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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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Weekly Update 06/04/17

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Hi! 

 We have several scripts ready to go that would support building of the game itself over focusing on just a playground area. This set of levels is helpful in working out issues and ultimately refining the gameplay before being confident to dive into the gameplay of the story missions and other crafted areas. Fixing content in those special areas could have effects further down the gameplay chain, so a round of refinement in a more isolated environment is favorable to us. That said, some story mission levels have had their spaces mapped out already, and we’ll continue to do that just to save some time later when we start digging into the scripted content of those areas. A higher priority than those story mission levels however are the many spaces the Intern can visit before/during/after a mission (the non-randomized areas). Several of those levels have also had their spaces mapped out, but need to have content to support the gameplay -- alas missing. 

 Peter’s working on an input managing system and other game system level work. Currently he’s pursuing a subscriber model for the input handling but is still doing research into the best way to handle it. This is particularly important as we have vehicles in the game and not having to keep track of all other things that accept input on each input press is going to be a much more efficient way of handling input. 

 Gewargis kept working on the dialogue. He cleaned up some of the scaling issues, so all of the canvases are scaled properly and the same way. 

 Mason fixed some bugs that were preventing the brain bot from properly hacking the Intern as well as firing his correct death sequence. 

 We have a ways to go on the game itself obviously, however right now we are working towards an initial test build that can be thoroughly refined and iterated on the regular, possibly every few weeks or less. We are serious when we say it’s coming soon, because we are actively and consistently working on Moon Intern again, but past experiences tells us that, for the time being, we should shy away from setting any specific dates. Hopefully we can have some better news for you soon. 

Love, 
Cosmosaur

Weekly Update 05/28/17

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This week was a better week, giving us some extra time via a session mid-week to work out some issues with combat. 

Coily was experiencing a strange bug where he would get caught in an animation loop. Since Coily's behavior is heavily dependent on the animator, getting stuck in a loop there can put a kibosh on the whole behavior logic. What was particularly frustrating about the bug is that it seemed to appear from nowhere. The actual reason had to do with adding an activation trigger to Coily. The trigger was continuously invoking a method that changed an animator property. The problem was easy enough to fix and it taught me a valuable lesson about the Invoke method and how to best communicate with the animator. 

We’ve also started making some changes to the way our project folder is organized. Since we’ve been much more active lately, there has been more and more added to the project folder each week. This has allowed some mess to creep into our current project hierarchy of assets. One of the goals over the next couple work sessions is to move around a bunch of art, animations and prefabs until we’re happy with the way thing are organized. 

Things have progressed even more this month than last. We ironed out several issues with movement, the enemies, text boxes, and have put together a large playground area to be used in our next few test builds. We’ll continue to make our weekly update each and every Sunday, progress or not. Fingers crossed this June will be our best month in quite some time. 

Thanks for sticking with us, y’all! 

Love, 

Cosmosaur

Weekly Update 05/21/17

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Hi, all!

This week there isn’t a very long list of changes, but there’s still an update nonetheless. We spent some time polishing up some elements of a boss fight and the space it takes place in. Some attention was given to filling in a bunch of blank spaces across the terrain, which can now be fully (and nicely) navigated. Additionally, some font sizing issues are FINALLY resolved for the dialog, so now that’s moving smoother. Despite a slower week than last, we’re ready to head into this week replenished and ready to rock. We did set some work sessions for the coming week involving polish on specific features and balancing them for the next test build. Bigger things we’re still working on though are mostly enemies, npcs and dialog.

Talk to y’all soon, Cosmosaur!

 

Weekly Update 05/14/17

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Hi, all!

This week Larry put in a lot of extra time to catch up on several pieces of artwork relating to level geometry. This is just more tiles for terrain, interior floors/walls and structures. In addition to this he drew some “decor” items for structure exteriors (but hasn’t brought them into the build just yet). These are things like grates, signage, solar paneling and bits of texture to lay over exterior structure tiles to look more bricked, striped, or honeycombed. There are now several dozen objects (both interactive and static) that will be seen in the next build.

 Gewargis continued working on the dialogue system. He was having trouble getting the art to be pixel perfect, but he was able to figure it out today. We switched from using a world space canvas to a screen space canvas.

We're just about there on rudimentary NPCs (basically a person other than the intern who can kinda mill about) we just need animation cues for when our lovely new NPC is walking or jumping or any of the other animation cues. The NPC won't do much else for now but soon we'll be hooking them into the dialog system. Stay tuned!

Weekly Update 05/07/17

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Hi everybody, (hi Dr. Nick),

Here are some highlights of what we worked on today:

Mason started the the foundations of all NPCs in Moon Intern. He also started work on an animation override controller that will allow us to streamline the animation creation process for NPCs and all characters and prefabs that have a similar animation style to the intern (basic humanoids). Expect to see more on this soon.

Larry worked on the tester playground, building structures, rooms, decorating rooms, connecting doors, adding enemies, and all sorts of fun stuff for our testers to play with. He's also busy with getting the test build and other scenes in the game organized so we’re ready to keep iterating test builds using these scenes.

Gewargis continued his work on the dialogue system.

We also had a meeting about the upcoming build. We don't have a date currently set, but expect more info about this soon. We're all getting excited to show our recent changes to everyone.

Love, Cosmosaur