Howdy! So the first test demo since our clean slate has been pushed to our humble store. I'll comment on this update when the demo is live so the testers can have at it. Meanwhile, I've recorded a bit of footage to give everyone an idea of what the demo currently contains (which as you'll see is significantly smaller than our last). Enjoy! And again, we're looking forward to keeping everyone well up-to-date as the game is developed. Love ya's!
Space! Love! Exploration! Action! As the newest heroic Moon Intern! Fix Machines, Deliver Packages and Fight Evil! Love your Soulmate! Read more
This project was successfully funded on August 7, 2012.
First off this is the very first post in a new segment we’re calling “Full Moon Intern”. On every full moon from now until the final release, we will post an update on our Kickstarter and website (MoonIntern.com) to let you know how things are progressing with us and the game. We solemnly swear we won’t miss a single full moon! And we don’t mean itty-bitty updates either, we mean full on updates on the game. We’ve often slacked when it comes to communicating with all of you enough and don’t want that to happen again. Similar things have been said by us in the past, but we’re going to have plenty to talk about, REALLY! So look forward to each full moon from here on out.
Next thing...and this is a big one that will be either loved or not-so-loved by you beautiful people. Deep breath... We wiped the slate clean and started over in a new project workspace. Pheeewwww. It’s still in the same engine and in early stages of development. We secretly loathed that after each test build we released we still hadn’t “found the fun” in Moon Intern, despite us knowing that it’s there. We knew game development was difficult, and we were excited, but several things just didn’t go the way we intended from the start; we hit several hurdles, on and on and this and that. The best thing we could do for Moon Intern was to take a refreshed look at it, and that’s exactly what we did.
With that said, we should first mention the things we kept from the original design -- pretty much everything. Those of you who are appearing as NPCs are still going to be very unique in appearance, dialog and story. That isn’t disappearing and never will. The gameplay mechanics like puzzles, sparrow jump, eTool combat, the soulmate character, layered levels and so many other things are still present as well. The programming we’ve done on the main architecture isn’t gone either, as Peter did a TON of work on that, some of it which was never able to make it into any test builds and would be a shame to lose. So to sum it up, we may have hit CTRL+N, but that doesn’t mean we won’t reference the previous code, art, and design.
Through all this, we learned a lot about what Moon Intern needs to be, so here are our pillars of design moving forward...
- Exploration != Open World: This is by and far the biggest change we’re making to the game. We are replacing our open world in favor of procedurally crafted areas. One of the biggest walls we repeatedly slammed ourselves against in the old design was that the environments we were creating were being used for just 1 or 2 situations and didn’t allow for numerous repeat visits. We have a lot of fun and interesting locations that we want you to experience like haunted ships, laboratories, arboretums and other gardens, caves, towers, offices, barracks, moon cores, space whale bellies and so many more. We want these locations to be exciting and inviting with secrets and danger waiting to be discovered time and time again. The old design just didn’t stack up to this. This pillar will become apparent soon enough in future demos, but we believe the game will be insanely better for it.
- Linear Story with Nonlinear Gameplay : This is one of the original pillars of our design and it’s still around and fits in line nicely with our first pillar. We want to give the player a lot of choice when they’re progressing through a story opening up around them. The story events themselves allow us to make big world changes, but between those events we’re placing the Intern in a series of risk/reward choices and experiences (or they can just go on a date with their soulmate instead). We don’t want these choices to feel like side-quests you should know, but rather like the meat of the gameplay itself and the story events as as a crescendo of wow.
- Charm : We want you to smile when you play Moon Intern. From the moment you start playing until the finish, we want you to smile. From the art to the music, from the story to the SFX, we want to charm the pants right off of you. So wear a belt. This has been a part of our goal from the beginning, so there’s nothing too new here. Wink.
