Monthly Archives: January 2018

Graffiti, leveldesign and super plumbers!

Graffiti, leveldesign and super plumbers! We took a break from finishing all the gameplay systems like the one from the last post and made some decals and graffiti! We also worked on level-design as well as overhauling our lightning and quality settings. Lunar Soil contains different types of levels, interior levels like bunkers, ships, moon-bases, satellites, […]

Interactive elements and how you uuh.. interact with them! 

Interactive elements and how you uuh.. interact with them! Lately we have been working on how the player should interact with resources in the world. Those resources can be ores, NPC, arcade machines, doors, switches, machines and so on.   The most simple classical scenario in games is when you a player get close to […]

Editors, gamepad, lava and game-systems

We made a lot of progress on editors, gamepad, lava and  game-systems Editors editors editors! We finished more of our in-editor systems and are now working on implementing all or game-systems. The biggest one is the dialogue-system. It has a build-in node-editor, with that we can freely create complex branching dialogue. We have a lot […]

Hello worlds! Hello Humans!

Hello worlds! Hello Humans! We might make a blog here! Yeah let’s see! So we had a blog thingy before on medium and then we used our newsletters like some kind of blog. We also had an indieDB page for that stuff when we made RymdResa. We also had this strange tumblr-page that actually still […]