19th-20th October Progress

October 21, 2013 in News


It’s been another few days of bug fixes with commits like “gcc you so crazy”, so nothing terribly interesting there!

Some more pre-rendered enemies have been hooked up with behavioral patterns, but still plenty more to do! A couple monsters who have recently had behaviors added are the fly I showed you guys the other day, and the infamous Po Golem. :D Also working on more bosses!

We’re working on giving food configurable status effects, like health regeneration over time. Ice cream– useful for more than just sadness-fueled binge-eating!

We’ve been working more and more random encounters into world generation too, like the bandits and cultists I’d mentioned previously. And just making sure world gen is stable, too.

I leave you with the world’s tiniest boss teaser.


18th October Progress

October 19, 2013 in News

Good morning/afternoon-ish! Yesterday we continued work on bug fixes, dungeons and adding existing items to treasure pools! We’re doing a lot of cleaning up, tweaking and balancing in preparation for…beta.

So most of our commits for yesterday are fixes like…”Object imageLayers should also use relative pathing” and “reference unlit objects” and “change flip to flipImages” and…not a terrible amount of visibly exciting changes, but really good changes nonetheless.

Continuing with these sorts of changes, plus NPCs/enemies and some object implementation into today. Hooray!

I’ll leave you with this tiny cropped screenshot of a newly finished dungeon. :)


17th October Progress

October 18, 2013 in News

Hey everyone!

Today saw a lot more bug fixes, mostly. We’ve been working out some kinks with objects that could cause trouble down the line, as well as continuing work with terrain generation and caves.

Armagon got lots of dungeon stuff done that I’m excited about, but am not going to show you because I’m terrible. :D

Drops were added to humanoid NPCs- bandits, for instance, have a chance of dropping some clothes, money, bombs, maybe a little whiskey.

And more monsters and NPCs are still being added! I believe Legris is adding some cultists, because what’s an adventure game without cults?

Here’s a giant fly enemy Rho worked on today:


Goodnight! :)



15th + 16th October Progress

October 17, 2013 in News

Hey guys!

The last two days have largely been about fixing bugs and prepping dungeons!

Still working out the kinks on interesting terrain generation while prepping player tech (think stuff like the dashing and double-jumping) and fixing ALL the bugs.

NPCs are still being worked on- security cameras behavior especially, and some changes were recently made to guard NPCs so that just one nearby guard will bother you about putting your weapons away instead of…all of them at once, which was kind of annoying!

I hate to just say things like “more minibiomes are being set up!” and “Armagon’s working on the next dungeon!” without going into detail, but…I can’t really go into detail without spoiling things, can I? And I already spoil lots. Anyway those are things that are, in fact, happening! Whoa!

We’re also working on fixing any unfinished or broken item/weapon names and descriptions. Considering each race has something different to say about every single item, that can be preeetty tedious.

Also Tiy added some pretty butterflies.

PS- Here’s what happens when the team’s trying to decide which horse mech looks more like an actual horse:



PPS- Here are the actual work-in-progress sprites minus silliness:

ss (2013-10-16 at 01.24.00)

13th + 14th October Progress

October 14, 2013 in News


Yesterday and today we’ve been working on making terrain generation less…flat and boring. We’ve been in need of more frequent dips in terrain, caves, crevices, and such for awhile. Take a look!



Some more random merchants and trade caravans were added in, allowing you the chance to run into those. But we’ve also added bandit NPCs! They’ll attack you on sight, because they’re real big jerks.

A bunch of improvements have been made to merchant UI. They’re no longer pacing back and forth awkwardly while trying to return to their shop stall upon seeing a player. Also, a merchant’s inventory will largely depend on their race! An Avian merchant will sell Avian ingredients and goods based on tier, for instance.

Still working away on tiers and bug fixes– today Kyren fixed a bunch of old animation-related bugs. And apparently the anvil object was working as a chair. It is no longer doing that.

Also Legris added bandit clothes for our bandit jerks!

‘Til tomorrow! <3


11th + 12th October Progress

October 12, 2013 in News

Hey! A bit late with last night’s, so I’ll tell you what we’re up to today, too.

Yesterday some code was added to allow players to unlock recipes when certain game events occur, including finding new materials (i.e- when you find snow, you’ll unlock a recipe to create snowballs).

Armagon aaalmost finished the Avian airship, and Legris added this awesome frog merchant.

Today we’re continuing with tier progression! Legris, Tiy and I are about to do a play test to make sure recent changes have made things much more balanced.

10th October Progress

October 11, 2013 in News

Hey everyone! Oops, this one’s a bit late.

Yesterday we focused a lot on making sure the transition between tiers smooth and balanced! A few of us had a serious late-night brainstorm session about it on the inside of a box of Cheerios.

We implemented some more tiered objects, too, like a crafting table upgrade.

Some more tweaks were made to NPC shops! It’s looking really really cool. Yesterday I was in a village and walked up to an NPC who said, “Follow me back to my store!” I did (maybe against my better judgement– who knows what kind of shady stuff they might have been selling?) and the NPC walked back to a market stall and sold me some weapons. :D

And as per usual, we’re working on dungeons and minibiomes.

Today we’ll continue with tier progression, hopefully get loads of it done! Woooo

Screenshot 2013-10-11 12.24.48

8th and 9th October progress

October 9, 2013 in News

Hi guys,

Today a whole bunch of underground mini-biomes were added. Many of which are very unique.

We’ve also populated the Avian airships with unique NPCs. Building pirates that react in various amusing ways.

Village guards got another behaviour upgrade, they get upset if you wield weapons whilst in town.

Ignoring multiple requests to put the weapons away could result in trouble.

NPCs and hostile monsters now battle eachother and village guards will keep the towns free of rogue monsters.

We also added this nifty little item, it can appear on any planet (and there are various similar items). It works a little bit like a fountain or shrine in a roguelike.

Activating it will result in a surprise.



the gif doesn’t loop very well, sorry!

We’ve also started adding a few changes that will make the above ground terrain more interesting.

7th October Progress

October 7, 2013 in News

Evening everyone!

Today we’ve been doing some more work on fleshing out minibiomes! Especially the underground ones.

We’ve been working on adding some content to make them more interesting, but ALSO dangerous. :O Hooray, danger! Here’s a screenshot of a WIP underground minibiome. uEIPlF5GeorgeV has been working on Hylotl dungeons and Bart and Kyren have been working on bug fixes. Armagon’s continued populating dungeons and villages– today he did the Avian village, and now he’s making preparations for the next dungeon.

Rho finished the Floran dungeon stuff and has been drawing icons/implementing the objects in-game.

And I worked a bit on some in-game recipes. :)

Also, Bart plays GTA V wrong. Just…wrong.


6th October Progress

October 7, 2013 in News

Hey guys!

Today we worked on unlocking lore/adding lore to the player’s codex.

Armagon has been working on populating more dungeons with both hostile and non-hostile NPCs! Legris has been producing content for more underground biomes. Tiy’s been configuring item costs for NPC shops and trading, and Kyren’s implemented ship-saving such that ships are now saved alongside the character.

More improvements have been made to guard AI! Guards will now forget about targets that have been out of sight for awhile, will move back to their original position after pursuing a target, will follow you around and tell you to put away your weapon. Yay!

But I don’t have any pretty screenshots to post tonight! :( I’ll make it up to you. <3