The third and final thing we want to touch on is that we’ve got another test demo in the works, and we’re confident it will be in our testers hands EARLY NEXT WEEK. We’ve got a full weekend of development scheduled out to put the final touches on getting it working. We won’t kid you though, it’s going to be smaller than our last demo, but at the same time and in a way, it will feel more like a game than our previous demos. Additionally this demo will give us a GREAT FOUNDATION to expand upon. That cannot be emphasized enough, this is the our new foundation moving forward and you’ll be able to see the entire game open up from it eventually. We’re super excited for that and can’t wait to show it off. You should look forward to hearing about that over the weekend if you follow our Twitter and such.
Thanks again for sticking with us regardless of the impression we have given to you since development began. We’ve heard you; your overall experience with us and with Moon Intern is about to get a whole lot more exciting. The new design will allow speedier development and higher quality updates. Expect the next Full Moon Intern update on March 5th. Meanwhile, if you are one of the Moon Intern testers, look forward to an email from us soon with a link to the new demo! Don’t fret, non-tester! We’ll put plenty of footage up on our website as it becomes available.
The Moon Intern Team
Follow us @MoonIntern for updates about demos and more.
Hello backers, Peter Gabriel the lead programmer here. I know it’s been a long time since our last post and for that I am sorry. We have had scope and development issues since day one. However, I don’t want to talk about all of the reasons why so far development has failed to deliver. Instead, I want to talk about what we have done to the design of the game and our plans for development moving forward. The game is going to incorporate a lot more random and procedural elements. This will allow us to focus on the design of the systems and mechanics of the game and let the computer do a lot of generation of assets. The largest change to the design of the game is that it we’re going to incorporate a lot more randomized and procedural elements. In addition to this we streamlined the combat by changing the types of damage to have more choice to the player while easing the development burden. The guys and I are finally settled in our jobs and things are stable again. The plan is to get back into development, and hit it hard. I would love to dive into the gameplay and how things are going to be different, but for now let me just say that we have high hopes for what we can show you soon (I’m thinking about a month maybe two) and if that changes or anything you’ll know. I’m going to make regular posts about how things are going, the guys are going to try and do so as well. The posts probably won’t be huge, but they will show you real regular progress. I know we let you down in the past and that this has been longer than we anticipated and definitely longer than you did, but we’re asking for one more chance at this and for you to be patient with us so that we can deliver the game you deserve.
Sorry for the lack of updates. We kind of forget to post here because we have a dev blog dedicated to news. I know a lot of you have backed a lot of projects, and don't want to go to a ton of different sites to get an update of all of your backed projects. We understand that, so we're going to try better about posting here as well as our site.
Out of curious, would everyone be happy if we just linked our news from our site to here?
For now, I just made a post on our site. You can find it here: http://www.moonintern.com/2014/06/14/something-wicked-cool-this-way-comes/
We will have some additional cool news coming really soon. So keep an eye out for it.
We're not yet at the public demo for Moon Intern, but we released a much larger test build last night. As a late Halloween treat however, it is available to ALL! The next build that everyone will have access to is the Public Demo of Issue #5 which will be out some time soon. All other test builds will be for testers only.
It's still quite buggy in places and requires more communication to you, the player, but we'd like to get an idea of what machines the game runs on, and what machines it struggles with.
BEWARE! There is a tutorial in the beginning of this test build, but it doesn't cover everything and some things you'll have to figure out by experimenting until we finish the full tutorial.
If you consider yourself a rookie game player, then you may have trouble with this test build (unless you have Thor-like bravery). If you've played games like Cave Story, Metroid and Mega Man, then you can dive right in to see how the game currently runs on your machine.
To play Moon Intern Test Build V0.6 just go to MoonIntern.com and read the blog post titled "New Test Build! V0.6" (the latest post currently) it will give you all the instructions you need.
Or go to www.moonintern.com/2013/11/06/new-test-build-v0-6/
The next time you hear from me it will hopefully be in the announcement of the public demo.
Remember, the public demo will consist of a preview of Moon Intern Issue #5. The full game will have at least 25 issues and an endless exploration mode for endless adventure. It like a never-ending comic book.
Sincerely, Larry Griffin