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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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Recent updates


478f41119ddaba619d9f731365b50b99 original

Sunday Funday 4/30/17

Hey there, Moon folks! This week the Intern got some major improvements along with his good buddy Coily (the notoriously big member of the robot gang). First of all, the Intern's collision has been improved to better recognize when the player is fully grounded on a slope. The Intern game object used to have a hard time recognizing that it's grounded when landing on sloped ground. This was getting to be a pretty annoying problem so we’re glad it's behind us.

We were also able to improve the Intern's bounciness. At high falling velocity the Intern is meant to bounce off of the ground in a similar fashion to how the Apollo astronauts appeared to bounce around on the moon. Without capping the bounce impulse we would occasionally get insane bounces but now they should be more consistent.

As for Coily, he's taking a note out of the Intern's code by using a clamp on a variable. At a certain point in the fight Coily will try to dash into the intern and if he succeeds he will need to bounce back to a firing position. A specific variable in incharge of managing the speed at which Coily moves back toward his firing position has had its lowest value clamped so that his movement will appear smoother.

We’re also working on a better test level, incorporating more of our current features/enemies/objects. We have a more solid understanding of how the organization of the objects in scenes need to be in regards parent/child hierarchy. This is important to continue building object persistence, and setting states on level load. This level (which will be in the next test build) will serve as a prototype we can learn from before diving back into creation of the full game loop.

Alright(!), that’s a month’s worth of weekly updates. We hit our goal of posting an update every Sunday this month. We’ll continue this tradition indefinitely as the development of Moon Intern progresses. We hope to up the quality of these updates each week, and try to have gifs and images more weeks than not. Thanks for sticking with us, everyone!

Love, Cosmosaur

Sunday Funday 4-23-17


Hey everyone,

This week's update is a little different...everyone will be saying what they worked on instead of one collective post.


I continued working on the new dialogue system. I started on creating a default prefab that most NPCs would use. I’m also learning how to configure the dialogue in different ways.


More work on the game manager and the scene flow, specifically dealing with persistence from scene to scene of objects and data. It's all about getting the intern to and from everywhere and not losing the important things.


The way the intern handles passing through certain platforms has been much improved. We were able to get it working before but working isn't always the final state for a lot of things in game design. Without getting too specific, the pass through logic uses Unity's layer mask system instead of a custom system that looked at individual platforms. Another example of a big/small change.


Worked on more prefabs for interiors, exteriors and terrain. Was mainly concerned with slopes. These are not only for scene generation, but mostly right now I'm drafting out game spaces. Spent some time thinking about how we'll use all these prefabs without having any nested prefabs to muck things up. More game spaces to come in the next weeks as we ready the next test build.

Weekly Update 4/2/2017

Hi all!

Happy Easter! Busy little holiday and we didn't get any notable Moon Interning done. Kicking back into gear this week, but we wanted to make sure to get a weekly update posted for the week since we intend to keep up with it. Talk to you soon!

Love, Cosmosaur

Sunnyday Funnyday

Hi all!

This week we made big progress with a key part in our level design abilities. This upgrade is in passthrough collision. This is where the characters can jump through platforms and land on top of them. In addition, when atop these platforms the player can hold “down” and jump to fall through the platform. This allows us a bit of depth in our 2D platforming.

Switching to Unity 5 helped us implement this in a much easier way than what we would have otherwise.
Switching to Unity 5 helped us implement this in a much easier way than what we would have otherwise.

We also have several prefab rooms started as well, with more coming this week. In addition we’re prioritizing more features like this to allow us more agency in our level design.

Love, The Cosmosaur Team

Sunday Funday

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Hey all!

Glad to start a new Sunday routine where we all hangout and have a work session online. It went well and here is our weekly update of changes:

-Buildings and interiors are getting some attention. Larry worked on several pencil drafts for interior spaces to pixel this week. This includes a couple lobbies, some halls, some offices, a security checkpoint, shop, bus stop, and parking port.

-Gewargis is continuing to implement a new dialog/popup system. More on that when we show it off in the next build.

-Event system addition to the Reaction system. There are tons of different ways of hooking up events into Unity, however Peter thinks that for the sake of design time setup the Unity Event system is the right choice. Using this event system in concert with the drag and drop components created for the reaction system Peter has been able to extend our ability to connect components without writing as much code as previously was necessary.

-Mason has done some work on tightening the Intern's controls/feel in some subtle ways in order to give the user better control over how and where the Intern moves. The heart of the change is that Mason decided to take more control over how the game handles drag (that is: slowing movement gradually over time when no force is being exerted). Unity has built in physics that will handle drag but it works best on grounded objects and can be challenging to manipulate on the fly. By taking direct control over when and how much drag bodies experience, we've made it much easier to handle the Intern.

Take this however you will, but we’ll be making an honest effort to post a weekly update like this every Sunday evening. This effort will ultimately lead up to a more regular release of test builds.

Love, The Cosmosaur team