In this devlog video, I go through each mission in chapter 2, focused on wormholes.
In this video, I host a tournament bracket with a large prize pool.
In this devlog video, I give away the game for free (for tournaments), add a new black hole map, and tweak game balance.
2.1.9 Menu refinements
Hide tooltip when not hovering a picker
Mouse position normalized in menus after a short time of no movement
Change mission sound
Prevent moon movement while grabbing picker
Moved grab dash tutorial before spin tutorials
Changed trigger button prompt icons
Changed ring bounce tutorial positions so the prompt is more visible
Proxima Ceased achievement
All missions achievement
Changed speedrun achievement to 16 minutes
Fixed speedrun achievement trigger
Updated devlog
Patch notes
Build and publish
Change mission sound
Refined tooltip timing
Mouse position normalized in menus after a short time of no movement
Build and test
Beta test post
Prevent moon movement while grabbing picker
Hide tooltip when not hovering a picker
Moved grab dash tutorial before spin tutorials
Prevented the virtual mouse cursor from getting closer to the planet on mouse controls in menus
Watched YagmanX's stream VOD
Organized tasks
Steam achievement icons
Planning remaining achievements
Removed RT0 icons
Looked into Steam controller input API
Changed trigger button prompt icons
Changed ring bounce tutorial positions so the prompt is more visible
Organized tasks
Proxima Ceased achievement
All missions achievement
Changed speedrun achievement to 16 minutes
Fixed speedrun achievement trigger
New Any% PB of 12:17
Figured out that you can do a route with basically no RNG
Reworked any% route
First Any% run of 17:43. Much longer than expected.
2.1.8 Chapter 3 updates
Made some chapter 3 missions easier
Grabbing stars gives 150% heath rather than 200%
Updated devlog
Patch notes
Build and publish
Made black hole bigger in Kill All Humans
Made black holes smaller, moved the relic and removed the auto bounce ring on Dangerous Cleanup
Removed the middle black holes on Schrodinger's Litter Box and moved an asteroid outside of the ring
Credited NavyBerry64
Extra lore to Kill All Humans
Portals slightly closer together on Double-Slit Experiment
Watched a playthrough of chapter 3
Grabbing stars gives 150% heath rather than 200%
2.1.7 Chapter 3 beta
22 new missions
4 different endings with end credits
7 new achievements
3 new skins
The final round music track does not loop
Prevented low range planets reaching beyond maximum range during the starting countdown
Added the star on Hyperdrive as a camera object
Handle pressing the back button while holding a picker
Fixed achievement trigger for completing chapter 2
Reordered maps
Beta post
Updated ruleset on website
Updated devlog
Published build
Bracket at CWQLD Ranbat
Build
Tested performance on missions with many objects
Chapter 3 tips
Black holes move faster
Omega Black Hole mission refinement
Black hole AI improved
Moving black hole fixes
Refined fade to black and credits timings
Updated mission descriptions, statuses and music
Delayed move prompts until after gain control in the final mission
Allow pausing on gamepad during all endings
Prevent music from being unpaused in incorrect timings
Updated mission preview images
Adjusted goal times
Improved black hole movement
Routed Any% including chapter 3
Hidden achievement titles
Reordered maps
Suggested ruleset changes
Refined missions and planets
Mission year exponents and black hole ratios
Refined Asteroid Chaos mission including relic and goal time
Asteroid belting mission with black holes
Chapter 3 planets assigned to missions
Last 2 relics
Updated ending text
Moon range scales with black hole size
Moon orbit distance on final mission
Better big rip sound
Laser sound effects
Rip sound effects
Relic lasers fail sound
Stop first beam if no second beam
Refined timings
Relic beam timing
Restart music on restart mission if no loop
Lasers stopped by debris
Beam emit from relic
[Video] Speedrun devlog scripting
[Video] Started scripting speedrunning video
Relic angles
Relic light hues
Relics start from top and go clockwise
Relics light up in time with music
Relic indicator light
Tweaked credits music
Refined ending timings
Retimed credits for all endings
Updated Big Freeze icon
Big Crunch ending
Retimed other endings
Remixed credits music
Updated Big Rip icon
Big Crunch icon
Ideas to rework the endings so one causes contraction, one expansion, and both causes the big bounce
Disable ending relics depending on collected count
3 layered relic formation in final mission
Disabled sound effects and win indicators for final mission
Changed text on end screen
Chapter 3 mission order and descriptions
Updated Venn skin
Foundation for chapter 3 planets
Roots skin
Updated balance skin to be more flame like
Ending picker status
Omega Black Hole goal time
Stable Orbit achievement
Spin to Win achievement
Fixed achievement trigger for completing chapter 2
Handle pressing the back button while holding a picker
Reworked Betelgeuse to be a cleanup mission, relic and goal time, renamed to Necropolis
Chapter 3 character resolutions
Added star on Hyperdrive as a camera object
Improved camera on Hungry Hungry Black Hole
Objects removed from camera if enter black hole
Improved camera on Omega Black Hole
Arrows pointing to objects other than asteroids on cleanup missions
Objective text update
Correct black hole arrow radius
Prevent low range planets reaching beyond maximum range during starting countdown
Renamed Gaia Battle Hole to Black Holosseum
Renamed Quantum Sumo to Sumo Synergy
Remove AI enabled prompt on Force of Nature
Added more black holes to Force of Nature
Updated lore
Ideas for chapter 3 lore
Refined chapter 3 mission difficulty
Change location of target and relic on Little Maneuver
Can't grab own black hole
Better rip bounce icon
Pickers above black hole
Big Rip ending logic and animation
Ending icons
Refined ending selector
Show currently selected ending on picker
Working ending selector
Ending picker foundation
Universe ending research
[Video] Devlog on website
Pause music on pause if it doesn't loop
[Video] Announced video
[Video] Added last video's thumbnail as a test option
[Video] Added a $ to the 50 50 thumbnail option
[Video] Checked reupload for errors
Deeper big bang sound effect
Better big bang particle system
Don't loop some music tracks
Credits music interrupted based on progress
[Video] Voice enhancement and subtitles for Blurry
[Video] Exposure balancing for player cam
[Video] Captions timing
[Video] Chapter markers
[Video] Writing captions for commentary
[Video] Uploaded and asked for feedback
[Video] Devlog 15 export
[Video] Balatro score recording
[Video] 3 different thumbnail options, one of them was bad
[Video] Volume mixing
[Video] Finished adding music
[Video] Added music to losers quarters onwards and retimed clips to the music
[Video] Filled remaining edit gaps
[Video] First refinement pass
[Video] A few extra voice lines
[Video] Player cards
[Video] Edited cheque for thumbnail
[Video] Edited mid section and scoreboard replacement
[Video] Bracket transition clips
[Video] Synced phone clip with stream in editing
Thought of a Big Rip Bounce ending where multiverses are created
Two different endings
Player released at correct time in Fate of the Universe
Credits triggered at correct time
Fade to black before credits
Bing bounce ending explosion
Scale appear animations
Credits appear at the correct timing
End credits layout
[Video] Challonge bracket recording
[Video] Prepared Challonge bracket
[Video] Edited intro and Singulari Trap sections
[Video] Edited intro and interview sections
[Video] Finished editing the VOD portions
[Video] Edited awards
[Video] Edited VOD up to grand finals
[Video] Edited VOD up to losers semis
[Video] Edited Stacked vs THE RAT
[Video] Edited Artrix vs Stacked
[Video] Started editing Stacked vs THE RAT
[Video] Trimmed voiceover
[Video] Devlog 15 voiceover
[Video] Refined the script
[Video] Fleshed out the second half of the devlog 15 script
[Video] Fleshed out the first half of the devlog 15 script. This video is going to be huge.
Refined Chain Reaction mission including relic and goal time
Black hole counts as destroying relic debris
Goal time and relic for Hungry Hungry Black Hole
Goal time for Black Hole Control
Release grabbed objects entering controlled black hole
Thought about increasing the price of Sumorbit now for aggressive sales later
Create relics for Fate of the Universe
Win condition for Fate of the Universe
More black holes in Omega Black Hole
Prevent sporadic player positions after black hole combining
Black hole AI
More holes and refined Omega Black Hole mission
Menu black hole hide on player despawn
Hidden ring
Fate of the Universe mission foundation
Mission image sizes
Black hole above mission icon
[Video] Noted Blurry character stats
[Video] Devlog 14 Perth tournament short
Mission select black hole
Black Hole Control mission where you hunt alive planets
Mission ideas
Planets can start dead
Custom mission objective text
Alternate Cleanup win condition to destroy all objects
Black Hole movement refinement and bug fixes
Controllable black holes
Hungry Hungry Black Hole mission where you devour stars
Omega Black Hole mission where you devour other black holes
Black hole vs black hole interactions
Renamed Hungry Hungry Black Hole to Kill All Humans
Ideas for how to do player black holes
Sent a key to a YouTuber
[Video] Finished clipping gameplay from the VOD
[Video] 30 minutes of gameplay clips
[Video] Clips up to losers semis
[Video] Losers eighths match 1 clips
[Video] Cleaned up winners quarters edits
[Video] Cut up grand finals
[Video] All markers finished
[Video] Losers finals makers
[Video] Markers up to winners finals
Universe die sound
Music mix for credits
Black hole to star ratio parameter
[Video] Markers up to losers semis
2.1.6 Fixes and balance
Consistent scale for static effects
"Tie" text at the end of tied matches
Fixed a bug where the ring would stay white after the sun dies on missions with no ring shrink
Reduced difficulty of AI in "Galactic Gauntlet"
Adjusted stats of the green planet in "Galactic Gauntlet"
Ring bounce grab time reduced by one third rather than half
Renamed "Back to Lobby" to "Sumo Lobby"
Added a tip to conserve speed in "Hyperdrive"
Removed "Reconnect Controller" text on the end screen
Filter 0 FPS and always have 60 FPS option
Prevent the black hole singularity from moving
Singulari Trap boss mission
Hungry Hungry Black Hole mission working with relic and goal time
Updated devlog
Patch notes
Build and publish
Consistent scale for noise effects
Chapter 3 character planning
Tie text at the end of tied matches
Fixed a bug where the ring would stay white after the sun dies on missions with no ring shrink
Reduced difficulty of AI in Galactic Gauntlet
Adjusted stats of the green planet in Galactic Gauntlet
[Video] Markers up to Winners Semis
[Video] Second pass of Winners Quarters clips
[Video] Markers for first two sets
Paid prize money
[Video] Interview markers
[Video] SSU2 script writing and outline
[Video] Synced interview audio
[Video] Audio effects for interviews and commentary
Ring bounce grab time reduced by one third rather than half
Renamed Back to Lobby to Sumo Lobby
Added a tip to conserve speed in Hyperdrive
Removed reconnect controller text on end screen
VODs
Watched a playthrough of chapter 2
SSU2 Sumorbit bracket went well. Some very close sets. Good storylines. I commentated the whole thing with some other entrants.
