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, cave-systems and the outdoor world where you have to have your spacesuit on.
When we build levels we usually start blocking out the layout and set the goals for the level, like what we want to happen, what to gain or what to experience. Anyway sometimes its easier to explain design with anything else but words so here comes a lot of picture and stuff!
Here is a volumetric light coming from a emissive glowing area “subtly” hinting about a pressure valve that can be turned to avoid the hot steam over at the red blinking light.
We also made some style progress with some graffiti decals!
Here is a another style for a backroom in one of the levels.
And here is the final result of one off the graffiti pieces in Lunar Soil
You might have noticed that the fellows are dressed up in some strange outfits! Yes that’s right its from Super Vamio! No copyright included! Hopefully we can include some fun outfits in the game like these. 🙂
Also there is AAAAAALLLLOOT of things to texture in a 3d game like this awesome room.
Also had some time playing around with SDL (that is other words for Unity fatigue) and researching a lot of different kind of game-loops that were fun! As well as compiling and certifying exe files (really boring stuff).
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 an object of interest and the game shows a hint on screen suggesting what button to press.
This system works fine, you press a button, things happen. But this doesn’t really open up to choices now does it.
In Lunar Soil things are a lite more advanced. You play as the commander of a crew, your character is not the only one that can interact with object and there might be multiple ways to interact with the same object, if you have the right requirements that is.
Let’s say you and your crew find an interesting ore deposit. The ore is pretty basic so you could mine it yourself if you have a pick-axe equipped or you could order one of your miners to try to extract some minerals.
The hint- and interactsystem will also have a button indicator with a sprite displaying the button (and fallback to text). As well as a progress bar which is animated as you progress to chop lose a part of the gold deposit.
We want to make sure that it works on all types of inputs (You can read more about input support in our last post.) So here is the same hint system with keyboard, mouse and gamepad support (xbox one and ps4 layout in the picture).
This hintsystem will be the fast system to issue commands to your crew and the main way you interact. For more complex cases we have the command UI where you have multiple choices with the same or different crew members as well as giving additional commands to your crew.
Also you should subscribe to our newsletter, we might need help to beta test a few things in the future, almost like a pre early-access sort of thing.
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 of different nodes that we can use to control the flow of conversations. Behind the scenes we use persistent trigger checkers/setters inside of a dialogue. We might make more components to it as we see fit.
We also use the dialogue-system for mini-games that will be available throughout the game in form of arcade machines. The arcade machines are mostly smaller game projects integrated into Lunar Soil. It’s quite refreshing building a small mini game now and then to test new ideas, or just to get smaller projects out of the system. Hopefully they will be a fun experiences. Players can discover new arcade machines in the world and/or craft them to get the mini games!
The nightmare of gamepad support in Unity
Also we left Unity’s badly implemented input manager behind for Rewired, the built-in manager is not just a nightmare to work with it also not able to handle different setups that well, and rumors about a new official one for years. Lunar Soil will be playable with mouse, keyboard and gamepads. Now we got support for Xbox One controller, Xbox 360, Ps4 controller and all generic controllers out there!
We also have a prototype application controlling the game through TCP from a mobile app. But we discontinue that for now as we it will increase the complexity. We might reactivate this later when we got all gamepad systems in place. The inventory is now fully controllable by gamepad, keyboard and mouse.
From sand to lava
Lava! Accidentally made a lava-shader with emissive pulsing spots, was first thinking of making a red desert shader but ended up more and more like lava so we just went with it. We haven’t started making all the shaders and blocks for various biomes and themes yet but we got the gold temple theme as our base, those will probably end up in temple based dungeons that can be found on the moon. Here is the lava in action
Clothes playing nicely with inventory one of the most important game-systems!
Took another stab at finishing off the clothes rendering system which goes hand in hand with the inventory and item systems most of the indoor clothes as well and spacesuit clothes as well as bags and headgear now work as intended. Still need to finish main-hand, off-hand and the game systems for spacesuits oxygen-tanks (when outside you need to make sure you don’t run out of air!)
As we got the basic AI tamed and in place over the last weeks (still with some bugs from the last post) we are working on the command system and interactive-node game-systems with loot tables etc; more about that in the future.
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 takes in Instagram posts.
We feel like having our own home for posts now, mostly with devlog stuff, game-design thoughts and maybe even some rants. Right now we are working part-time on our next game Lunar Soil. It’s going great!
At the moment, we’re fighting our own AI creation. Making in-engine editor GUI:s and we just discovered that Unity’s in-game gamepad manager sucks (more about that later on).
We have a lot of systems in place right now but some are at a rather rough state, as you run around with a crew in the game (if you want) the AI system will probably be the one that brings us most weird or funny stuff.
Here is our two favorite AI bugs right now:
Problems With The suicide AI.
Spinning dancing AI.
Not sure if we are doing this once a week or whatever but stay tuned for more stuff! Anyway here is a cool Lunar-Soil gif!