'll be active in responding, so check back often! 

Now that 0.0.4 is out we can start focusing on the next test build. The next few builds should focus more on interaction and accomplishing goals in gameplay. Pop-ups, eTools, more enemies and more complex interactive objects are all being worked on this coming week. 

Take care, y'all! Have a good weekend.


Full Moon Intern #8


Howdy, Lunar friends!

So for this blog entry on this full moon we are focusing on test builds. First off, we’re happy to announce we are on schedule to release a brand new tester build this coming week. We are aiming to submit that build to our humble store before this coming wednesday evening and hope it goes live within a day or two. We’ll let you know the moment it drops!

Our goal with this tester build is to kickoff a new phase of development where we release 2-3 more test builds per month. The idea is to create a stable build we can iterate and polish. We hope that after a few iterations we will have a nice abstraction of our gameplay, and will be able to add content and renew more interest in Moon Intern, and most importantly, help restore your faith in us. So after this week -- for the first time -- you can begin to expect regular test builds! Yay! It’s finally happening!

In the next few test builds we will focus on gameflow (transitioning between scenes) and a round of Intern physics testing. We are at a point where we can only design the spaces and levels so much without knowing exactly how fast our Intern moves, exactly how high they jump and how floaty the whole thing should feel. We’re messing with these values constantly, but we want the final values and we want to share that experience with you. Once we have a couple of these test builds under our belt (so a few weeks or so from now) we will release more of a road map for these test builds, but for now let’s worry about just releasing this one.

So last month I mentioned a change is coming. Peter, our programmer, is moving to California next month. But don’t worry, he’s not leaving Moon Intern. We’re now working to change how we work to make sure that the distance between us doesn’t negatively impact Moon Intern. It was a big downer when we learned Peter was leaving Chicago, but we're keeping in high spirits about this, as we know Peter is going to have some fresh and exciting opportunities out there. Plus he's never enjoyed the winter here (who really does?). Anyways, we know what the rest of us are going to be working on during Pete’s transition, and it’s mainly going to be buffing and polishing up wherever the current build is at using some tools Peter plans on having done soon.

As a final roundup of everything else going on, the cut scenes script is moving along nicely, as are the mission designs. Character-a-day was still on hold this past month, but will hit full speed again starting Monday morning. Some polishing/rewriting (however you look at it) of some HUD elements is happening now as well. Revisions to scene prefabs and object hierarchies is also happening, as well as the constant finagling with weapons and projectiles. Oh and enemy logic had taken a backseat again until earlier in the week, but are now moving along again.

We hope the regular test builds will help to motivate and add a bit more transparency to our development. We love you guys! As always, thanks for being a part of our journey and bearing with us for 3+ challenging years. Here’s to 3 more--haha!


All of Cosmosaur