[Video] Set up and interviews
Watched someone play through chapter 1
SSU2 final prep
Configured audio
Stream and recording tests
[Video] Interviews
Set up everything at SSU2
Researched players in Sumorbit bracket
Considering changing the SSU schedule. Turns out commentary makes a schedule change difficult.
Refined Singulari Trap mission including relic and goal time
Fixed orbit follow closest ring
Refined Singulari Trap mission
Fixed orbit for planets in Singulari Trap mission
Singulari Trap mission foundation
Humans can spawn bombs and fire them towards the player
Restart prompt work with cleanup humans
Hungry Hungry Black Hole mission working with relic and goal time
Prevent the black hole singularity from moving
Alternate objective text for kill all humans
Alternate win condition for cleanup mission to destroy all humans
[Video] Published devlog 14
SSU logistics
[Video] Prepared devlog announcement
[Video] Evo stage thumbnail
[Video] Over shoulder thumbnail
Filter 0 FPS and always have 60 FPS option
Webcam audio
Changed overlay font
Refined overlay text positions
Changed default overlay dark background color
Made doubles free
[Video] Metadata and captions
[Video] Tried pog face thumbnail
[Video] Added music
[Video] Added text
[Video] Finished the edit
[Video] Recorded a few extra voice lines
[Video] Refined edit
[Video] Finished editing Sol Survivor section
Preparing SSU2 entrants post
Set up raw caster recording
2.1.5 Spin fixes
Spinning in the wrong direction while grabbed is half effective rather than completely ineffective (for real this time). Spin tutorials and "Gas Leech" remain unchanged.
Fixed a bug where sometimes AI spin was only 90% effective
The default prompt for spinning on gamepad is spinning the left stick instead of pressing a button (to discourage pressing bumpers and triggers at the same time)
Renamed "Break Out" prompt to "Spin Break"
Updated devlog
Patch notes
Build and publish
Getting a bug where gamepad input randomly stops working. There is no error. After much testing I think it is a Unity 6 thing. I reverted to Unity 2023.
[Video] Edited particles, mission 2, and some of Sol Survivor sections
[Video] Spin editing
The default prompt for spinning on gamepad is spinning the left stick instead of a button
Renamed Break Out prompt to Spin Break
Made spinning in the wrong direction while grabbed half effective rather than completely ineffective (for real this time)
Reverted countered spin effectiveness for spin tutorials and Gas Leech
Fixed a bug where AI spin was only 90% effective
[Video] Recorded spin clips for the devlog and found bugs with spin effectiveness
Updated to Unity 6
Bought a Solar System crystal model for a trophy
Updated player tournament stats
2.1.4 Controller disconnects
Pause game on controller disconnect
Prevent resume game while controller disconnected
Disconnect player on controller disconnect in menus
Quantum Sumo mission
Don't fail mission if a quantum teammate is still alive
Updated devlog
Patch notes
Build and publish
[Video] Recorded footage for devlog 14
[Video] Checked for any mistakes in the build
Email to YouTuber
[Video] Finished editing tournament and star visuals sections
[Video] Edited outro and part of star visuals
Applied for SXSW Sydney
SSU schedule
[Video] Bracket image
Got another review from someone with 5.5 hours in the game
Watched some Sumo vs AI and then chapter 1 of the campaign playtest
[Video] Added screenshots to rant section
Full controller, equipment and encoding test for livestream
Overlays and sources for other scenes
Attempted to change stereo pan of an audio mixer
Input controller while app not in focus
Set up source recording to separate gameplay from cameras for livestreams
Moved most picker text to scripts
Finished copying all strings from the code
Auto translate formulas
Looking into how the localization package works has killed my motivation for it
Extracted strings for localization
Reverted cursor changes
Show cursor on menus if the game is in windowed mode and there is no KBM player
Pause game on controller disconnect
Prevent resume game while controller disconnected
Disconnect player on controller disconnect in menus
Quantum Sumo mission
Refined Quantum Cleanup with relic and goal time
Renamed Quantum Cleanup to Schrodinger's Litter Box
Renamed Quantum Obstacle Course to Double-Slit Experiment
Don't fail mission if a quantum teammate is still alive
2.1.3 Black hole no friction
Removed additional friction while in the accretion disc of black holes
Fixed a bug where if one player grabs another and they both enter a wormhole on the same frame they would be teleported double distance
Supernova explosion now gives knockback
Fixed icons on gameplay demo text
Quantum Obstacle Course mission
Updated devlog
Patch notes
Build and publish
Supernova knockback
Organized tasks
Fixed a bug where if one player grabs another and they both enter a wormhole on the same frame they would be teleported double distance
Removed friction from black holes
Quantum Obstacle Course relic, goal time and refinement
Refined Quantum Cargo
Quantum Obstacle Course foundation
VODs
Fix icons on gameplay demo text
Playtest at FILTHY
2.1.2 Softlock fix
Fixed a softlock in the tutorials menu from changing missions while in the controls menu
Build and publish
Patch notes
Researching controller disconnect handling
Fixed a softlock in the tutorials menu from changing missions while in the controls menu
[Video] Top 3 photo partial edit
[Video] Voiceover, edited and scheduled part 13 portal loop short
Refined Moving Minefield mission
[Video] Edited rant with real audio
2.1.1 Reset best times
Option to reset best times for a mission
Spiral wormholes in "Portal Pass" that release grabbed objects on contact
Prevent emotes from showing after black hole eats a planet
Easier goal time for "Planets To Self Destruct"
AI doesn't bounce auto bounce ring
Star ring color correct during starting countdown
Bounce particles teleporting between rings fixed
Fixed a bug where holding on to an asteroid when it explodes
Moving asteroids can go through wormholes
Updated devlog
Patch notes
Build and publish
Bounce particles teleporting between rings fixed
Fixed a bug where holding on to an asteroid when it explodes
Moving asteroids can go through wormholes
Started Quantum Cleanup from scratch
[Video] Recorded and edited my rendition of the rant voiceover
[Video] Edited Perth tournament, new stars and map, part of rant section
[Video] Trimmed voiceover
[Video] Recorded devlog 14 voiceover
Spiral wormholes that release grabbed objects on contact
Ideas for how to make wormhole chain linking less frustrating
Objects don't collide with auto bounce ring
Star ring color correct during starting countdown
Asteroid destroyed by black hole
Refined Dangerous Cleanup mission
[Video] Refined devlog 14 script
Organized tasks
Prevent emotes from showing after black hole eats a planet
Easier goal time for Planets To Self Destruct
Option to reset best times for a mission
Explodrome relic
Refined chapter 3 missions
[Video] Part 13 intro short edit and schedule
Fixed website footer link colors
AI doesn't bounce auto bounce ring
A bunch more conditional formatting for any% route
Reposted about free copies for tournament organisers
Continued routing any%
[Video] Devlog 14 script additions
2.1.0 Spin Bounce
Spinning while bouncing transfers some spin into the object you bounce
You can now easily pass your moon through the middle of your planet while grabbing
Reduced health drain from grabs by one third
Increased grab recovery time for high grip and decreased grab recovery time for low grip
Made spinning in the incorrect direction as the grabbed player apply half spin breakout factor rather than none
You can once again parry while stunned (instead, AI planets won't parry if stunned)
Edge parry time reduced by a quarter rather than a half
Spin rings turn gray if spin is ineffective, and white if effective in grab breaks
Jupiter can move in "Beyond the Belt" so you don't have to be as accurate
Balanced spin tutorials and "Gas Leech" from health drain and spin changes
Renamed "Cross the Stream" to "Rescue Phobos"
Adjusted "Notched In" goal time for spin bouncing
Fixed IJKL moon movement
Added semicolon for grab when using IJKL
Updated devlog
Patch notes
Build and publish
[Video] Devlog 14 script additions
AI won't parry if stunned
Edge parries reduced by 25%
Renamed "Cross the Stream" to "Rescue Phobos"
Tested knock on effects of mechanic changes
Jupiter can move in Beyond the Belt so you don't have to be as accurate
Watched a playthrough of chapter 1
Fixed IJKL hand movement
Routed chapter 2 any% speedrun
You can now easily pass your moon through the middle of your planet while grabbing
Chapter 3 progress achievements and speedrun achievement
Balanced spin bouncing other planets
Added spin bouncing
Adjusted Notched In goal time for spin bouncing
[Video] Mostly finished first draft of devlog 14 script
[Video] Devlog 14 script additions
Only show white or gray spin ring color if it affects spin breaks
Updated spin help text
Balanced spin tutorials and Gas Leech from changes
Spin rings turn gray if spin is ineffective
Reduced health drain from grabs by one third
Increased grab recovery time for high grip and decreased grab recovery time for low grip
Revert edge parry and no parry while stunned
Made spinning in the incorrect direction as the grabbed player apply half spin breakout factor rather than none
Playtest at CWQLD Ranbat. I think Uranus might still be overpowered.
