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