Made a build with the old basic sun shader
2.0.0 Chapter 2 release
Repositioned some lobby pickers including moving the main menu action to the top level
Set right mouse button as an extra bounce input
"Hot Potato" AI less likely to throw bombs into space
Changed "Warp Drive" relic to not teleporting your planet
"Motion Blur" achievement: Complete "Hyperdrive" while going faster than the camera
Added arrows indicated the direction of the safe zone in "Warp Drive"
Add a brake prompt in "Notched In"
Goal time easier on "Notched In" and "Wormhole Warren"
Updated devlog
Patch notes
Build and publish
Fixed brake prompt condition
Uploaded trailer to Steam
Added beta features to release version
Brake prompt for Notched In mission
Goal time easier on Notched In and Wormhole Warren
Set right mouse button to bounce
Set random menu action to R
Resized R key icon
Added semicolon for keyboard grab
Hot Potato AI explodes itself if below a grab time threshold
Responded to feedback
Hot Potato AI less likely to throw bomb into space
Main menu action in top level lobby menu
Remove all AI players option moved up a level in ready actions
Repositioned some lobby pickers
Motion Blur achievement
Changed Handicap Race achievement icon
Added arrows to the Warp Drive mission
Changed Warp Drive relic to not teleporting your planet
Watched chapter 2 playthrough
Early Access
During the first month of release, I add an orbiting wormhole map, and quality of life updates for competitive play and speedruns.
In this devlog video, I add a supernova map, and polish the game for an early access release.
1.5.4 Parry changes
Players can't parry while in stun
Reduced stun time for parries without full planet-moon overlap
Doubled the amount of health you get from the sun in Sol Survivor
Stopped the AI from grabbing the sun in Sol Survivor
Updated chapter 2 mission previews
PlayStation light bar doesn't live update while selecting a color (for performance)
Fixed frame rate stutter the moment a mission or multiplayer round ends
Updated devlog
Build and publish
Patch notes
Tested MacBook performance, it seems to drop FPS completely at random but the two things I fixed no longer seem to be an issue
Can't parry while in stun
Reduced stun time for parries without full planet overlap
Responded to some negative feedback on the Sol Survivor relic
Doubled the amount of health you get from the sun in Sol Survivor
Stopped the AI from grabbing the sun in Sol Survivor
[Video] Devlog 14 partial script
PlayStation light bar doesn't live update while selecting a color
Prevented stutter the moment a mission or multiplayer round ends
Committed to a $200 pot bonus for SSU
Updated mission previews
Updated demo full game text
SSU start.gg
Prepared Steam settings for chapter 2
[Video] Captions
[Video] Chapters
Deciding whether to make the Sumorbit bracket free at SSU
[Video] Devlog 13 thumbnail
[Video] Refined chapter 2 trailer
[Video] Trailer thumbnail
[Video] Refined music and audio levels
[Video] Milky Winner and Galactic GOAT edits
[Video] Added music
[Video] Started adding music
[Video] Added a transition for each new planet
[Video] Refined edit
[Video] Finished adding clips to devlog 13
[Video] Recorded clips and edited intro
[Video] Recorded and added chapter 3 preview
[Video] Replaced chapter 2 trailer footage
[Video] Finished adding mission footage
Followed up beta testers
1.5.3 Pass juggling achievement
"Pass Juggling" achievement: Alternate which bomb your opponent catches in "Hot Potato"
Increased wormhole orbit speed in "Orbital Disportal"
[Video] Replaced and edited majority of devlog 13 with new footage
Build and publish
Patch notes
Increased wormhole orbit speed and reduced goal time in Orbital Disportal
Recorded footage for devlog
Pass juggling achievement and icon
1.5.2 New skins
A new skin for each of the 5 new playable characters
Increased resolution of all skins
Renamed skins to be separate from planet names
Fixed character and skin picker showing the wrong image
Chapter 2 character skin and color adjustments
Increased speed and reduced spin of Gauntlet b
Increased grip and decreased spin of Orbit b
Can pause or restart after entering a black hole
Removed line effects after players enter black holes
"Boomerang" achievement can't be gotten through a wormhole
Changed chapter 2 achievement icons
Grab wormhole prompt in "Hyperdrive" mission
Updated devlog
Build and publish
Patch notes
Team lines break when players enter a black hole after game over
Character skin and color adjustments
Increased grip and decreased spin of Orbit b
Increased speed and reduced spin of Gauntlet b
Clouds skin
Can pause or restart after entering a black hole
Removed indefinite health drain effect if you lose your moon to a black hole
Chapter 2 Steam achievement icons
Reverted boomerang and made sure it can't go through a wormhole
Changed boomerang achievement distance to work on the first wormhole cargo mission
Changed chapter 2 achievement icons
Designed and ordered business cards
Move wormhole prompt
Tried to make a spiral skin but it didn't look good
Added skins to planets
Scorched skin
Twisters skin
Put new skins in skin picker
All skins 512px
Renamed skins to separate from planet names
Fixed character and skin picker wrong sprite bug by changing the material
Veins skin
[Video] Added initial gameplay footage to the rest of devlog 13
[Video] Added portal diagrams
1.5.1 Bomb fixes
Fixed a bug where grabbing a bomb while a planet was touching it would cause it to explode immediately
Fixed bugs with multiple players grabbing the same bomb
Fixed the position of bouncing the small rings on the Singulari Trap map
Black hole force increases more with size
Moved the relic on Perihelion Passage so Neptune is still on the camera when it catches the cargo
Increased the text typing animation speed
Moved the "Worm Howling" mission to before "Worm Holodrome"
Adjusted starting text of chapter 2 sumo missions
Made the Proxima b planet hue a darker blue
Refined some chapter 3 missions
Updated devlog
Build and publish
Patch notes
[Video] Added hunger games clip
Moved the relic on Perihelion Passage so Neptune is still on the camera when it catches the cargo
Increased the text typing animation speed
Steam summer sale discount
[Video] Adding titles and outro
[Video] Edited part of Alpha Centauri and Worm Holodrome sections
[Video] Trimmed voiceover
[Video] Devlog 13 voiceover
[Video] Edit pass of devlog 13 script
Fixed a bug where grabbing a bomb while a planet was touching it would cause it to explode immediately
Fixed bugs with multiple players grabbing the same bomb
Gave someone beta access
Bomb explodes relic without collection sound
Prepared beta test post
Renamed Black Hole Driveby to Little Maneuver
Gaia BH1 relic where you lose your moon
Overhauled Nuclear Propulsion to have no wormholes, and the target catches and throws bombs
Chapter 3 mission order
Larger black hole on Black Hole Driveby mission
Black hole force increases exponentially with size
Option for linear black hole force
Refined double roundabout mission
[Video] Scripted intro and outro
[Video] Gauntlet and Holodrome script sections
[Video] Scripted Great Filter and Orbital Portal sections
[Video] Scripted chapter 2 premise and Alpha Centauri sections
Moved Worm Howling before Worm Holodrome
Added statuses to chapter 2 sumo missions
Cleaned up characters list
Made Proxima b hue darker blue
Luke played the first part of the chapter 2 beta
Submitted Offbrand pitch
Updated DotNet which seemed to fix the code editor issue
Fixed inverted ring bounce plate position
Playtested the new map at FILTHY. It seems to be good for high grip characters, and a little random but not too bad.
Added Sumorbit ad to Streameta
Sumorbit banner for Streameta
First draft of chapter 2 trailer
1.5.0 Singulari Trap map
A new map with a black hole in the center that grows from devouring stars. You'll always bounce off of the orange ring.
Chapter 2 refinement and beta release (including a new tense music track)
More complex foreground star visuals
"Sunglasses" settings toggle to reduce foreground star brightness
Reinstated behavior where stun is removed if bounced (rather than only when you bounce)
You don't take damage from red stars if you're grabbing them
Black hole force increases from scale
Removed the sun from the "No More Asteroids" mission
Able to grab objects in a black hole accretion disc
Bomb explosion can still be heard off screen
Mission previews scaled correctly with no borders
Tournaments website page
Reworked "Warp Drive" mission
Researched end of universe theories
Updated devlog
Build and publish
Patch notes
Made Hot Potato mission after Orbital Disportal
Tested all chapter 2 missions and refined some
Fixed mission preview scaling
Chapter 2 lore and hints
Beta build script
Updated mission previews for chapter 2 and new star visuals
Reinstated behavior where stun is removed if bounced
Reworked Warp Drive mission to have multiple rings and no asteroid belt
Refined orbit planets
One bomb on the enemy side and changed AI for Hot Potato mission
Refined gauntlet and filter planets
Can change the size of wormholes
Questioning whether the stars are distractingly bright
Refined Worm Holodrome planets
Sunglasses icon and settings toggle to reduce foreground star brightness
Moved FPS counter toggle to general settings
Recorded star visuals and new map clips
New star visuals post
Reduce star brightness toggle
Refined Singulari Trap ring sizes and shrink rates
Added stars to Singulari Trap icon
AI bounce correct side of inverted ring
Able to grab objects in a black hole accretion disc
Added rings to stars on Singulari Trap map
Can invert bounce direction of ring
Black hole force increases from scale
Modified Proxima Centauri AI to make the relic of sun damage only easier
Added new tense music track
Refined Centauri planets
[Video] Scripted devlog 13 star visuals
Made a better looking sun shader
[Video] Started scripting devlog 13
Researching fictional planetary systems
Chapter 2 beta post prep
Refining chapter 2 difficulty and planets
Chapter 2 mission descriptions
Chapter 2 planet variety
Perth Ranbat post
Console tax information
Keutz sent through video of the Perth Ranbat which was awesome to see
Great Filter relic
Milky Way vs Andromeda relic
Chapter 2 mission order
Refining TO conditions and form
Tournaments website page
Remove option buttons for results confirmation
Preparing TO conditions and form
Ideas for tournament organiser rewards
Watched a helpful video about influencer marketing. Sent an email to a space game creator from the comments.
Console logistics
No star damage if grabbing it
Radiation resist white atmosphere
Console logistics and equipment setup
Console SDK
Removed the sun from the No More Asteroids mission
Ring can still shrink if star is disabled
Refined black hole map
Auto bounce ring orange
Singulari Trap name and icon
Console equipment setup
Auto bounce ring
Foundation for black hole in center map
Bomb on Asteroid Vacuum is pre-armed
Bomb explosion can still be heard off screen
Yin Yang and Venn diagram skins
Perth Ranbat
Chapter 2 mission order
Bracket at CWQLD Ranbat
Ideas for new maps
Chapter 2 lore ideas
Planet design with jagged edges
Early chapter 2 lore
Proxima Centauri mission has you fight both planet b and d
[Video] Captions and metadata for shorts
[Video] Finalizing 3 shorts
[Video] Editing tournament short
[Video] Devlog 12 is getting a second wind
[Video] Editing money short
1.4.3 Particles toggle
Added a setting to reduce particle effects to improve performance
Fixed a bug where wormholes wouldn't function correctly on the Great Filter map if wormhole quality was set to zero
Build and publish
Patch notes
Calculated total hours to be 2884 so far, an average of 2 hours 10 minutes per day, so my guess of 2500 was quite accurate
Tested on old MacBook. Consistently staying around 60 and never below 50 FPS with optimized settings.
Space particles paused in menu
Portal and explosion particles enabled
Fixed a bug where wormholes wouldn't work properly on Great Filter if wormhole quality is set to zero
Particle effects settings toggle
Tested reduced particles on MacBook and it made a huge difference
Added a flag to stop particle effects
Ranbat post
Devlog video on website
[Video] Published devlog
[Video] Prepared Ranbat post
[Video] New metadata and subtitles
[Video] Devlog 12 re-editing
[Video] Animated Steam revenue footage
[Video] Recorded new voiceover
[Video] Re edited intro and tournament section
[Video] Adding Jokes to devlog 12 script
[Video] Devlog 12 intro rewrite
WA Ranbat logistics
1.4.2 Misc fixes
Fixed a bug where AI planets wouldn't grab as much if there were bombs on the map
Able to grab objects in an asteroid belt
Players spawn an equal distance from the black hole in 1v1 on Gaia Battle Hole
Renamed Pass On to Pass the Parcel
Hyperdrive mission
Hungry Hungry Black Hole mission foundation
Updated devlog
Patch notes
Build and publish
Fixed achievement description with Pass the Parcel mission name
Test all missions run
Console logistics
Chapter 2 planet planning
Hungry Hungry Black Hole mission foundation
Chapter 3 mission order
Chapter 2 music selection
Sombre music placeholder
Players spawn an equal distance from the black hole in 1v1 on Gaia Battle Hole
Non-game inspirations post
Console logistics
Sombre music reference footage
Chapter 2 mission order
Renamed Pass On to Pass the Parcel
Chapter 2 mission order
Hyperdrive relic where you have to be going faster than the camera
Able to grab objects in an asteroid belt
Build the hyperdrive yourself
Hyperdrive mission
Refined chapter 2 missions
Adjust asteroid belt speed
Fixed a bug where AI planets wouldn't grab as much if there were bombs on the map
AI will only move it's moon towards bombs that are within range
Found out the AI not grabbing bug was due to bombs
[Video] Devlog 12 metadata and subtitles
Console logistics
[Video] Edited music
[Video] Refined audio mix
[Video] Finished devlog 12 video edit
[Video] Misc footage and editing
[Video] Tekken ruleset recording
Updated devlog
Console logistics
1.4.1 Next mission fixes
Fixed a bug where restarting a mission after completion would go to the next mission
Fixed a bug where you could select the next mission after beating the last mission
Patch notes
Build and test
Fixed a bug where restarting a mission after completion would go to the next mission
Fixed a bug where you could select the next mission after beating the last mission
[Video] Found a couple of bugs while recording clips
Console account setup
[Video] Editing and footage for various sections
[Video] Edited part of speedrun section
[Video] Default sumo config clip
Console account setup
[Video] Downloaded Twitch clips
[Video] Took screenshots and edited Ranbat section
[Video] Devlog 12 thumbnail
[Video] Added emotes to devlog 5 thumbnail
[Video] Recorded and trimmed new voiceover
[Video] Script editing
Console account setup
What's your job meme post
1.4.0 Add players menu
Multiplayer has been renamed to Sumo and is now the top option under "Play game"
New "Add players" menu as the top option under "Ready actions" in the Sumo lobby when only one player has joined
"Quick reset speedrun" option under campaign settings. It adds the ability to reset progress on the current profile in the pause menu.
"Next Mission" option in the campaign pause menu
Fixed bugs related to moving to the next mission without going back to mission select
Grabbing a player that ring bounces reduces maximum grab time by half rather than a full grab release
Higher contrast for stat value selectors
Console development applications
[Video] Additions to devlog 12 script for speedruns, add players menu and outro
Updated devlog
Patch notes
Build and publish
New Any% PB of 1:23
Removed reset progress button from end screen
Fixed music changes on Next Mission
Planning SSU2
Added party tag on Steam
Small accounts Tweet
Fixed a bug with camera zoom on Next Mission
Fixed a bug with opposing AI teammate option
Next Mission pause option for campaign
Quick speedrun reset option if the final mission is not complete
Delete campaign profile pause option
Top 3 post
VODs
Higher contrast for stat value selectors
Add player to opposing team option
Add player subpicker order and appear conditions
Create players menu working
Moved and renamed pickers under Play Game
Started quick add players menu in lobby
Playtest at FILTHY. The new map seems good.
People played Sumorbit multiplayer at Squiggly River, on the projector this time. Got feedback that the multiplayer is a better introduction to the game than the campaign. Not sure exactly how to proceed with that but I think I agree.
Fixing custom domain email
Build and test
Bounce knockback x 1000 post
Added a footer with email and credits to the website
Added back to top button on all website pages
Finished email setup
Finished VPN setup
Submitted PlayStation application
Designed pitch document for PlayStation
Set up Tournameta email forwarding
Started PlayStation pitch document
Started PlayStation application
Had to transfer Tournameta domain to get email working
Got a static IP
Refund reasons
Updated website mechanic text
Grabbing a player that ring bounces reduces maximum grab time by half rather than a full grab release
Ideas for SSU pot bonuses
[Video] Edited part of maps section
[Video] Recorded some new voice lines
[Video] Recorded and edited map voting and ruleset clips
Looked into static IP
[Video] Edited devlog 12
[Video] Script extras for devlog 12
Console research
Game inspirations post
1.3.0 Orbital Portal map
A map where a wormhole pair orbits one star and teleports the other
Sunbathe achievement: Stay on the sun for 5 seconds in "Cross the Stream" without dying
Brake prompt
Stopped AI from attempting to parry while grabbed
Teleport Starboard wormhole orbit cargo mission
Portal Pigsty cleanup mission
Warp Drive wormhole orbit safezone mission
Updated devlog
Patch notes
Build and publish
Sunbathe achievement
Brake prompt
Recorded Orbital Portal map and added it to the website
[Video] Recorded and trimmed devlog 12 voiceover
Chapter 2 progress achievements
Created a mission world record and speedrun leaderboard sheet
[Video] Edit pass of script
[Video] Refining devlog 12 script
Warp Drive wormhole orbit safezone mission
Portal Pigsty mission is set up but not very fun
Wormhole cleanup mission foundation
Ideas for a couple of chapter 2 missions
Finally happy with the wormhole orbit cargo mission with a relic and goal time. Named the mission Teleport Starboard.
Worked more on the wormhole orbit cargo mission. I haven't found an interesting configuration yet.
Orbital Portal map with two stars
Replaced the Milky Way vs Andromeda map with Orbital Portal
Orbital Portal map icon
Fixed inconsistently sized stars on the Alpha Centaurium map icon
Wormhole orbit cargo mission foundation
Refined chapter 2 missions
Stopped AI from attempting to parry while grabbed
Bracket at Smash by the Books. A random dad and son came into the venue and enjoyed the game.
1.2.1 Performance improvements
Reduced garbage collection for performance
Intercept Cargo mission working
Wormhole Orbit cleanup mission
Galactic Gauntlet mission
Updated devlog
Patch notes
Build and publish
[Video] Scripted the start of devlog 12
Galactic Gauntlet mission refinement
Within range AI target method
Galactic Gauntlet mission foundation
Wormhole Orbit cleanup mission
Tested new build on MacBook
Fixed character default color action
Fixed delete character preset option visibility logic
Added soundtrack to media kit
Renamed press kit to media kit
Reduced mission preview images to 1024px
Color picker GC
Canvas enable and customize character GC
Fixed a bug where the save overwrite character preset option was sometimes unavailable
Reduce garbage collection from wormholes
Reduced garbage collection from getting active scene, updating team lines, changing mission badge
Figuring out how to view memory allocation in the profiler
Improving garbage collection performance
Fixed a bug where the last prompt display was still enabled in game
AttackingTucans played the game on stream
Goal time and relic for Intercepted Package
Planning overall chapter 2 structure
Intercept cargo mission working
Move towards disc if no radiation between AI behavior
Formatting speedrun spreadsheet
Posted my speedrun spreadsheet and any% run
Influencer marketing research
[Video] Reverted devlog 8 thumbnail to the crossroads
[Video] Added emotes to old thumbnails
Finished routing and did some test any% runs. Got down to 1:26.150
Speedrun routing
Made Mars more aggressive in Conveyor of Doom to make the relic challenge more reliable
Marketing tip research
Followed up with influencers
Tested on old MacBook in case performance was stable but it was much worse than the new one
Posted to Reddit indie Sunday. The post got removed again.
1.2.0 Map voting
Each player can vote for a map to play on
Wormholes on the Great Filter map on a global timeout
Great Filter map bigger and wormholes more spread out
Updated devlog
Patch notes
Build and publish
Ice Giants buffer hint
Solar Power boat row hint
Show current map vote icon
8 colored Great Filter map icon
Random map icon
Fixed a bug where wormholes would be teleported to the incorrect position
Each player can vote for a map to play on
Adjusted recommended competitive ruleset to Tekken style
Wormholes on the Great Filter map on a global timeout
Great Filter map bigger and wormholes more spread out
Experimented with orbiting wormholes
Asked about running Sumorbit brackets interstate
Got 15 entrants at the Ranbat. Stephen and Yianni went to game 10 in grand finals.
Submitted Xbox game information
Thought about the logistics of a mobile version. The touch controls would be fun to experiment with but there are a lot of changes that would need to be made to make it viable for mobile.
Outer Wilds planet stats
Took reference screenshots from Outer Wilds
[Video] Scheduled short
Added hint to Reach for the Stars goal time
Added goal time hint for Perihelion Passage
Adjusted goal time hint for Out of Orbit
1.1.0 Bonus indicators
Indicators that show if relic challenges, goal times and achievements are still valid for the current mission attempt
New "Deadly Delivery" achievement: Kill the target planet in a cargo mission
Patch notes
Build and publish
Deadly Delivery achievement where you kill the target player in a cargo mission
Indicator for valid goal time
Indicator for valid achievement
Indicator if relic challenge is still valid for an attempt
Getting support from the FGC players for the Ranbat
1.0.1 Pause fixes
Can always pause the game with escape, regardless of current player input devices
Able to select restart mission from pause menu after dying
Fixed a bug where you could still bounce the ring after the sun dies
New sun death sound effect
Updated devlog
Patch notes
Build and publish
Updated Out of Orbit mission preview
Updated Pass On mission description grammar
Watched SpiderMommyAz play the campaign
Added mechanic clips for swinging health drain and ring bounce grab release to the website
Fixed sun death
New sun die sound
Can always pause the game with escape, regardless of current player input devices
Removed generated inputs class
Made tilde key symbols smaller
Able to select restart mission from pause menu after dying
Show keyboard controls next to resume and restart in pause menu
No prompt to move your moon while it is detached
Game Cream made a video of the first 8 minutes of the game
Watching gameplay footage
[Video] Scheduled shorts
[Video] Part 11 early access short
[Video] Part 11 supernova short
[Video] Rerecorded short intro and outro voice lines
Applied for Xbox developement
Reapplied for Nintendo Switch development
Released the game in early access
Sent all of the announcement posts
Preparing release posts
1.0.0 Boss Music
Added a new music track to the "Sol Survivor" mission
A short version of the track plays in the last round of a multiplayer match
Updated devlog
Build, publish and test
Speedrun VOD
Music tweaks
Final music feedback
Tested the campaign 100% and all game modes with a livestream
Updated the website homepage Steam CTA
Added devlog video to the website
[Video] Added music
[Video] Rerecorded some voice lines where my voice was nasally
[Video] Finished editing
[Video] Captions and metadata
[Video] Finished adding clips
[Video] Filling in remaining sections with clips
[Video] Clips from playtests
[Video] Voice line about new music track
[Video] Recorded and edited Cross the Stream changes
[Video] Found clips for Supernova Stadium circle camping
Trying different cuts of the boss theme. One is just the intense parts for last round scenarios in multiplayer.
Boss music for Sol Survivor
Boss music for last round matches
Prepared release announcement posts
Listened to the boss music
Achievements
In this devlog video, I add achievements, update maps, and finish chapter 1 of the campaign.
0.16.14 Goal time adjustments
Adjusted goal times and hints
More accurate asteroid belt hitboxes
The camera follows your moon on Cross the Stream
Pause timer during restart fade out
Moving Minefield mission foundation
Nuclear Propulsion mission foundation
Updated devlog
Patch notes
Build and publish
Tested and increased goal times for sumo missions
Unity update
The camera follows your moon on Cross the Stream
Adjusted goal times and hints
Pause timer during restart fade out
Fixed occasional error with incorrect relic status text
Emails to Smash players
Sent emails to a few Punch A Bunch players
Looked at Punch A Bunch videos for creators to contact
Added a gif to emails
Sent the first 9 emails
Went through my full Twitch following list for creators
Influencer email template
Listing creators to reach out to
[Video] Rearranged devlog sections
[Video] Recorded and trimmed voiceover
[Video] Added sections about Supernova Stadium balance and Cross the Stream rework to the devlog 11 script
[Video] Screenshots of demo players and feedback responses
Bombs can start armed
Moving Minefield mission foundation
Nuclear Propulsion mission foundation
More accurate asteroid belt hitboxes
0.16.13 Cross the Stream rework
Reworked Cross the Stream mission to collect Mars' moon from the asteroid belt
Supernova Stadium map adjustments
Added Media Kit to the website
Planets To Self Destruct mission refinement
Updated devlog
Patch notes
Build and publish
Removed the ring around the sun in Cross the Stream. It was a fun challenge to land perfectly on it, I might make it an achievement.
Reworked Cross the Stream mission to collect Mars' moon from the asteroid belt
Can donate moon to the sun
Donated moons can have set orbit distance
Ideas to rework the cross the stream mission
Adjusted goal time and hints for Asteroid Belting
Fixed sun drain health animation
Took ages to figure out
Updated Unity
Red sun has red timer base rather than grey
Supernova on Supernova Stadium happens when the sun dies
Increased red sun temperature to reduce health drained from grabbing it
Comparing spin breakout stats
VODs
Made a post about spin breaks
Top 3 post
Playtest at Squiggly River. Did some multiplayer and someone did the single player and naturally stopped at the exact point where the demo finishes which is reassuring that it's a good length.
Playtested Supernova Stadium at FILTHY. It seems mostly fine, but might lead to circle camping at optimal levels of play.
Orbit towards black hole AI
Bounce bomb AI behavior
Planets To Self Destruct mission refinement
Renamed wormhole maze mission to Wormhole Warren
[Video] Devlog 11 thumbnail
[Video] Overhauled devlog 9 thumbnail
[Video] Updated titles and thumbnails of old devlogs
Added Media Kit to website
Prioritizing tasks and checking anything needed for release
Checked other games releasing on Steam the same day as Sumorbit
[Video] Recorded clips and edited multiplayer balance section of devlog 11
[Video] Recorded clips and edited misc section of devlog 11
Marketing firm research
Different method for opening Steam page from the game
Checked Steam page opening from the game on Mac
More FPS tests and research
Testing on MacBook with 60 FPS and Vsync. I think the problem was just max FPS.
Prevent reopening an external link on window refocus
Credits and social media pickers do not go back on pick
Steam page URL backup
0.16.12 Wormhole lines
Added connective lines to wormholes
Explosions cause damage to stars
Planet Express achievement
AI can throw bombs and avoid black holes
Refined rumble
Show round timer for multiplayer toggle setting
Drain line thinner when swinging opponents to represent less health drain
"Catch With Dad" achievement no longer requires mission completion
Reworked Portal Pass mission to have a split relic where you need to send a wormhole through a wormhole
Post about wormhole lines
Updated devlog
Patch notes
Build and publish
Fixed an error from opening the Steam page from the game without Steam initialized
[Video] Edited and scheduled 3 more devlog 10 shorts
[Video] Part 10 ice giants short. First one in a while.
Catch With Dad no longer requires mission completion
Opening different versions of the game doesn't wipe achievement progress
Itch.io page
Organized tasks
Added connective lines to wormholes
Drain line thinner when swinging opponents to represent less health drain
Added lore for why the planets are trapped in Gas Leech
2 weeks to go post
Increased tooltip title size to fit the word Interpretation
Renamed Ultimate Sacrifice to Force of Nature
Made the sun have more mass on Red Giant
Hint for Pass On relic
Checked for any remaining tasks for chapter 1 missions
Got inspired by the 3 Body Problem for Sumorbit lore
Grab overlap calculation uses rigidbody position rather than transform
Show round timer for multiplayer toggle setting
Explosions cause damage to stars
Researched game pass
Tested bouncing back and forth on the ring but speed is not conserved
Worm Holodrome mission relic
No score satellites on campaign
Going over ideas for future missions
Reworked Portal Pass mission to have a split relic where you need to send a wormhole through a wormhole
Prevent AI from putting spin on thrown cargo
Removed controls from campaign mission select to reduce clutter
Planet unlock hints
Planet Express achievement
Rumble testing with different gamepads
Rumble on bomb explosions
Refined rumble
[Video] Recorded clips and edited mission character select, end screen and supernova map sections of devlog 11
Added recommended competitive ruleset to the website
AI avoids black holes
Regular AI can grab and throw bombs
[Video] Recorded and trimmed devlog 11 voiceover
[Video] Edited intro, outro and title cards
[Video] Uploaded trailer and thumbnail
Added margin to the bottom of the website homepage
[Video] Trailer audio balancing
[Video] Refined trailer edit
[Video] Finished off and refined devlog 11 script
Added beta testers to credits
Checked priority tasks for release
Organized planned achievements
Full game picker on demo links to Steam Page
Prompt to buy the full game on the demo end screen
Prompt to leave a Steam review on the full game end screen
[Video] Scripted the majority of devlog 11
0.16.11 Mission planet select
You can now play as any planet in the "Sol Survivor" mission
Unlock planets for "Reach for the Stars" and future missions by completing "Sol Survivor" with different planets
"Many Worlds Interpretation" achievement to beat "Sol Survivor" with every planet
Selecting a planet in the multiplayer lobby sets your color by default, with an option to keep your color
Updated devlog
Patch notes
Build and publish
Steam achievement for Many Worlds Interpretation
Achievement for beating Sol Survivor with all characters
Fixed issues with cloning missions without cloning players
Fixed early access pricing text from Steam review
Race to the Sun goal time reduced
Fix highlight current character
Consistent order for character select
Random character works for campaign
Keep color vs default color prompt text
Mission character analytics
Defaults to character completed mission with
Unlock characters from Sol Survivor
Keep track of which characters have beaten missions
Keep current color button on character select
You can pick your character for some missions
Fixed skin pickers
Darkened grid color for relics
Started eliminating the resources folder
It turns out the long loading is not due to resources
Adjusted feedback survey
Release date announcement post
0.16.10 Changed restart key
Changed restart key to ~ to avoid accidental presses
Relic debris can explode a bomb while still holding it
Grid pattern under relics to show they can't be moved
Added a message about recording or streaming gameplay on the splash screen
Can't bounce Jupiter's planet for the "Battle of the Gas Giants" relic
Added completion percentage and profile time to the ending screen
Extra mission hints
Updated devlog
Patch notes
Build and publish
Preparing release date post
Tilde key icon
Note about stopping at low speeds for brake description
Extra mission hints
Added completion percentage and profile time to ending screen
Can't bounce for Gas Giants relic
Changed status position for Gas Giants mission
Changed restart key to ~ to avoid accidental presses
Watched beta relics playtest and discussed changes
Prepared Steam page for early access
Unity update
Added a message about recording or streaming gameplay on the splash screen
Recorded blind character select and map select clips
Refined recommended competitive ruleset
Relic debris can explode a bomb while still holding it
Dynamic achievement page indexes
Show grid on relics to show they can't be moved
Watched a beta playthrough
[Video] Started devlog 11 script dot points
[Video] Devlog 10 is getting a second wind in views
Planned for potential major tournaments
Final early access research
Renamed Last Planet Standing to Sol Survivor
Wrote recommended ruleset
0.16.9 Boomerang achievement
Achievement where you throw cargo with spin to catch it again
AI bounce deadly sun to avoid damage from it
Asteroid bounce prompt
Move planet and move moon prompts only show once per round
Rebalanced Cross the Stream
Updated devlog
Patch notes
Build and publish
Rebalanced Cross the Stream, ring smaller, safe zone changed to reduce accidental clears, reduced asteroid belt friction and power, goal time quicker
Move planet and move moon prompts only show once per round
[Video] Recorded clips and edited achievements, bombs and wormhole sections of devlog 10
AI bounce deadly sun to avoid damage from it
[Video] Having some errors with yt-dlp
0.16.8 Supernova Map
Supernova Stadium: The star will grow and do damage when you touch it. After some time, it will explode in a supernova.
Brake button to slow down your planet when not stunned
"Thanks for playing" screen on campaign completion
Bouncing the outside of the ring is less punishing
Ring bounce has more kickback and planet mass matters less
Forced grab release when a grabbed opponent ring bounces
"Catch With Dad" achievement
Face buttons as alternative grab and bounce buttons for menus
AI avoids deadly stars
Changed "Battle of the Gas Giants" mission to can't bounce the ring rather than can't bounce at all
Added Supernova Stadium map to website
Updated devlog
Patch notes
Hotfix build and publish
Fixed cursor and button interaction on end screen
End screen still shows after getting the relic on first clear of the last mission
Build and publish
Catch With Dad icon
Can filter player stats from analytics
Catch with dad achievement
Added a thanks for playing message, links to Discord and feedback survey on ending screen
Started making an ending scene
Changed Battle of the Gas Giants mission to can't bounce the ring rather than can't bounce at all
Release grab when a grabbed opponent ring bounces
Brake button to slow down your planet when not stunned
Face buttons no longer spin
Face buttons as alternative grab and bounce buttons for menus
Shift key icon
Toggle all maps button resets random map pool
Ring bounce better and mass matters less
Bouncing the outside of the ring is less punishing
Refined bounce off the ring strength
Supernova sound effect
Supernova map icon
AI avoids deadly stars
Outer Wilds mission uses supernova map
Supernova map
Sun supernova explosion
0.16.6 Grab time balance
Swinging players around for a throw no longer reduces grab time as much
Swinging players reduces health drained
A small amount of moon movement counts as zero movement for health drain
You gain more health while grabbing the sun
Skippable missions show a dashed line on mission select
Added a halo to the inner hitbox of wormholes
Wormhole through wormhole mission
Intercept cargo mission foundation
Infinite grab player limit
Move wormhole mission foundation
Can have multiple relic parts in a mission
Balancing Thinking with Portals mission
No moon delay for catch AI
Mission where you have to wrestle with your own AI to enter a black hole
Andromeda vs Milky Way mission
Wormhole bowling mission
Planets To Self Destruct mission foundation
Patch notes
Updated devlog
VODs
Published build
Testing all missions with new changes
Organized tasks
Top 3 post
Playtest at CWQLD Ranbat. Changes seem good but holding players outside the ring is strong. I think the whole time the problem with performance on my laptop has been overheating.
Build and test
Swinging players around for a throw no longer reduces grab time as much
Swinging players reduces health drained
A small amount of moon movement counts as zero movement for health drain
You gain more health while grabbing the sun
Skippable missions show a dashed line on mission select
Organized tasks
Added a halo to the inner hitbox of the wormhole
Unity update
Early access pros and cons
Wormhole through wormhole mission
Intercept cargo mission foundation
Infinite grab player limit
Refined Portal Pass mission
Move wormhole mission foundation
Don't teleport player with locked planet
Can have multiple relic parts in a mission
Balancing Thinking with Portals mission
Star has less mass on Proxima c
No moon delay for catch AI
[Video] Edited and scheduled bowling short
Planets To Self Destruct mission foundation
Beta test Discord role
Mission where you have to wrestle with your own AI to enter a black hole
Andromeda vs Milky Way mission
Planning mission order
Lore and mission ideas
Researched the local group, found out there are only 2 main galaxies in it, and every star we see in the night sky is in the Milky Way.
Wormhole bowling mission. Used copilot to generate code for the diamond pattern which worked flawlessly.
[Video] Devlog 10 thumbnail
Asked Oscar to do boss theme music
[Video] Editing new sections
[Video] Found the stuttering playback problem in Premiere Pro
[Video] Recorded and trimmed new voiceover
[Video] Edited devlog 10 script
[Video] Added bridging sections to devlog 10 script
[Video] Scripted achievements section of devlog 10
[Video] Scripted beta test section of devlog 10
Renamed maps to Great Filter and Explodrome
[Video] TikTok violated guidelines because I put sumo wrestling in the description. Reuploaded and worked fine.
0.16.5 Tips and hints
View tips and hints on mission select
Made bomb have less mass
Doubled the relic hitbox size
Hold buffer bounce during countdown
Catching AI more accurate
Chapter 1 mission adjustments
Refined wormhole cargo maze
[Video] Gas Giants short
Build and publish
View tips and hints on mission select
Grab the tips picker to reveal hints one at a time
Prompt to view hints every 5 mission attempts
Added tips and hints to chapter 1 missions
Edited mission descriptions with tips in mind
You can skip one mission per relic collected text
Mission names in quotes in achievement descriptions
The sun has less mass on Reach for the Stars
Moved relic, less asteroid belt friction in Out of Orbit mission
Catching AI more accurate
AI less likely to catch an object it just threw
Organized tasks from playtests
Made teammate AI worse in Battle for Habitable
Fixed relic in Battle of the Ice Giants
Doubled the relic hitbox size
Made bomb have less mass
Moved bomb closer to relic on Race to the Sun
Beta playtest video review. So many notes to fix. Some of the goal times were easier than I thought.
Can't bounce during countdown
Hold buffer bounce during countdown
Changed can't grab color to pure black
Adjusted wormhole cargo maze, no stars, no moon for player, moved inner wormholes to interact with asteroid belt, increased belt friction
0.16.4 Mission select character
Set character on change players in mission select
Significantly improved initial load time
Bullet Time achievement
Navigate to next mission on load if the active mission is the last completed mission
Build and publish
Fixed bugs with the demo from new changes. Did around 5 builds before I found all the bugs.
Navigate to next mission on load if the active mission is the last completed mission
Fixed order of mission select character change
Updated auto next mission toggle subtitle
Fixed logic errors on last completed mission check
Took brand and mission images out of the resources folder which has significantly improved load times
Set character on change players in mission select
Show player character on mission select
Researching which consoles are worth publishing on
Bullet Time achievement
Brighter Trickshot achievement icon
Check achievements after game load
0.16.3 More achievements
Handicap Race achievement
Scenic route achievement
Neptunian Year achievement
Show achievement count on menu
Eris range increased and moved closer for Out of Orbit mission
Build and publish
Eris range increased and moved closer for Out of Orbit mission
Out of Orbit goal time reduced
Watched beta playtest footage
Neptunian Year achievement
Show achievement count on menu
Set achievement menu page number
Handicap Race achievement
Scenic route achievement
Track player teleport count
Researching Unity Netcode. The game will probably be harder to market without online but it seems like too much effort to be worth it at this point.
Couldn't get remote play to work with Mac as the host
Thought of a solution to potential physics problems with netcode
Tested remote play together with hotspot. I can't get it to run terribly with just myself.
0.16.2 Trickshot achievement
Achievement where you throw an asteroid into another
Adjusted AI and player limits on Gas Giants and Ice Giants missions
Renamed maps
Build and publish
[Video] Recorded and edited a clip of carrying a bomb through a wormhole
Adjusted AI and player limits on Gas Giants and Ice Giants missions
[Video] Recorded and edited end of chapter 1 missions
[Video] Recorded and edited tutorial 8 clip
Renamed maps
Trickshot achievement
0.16.1 Wormhole hitbox
Can grab anywhere on a wormhole to move it
Wormholes are easier to move and can be grabbed for longer
Ring shrinks slower on Sun 'n Death
Stat pickers scale with stat value to make them easier to grab when minimum stat values
Updated devlog
Updated website mechanics text
Build and publish
[Video] Voiced and edited extra wormhole changes
Allow for planets over stats budget
Allow for stat values above 8
Foundations for Outer Wilds mission
Stat pickers scale with stat value to make them easier to grab when minimum stat values
Ring shrinks slower on Sun 'n Death
Can grab anywhere on a wormhole to move it
Wormholes are easier to move and can be grabbed for longer
Posted about beta testing in the Squiggly Discord. It's been difficult to get longer form playtests at events since people usually only have time for the demo.
0.16.0 Achievements
In-game and Steam achievements
Track tutorial progress
Bolt icon for relic challenge
Chain Reaction mission
Set star temperature
Radiation resistance player limit
Hazard mechanic videos for the website
[Video] Scheduled shorts
[Video] Edited mission 9 and 10 shorts
VODs
Organized tasks
Published build to Steam
Top 3 post
Got some good feedback on moving wormholes
Updated devlog
[Video] Scheduled mission 7 and 8 short
Playtested new wormholes
Set up stream at FILHTY
Sent game info to SideQuest
Build
[Video] Edited short for mission 7 and 8
Reviewed similar games pricing and it looks like $5 USD is the go
Got Steam achievements working
Included AI and Character names in analytics
120 sumo rounds achievement
21 relics achievement
21 goal times achievement
Track tutorial progress
Complete all tutorials achievement
Trigger achievement on specific mission completion
Steam achievement trigger
Prevent achievements in the demo
Steam achievement icon template
Save and load achievements
Show which achievements have been completed
Achievements picker and icon
Achievement foundations
Wrote ideas for a bunch of achievements
[Video] Edited part of wormhole and bomb map sections
[Video] Recorded and trimmed devlog 10 wormhole and bomb map voiceover
Chain Reaction mission
Set star temperature
Updated website to include wormhole grab chain clip
Hazard mechanic videos for the website
Wormhole updates post
Sent an email to Jonas to play the game
Researched Interstellar system
Bolt icon for relic challenge
Count campaign mission type distribution in spreadsheet
Ideas for Outer Wilds reference
Researched Alpha Centauri planets
Thought of an idea for the true ending of the campaign
Refined Proxima C mission
Able to set camera proximity for relics
Added a section to The Last Star where you have to drag it with you to the safe zone
Radiation resistance player limit
Proxima Centauri B & C planets
Demo
In this devlog video, I add emotes and respond to feedback from the Next Fest demo.
0.15.11 Chapter 1 Changes
Changed the Reach for the Stars mission to drag the sun through the wormhole
Neptune orbits faster in Perihelion Passage
Moved Uranus further away in Pass On and moved the relic
Made Race to the Sun smaller and moved the bomb
Wormholes can go through wormholes
Camera movement speeds up during teleports
Wormhole timer has a static texture
Foundations for a mission where dead planets stay moving
Feed black hole to get an asteroid in Dangerous Cleanup mission
Quantum entangled cleanup mission
Researched Proxima Centauri B and decided on stats between Earth and Mars
Red Giant is the best performing short yet with 9k views.
Published build
Text for hazards website mechanics page
Updated devlog
Ring shrinks on No More Asteroids mission
Refined mission descriptions and screenshots for chapter 1
Static texture no longer pauses
Wormhole timer has a static texture
Changed the Reach for the Stars mission to drag the sun through the wormhole
Moved wormhole on Proxima Centauri mission
Made Race to the Sun smaller and move the bomb
Made the Pass On relic harder to cheese
Moved Uranus further away in Pass On
Neptune orbits faster in Perihelion Passage
Set map maximum camera size
Delay on volatile animation for launched asteroids
Beta testing post
[Video] Refined part of devlog 10 script
[Video] Edited and scheduled mission 4 and 5 shorts
[Video] Edited and scheduled an expanding sun short
[Video] Posted the new devlog video in a few Discords
[Video] Added devlog video to the website
[Video] Scripted wormhole and bomb changes for devlog 10
Updated devlog
[Video] Stephen gave a bunch of feedback on the devlogs
[Video] Devlog 9 thumbnail
[Video] Description, captions, end screen
[Video] Added music and refined edit
[Video] Edited sound effects section
[Video] Recorded impact textures
[Video] Finished editing emotes section
[Video] Found VODs for character balance and maps sections
[Video] Edited Next Fest and character balance sections
[Video] Recorded clips
[Video] Edited AI customization section
[Video] Edited campaign missions section
Quantum entangled cleanup mission
Able to have more asteroids than the number needed to destroy
Include quantum entangled players in the camera at all times
Feed black hole to get an asteroid in Dangerous Cleanup mission
Foundations for a mission where dead planets stay moving
Adjusted safe zone mission objective text
Researched supernova and neutron stars
[Video] Edited and scheduled short for campaign mission 1 and 2
Wormholes can go through wormholes
Camera movement speeds up during teleports
0.15.10 Wormhole Timeout
Changed teleports to include grabbed objects
Wormhole timeout on the exit portal that pauses when a warpable object is touching it
Got moons to teleport stable
Can't teleport while grabbing and entering the same wormhole color
Prevent physics of point satellites from affecting the moon
Wormhole maze mission refined
Build and publish
Fixed the join prompt not moving when AI players are in the lobby
Prevent physics of point satellites from affecting the moon
Fixed bugs related to script execution order
Code cleanup
Consistent grab priority order for cargo, asteroids, bombs and wormholes
Wormhole timeout on the exit portal that pauses when a warpable object is touching it
Can't teleport while grabbing and entering the same wormhole color
Got any number of warped grab connections working. The new system seems better in some scenarios but not others.
Got moons to teleport stable
Started changing teleports to include grabbed objects. Found some logical problems. Wracking my brain to think of solutions.
Made portals in the Wormhole Maze mission send you to the middle of the ring rather than the outside
Playtested Bomb Battlefield with Stephen and found some bugs with two players grabbing a bomb
0.15.9 Quantum entanglement
One controller can control many players
Quantum entanglement missions
Hot Potato mission where you catch and throw bombs between an AI
Bomb Battlefield mission
Unfocus mute picker able to be displayed
Build and publish
[Video] Bounce damage and spin bug clips
Unfocus mute picker able to be displayed
Unfocus mute icon
Refactored gamepad vs KBM detection
Quantum Obstacle Course mission foundations
Fixed mouse movement for quantum entanglement
One controller can control many players
Quantum Entanglement cargo mission
Fixed pause with quantum entanglement
Researching controls rebinding
Planning missions in other star systems
Star system research
Bomb Battlefield mission
Planning future mission concepts
Mission completion percentage in spreadsheet
Mechanic matrix for mission ideas
[Video] Steam Next Fest screenshots
AI won't grab space in a small ring
Hot Potato mission where you catch and throw bombs between an AI
AI catch and throw bombs
Set bomb temperature
Planet facts in mission descriptions
[Video] Added a Next Fest results section and an outro to the devlog 9 script
[Video] Recorded voiceover
0.15.8 Wormhole performance
A single camera for all wormhole previews
Wormhole quality setting
Random character for single player presets
Grab timers on moons have higher contrast
Moon skin toggle
Working black hole maze mission with relic and goal time
Refining the start of chapter 2
Build and publish
Added a wormhole to Proxima Centauri mission
Proxima Centauri relic
Alpha Centarui relic
Working black hole maze mission with relic and goal time
Started properly designing the black hole maze mission
Changed some mission names
Added extra lore to mission descriptions
Moon skin toggle
Correctly set planet rings picker badge when change character
Higher contrast on grab bar
Edge grab unavailable grab bar set to the player color
Reduced opacity of moon image
Darker color for attempting to grab when you can't
Updated devlog
Tested controller turbo and it seems not particularly useful which is nice
Random character for single player presets
Organized tasks
Early access questionnaire
Testing wormhole cameras on Mac. Getting above 60 FPS on 1x on Sun 'n Death on my old MacBook.
Wormhole quality setting
Watched Wolf play the demo
Single wormhole camera working
Made grab dash tutorial smaller for performance
Testing performance on builds
I don't think custom render texture zones will work
Updated wormhole visuals
Proof of concept using a single camera for all wormholes
Troubleshooting wormhole camera performance
[Video] Scheduled map shorts
[Video] Edited 4 map shorts
0.15.7 Mission Select Cleanup
Cleaner and simpler mission select look
Easier to track campaign progress
Shows the difference between your best time and the goal time
New start mission icon
Your teammate no longer smiles when you die
Made app download smaller
Build and publish on Steam
Teammate doesn't use positive emotes when you die in campaign missions
Removed unused assets
Percentage format handle NaN
Show chapter percentage complete
Show objective percentage per chapter
Show difference from goal time
Objective incomplete badge
Percentages on objective pickers
Relic challenge complete text on picker
Mission index fit better on tooltip
Show chapter icon
Mission icons change size depend on distance from player
Objective and best time picker icons greyed out until complete
Moved mission title and description to regular player tooltip
Rocket ship mission start icon
Moved attempt count to times
0.15.6 Mission Adjustments
Beyond the Belt mission no longer locks your moon in place
Always fail mission if die
Bomb must be armed to explode on anything other than a bounce
Less explosion damage and stun if bouncing
Mission adjustments
Changed Beyond the Belt preview image
Build and publish on Steam
Balanced damage and stun reduction from bouncing bombs
Moved player closer to the asteroid belt and reduced drag on Cross the Stream
Less explosion damage and stun if bouncing
Bomb must be armed to explode on anything other than a bounce
Always fail mission if die
Made a note about team lines in Red Giant mission description
Can adjust temperature of cargo
Beyond the Belt mission no longer locks your moon in place. Not sure if it will be any easier but it will allow for more agency.
Percentage relic and goal time completion analytics
Stream still had 180 viewers so I left it on all night. It had 10 viewers when I woke up so I stopped it.
0.15.5 Analytics Fix
Analytics fixed and updated
Next Fest livestream is getting over 400 viewers. I think something was wrong the first time.
Filtered infinity values from analytics
Extra mission analytics fields
Steam build and publish
Added mission name and index to analytics
Found out the analytics problem was sending Infinity as a float value
Ideas to make the campaign menu less cluttered
Dad played the campaign demo. It took him a while to get it, but he finished it.
Trying to figure out why Unity Analytics are so wrong for campaign mission completion
0.15.4 Sun Damage Fix
Sun damage fixed
More automated build process
More automated build process with better folder structure and deleting DoNotShip folders
VODs
Sun damage fixed
Hotfix build and publish
Top 3 post
Playtest at Squiggly River. Found out the large sun doesn't do damage.
Bomb Battlefield playtest at FILTHY
0.15.3 Bomb Battlefield
Map with multiple bombs
Bomb explosion causes stun and damage
Bomb enters a volatile state on release where colliding with anything will explode
Demo mission refinement
Published game update to Steam
Updated devlog
Explode bomb on release of touching planet
Map update recording and post
Generic overlap function
Bomb damage and stun based on overlap
Build and test
Grabbing a volatile bomb removes volatile attribute
Updated Moon Amongst the Mess image and description to prompt bouncing asteroids
Made volatile asteroids flash orange
Made asteroids volatile when thrown
Fixed sun bloom effect
Made AI harder on Conveyor of Doom mission
Moved Conveyor of Doom mission text to the middle
Made Cross the Stream asteroid belt force weaker
Solution to Cross the Stream no longer spoiled in the image
Bomb flashes orange when it is volatile
Fixed bugs related to new bomb mechanics
Bomb map icon
Adjusted spawn positions on bomb map
Prevent camera from following bombs on sumo objective
Map with multiple bombs
Bomb enters a volatile state on release where colliding with anything will explode
Bomb explosion causes stun and damage
Next Fest livestream. Fluctuated between 2 and 6 viewers.
Set up Steam livestream
0.15.2 Spin tutorial updates
Spin tutorial AI spins predictably
Spin tutorial AI changes based on score
Prevented glitchy sun bounces on some tutorials
Added cancel despawn prompt on mission select
Show character and AI behavior on copy player in the lobby
Published game update to Steam
Updated devlog
New tutorial mission preiews
Added cancel despawn prompt on mission select
Spin tutorial AI spins predictably
Spin tutorial AI changes based on score
Prevented glitchy sun bounces on some tutorials
Added to TikTok social to the game
Added TikTok link to website
Posted in the OS Discord
Show character and AI behavior on copy player
Added more lore to the Pass On mission description
SpiderMommyAz livestream
Next Fest posts and browsing
The game is featured prominently on local multiplayer, controller and fighting game sections of Next Fest
Published next fest livestream events
[Video] Edited emotes section
[Video] Added title cards
[Video] Changed the title and thumbnail for devlog 8
0.15.1 Demo Update
Modified positions of asteroids, bomb and relic in Moon Amongst the Mess mission
Pause and restart gamepad button prompts on the pause menu for the campaign
Finished relic and goal times for all chapter 1 missions
AI can bounce asteroids
Build script creates demo, release and full versions
Updated trailer to include single player and multiple maps
Added a gif to Steam description
Refined Steam description
Made a meme post about having to survive the big bang to get here
Published Steam demo update
Updated devlog
Build and test
Build script creates demo, release and full versions
[Video] Edited the reddit comment intro for devlog 9
[Video] Recorded and trimmed voiceover for devlog 9
Modified positions of asteroids, bomb and relic in Moon Amongst the Mess mission
Experimented with multiple players in the Cross the Stream mission
Pause and restart gamepad button prompts on the pause menu for the campaign
Improvement ideas from feedback
Contemplating changing the first bomb mission
[Video] First edit pass of devlog 9 script
[Video] Changed the title and thumbnail again to reference rollback netcode
[Video] Gave devlog 8 a new title again
Made an analytics query for mission completion. People seem to be favouring the tutorials over the campaign.
[Video] Turns out the Instagram reel did okay. Posted another one.
[Video] Scripted character balance and AI customization sections of devlog 9
[Video] Posted a TTS message in PirateSoftware channel about my shorts
[Video] Scripted emotes, map updates, visual and sounds sections of devlog 9
[Video] Published new trailer to Steam
[Video] Changed the title and thumbnail for devlog 8
[Video] Finished the new trailer
[Video] Rough cut of new trailer
[Video] Devlog 8 thumbnail
[Video] Captions
[Video] Description
[Video] Re-edited mission 4 section
[Video] Speedrun category titles
[Video] Export and upload
[Video] Finished editing intro
[Video] Re-recorded outro voiceover
[Video] Edited outro
[Video] Added music
[Video] Refined some edits
[Video] Rescripted intro
[Video] Edited intro section
[Video] Devlog 9 script outline
[Video] Edited part of devlog 8 intro
[Video] Captured screenshots for the demo section
[Video] Editing demo section of devlog 8
[Video] Trimming fat from the voiceover
[Video] Re-recorded some voice lines for devlog 8
[Video] Edited and scheduled all remaining tutorial shorts
[Video] Recorded new footage for tutorial 3 short
[Video] Scheduled tutorial 3 short
[Video] Made a demo CTA image for shorts going forward
Organized tasks needed for release
Steam broadcast assets
Set up broadcast from VODs
Tested Restream for Steam and Twitch broadcast
Researched best stream practices for Steam
Asked for demo feedback on Discord
Chapter 2 mission ideas
No More Asteroids relic where no bounces are allowed
AI can bounce asteroids
Balanced Leech and Breakout Spin missions
Goal time for Leech and No More Asteroids missions
Leech relic to finish in 3 grabs
[Video] Scheduled tutorial 2 short
[Video] Pass On mission post
Updated devlog
Updated screenshots
Chapter 1 build flag
Corrected music track for some missions
[Video] Tried posting an Instagram reel
Recalculated the number of tournaments per playtester
0.15.0 Released Demo
Fixes and polish for the demo
Bounce damage rebalanced
Bounce sound pitch variation
Released the demo on Steam and announced on Discord
Fixed parry tutorial
Fixed active tutorial on mission select after playing campaign
Changed order of regular playtesters
Made the camera bigger and swapped planet positions on spin tutorials to see prompts
Prevented camera rubber banding at the start of Red Giant mission
Prevent AI from grabbing during countdown
Default mouse position up
Ring bounce tutorial camera size
Tested every feature of the demo on my old MacBook. Decent performance, found a few bugs though.
Unity update
Picker listing full game features in demo menu
Changed Chapter Complete text to Demo Complete
Play game picker subtitles
Added the indie tag on Steam
Researched the timeline of the universe and found out about the degenerate era
Renamed campaign chapters to eras
Prepared demo Discord post
[Video] Finding clips for the new trailer
[Video] Edited tutorial 2 short with additional voiceover
[Video] Prepared first tutorial short
Prevent player game stats from incrementing while dead or game over
AI ID in analytics
Fixed ring bounce sounds
Bounce sound pitch based on planet mass
Bounce sound pitch variation
Prevented bounce damage from being triggered multiple times with bounce trades
Bounce damage speed factor calculated before bounce
Bounce speed more important than overlap for bounce damage
Bounce damage halved while grabbed
Prepared Next Fest post
Refined feedback survey
Moved feedback button to main menu
Updated devlog
Published VODs
[Video] Edited and published part 5 balance short
Emotes
In this devlog video, I add emotes and respond to feedback from the Next Fest demo.
Unfocus Mute
Mute audio on unfocus window
Pause sound effects on pause game
Added more planets to No More Asteroids mission
Breakout spin mission with custom AI
Demo bracket playtest. I think that being bounced while grabbing is more of a problem than I thought. Also I think speed could have more influence than overlap for bounce damage.
Build and test
Breakout spin relic and goal time
Cross the stream mission post
Updated mission screenshots
Removed the sun from later missions
Breakout spin mission with custom AI
Moved bowling mission to chapter 1
Fixed a bug with music being 100% on load
Added more planets to No More Asteroids mission
Made planets not always show for cleanup missions
[Video] Edited and published part 5 visuals short
Adjusted colors on Sun 'n Death icon
Hit over 200 wishlists on Steam
The combinations video didn't flop like I expected. There were some comments taking the 1 million characters line a little too seriously.
Tested if parry works while dead
Tested bounce damage while grabbed
Fixed MacBook OBS
[Video] Cut short down to 60 seconds
[Video] Edited part 5 combinations short
Updated devlog
Mute audio on unfocus window
Pause sound effects on pause game
8 Wormholes Map
8 wormhole pairs on Sun 'n Death map
Adjusted mission difficulty
Black holes grow bigger when they consume mass
AI grab space for less time
Keep track of best relic time
Foundations for a mission where you fight AI on your own planet
Foundations for a mission where you grab the sun for health
Ability to set minimum camera size for maps
Fixed sumo demo bugs
Teleport sound
VODs
Playtest at FILTHY
Show You Died text on teams missions when your teammate is still alive
Bouncing orbiting asteroids releases grab
Moved the safe zone further away in the Cross the Stream mission
4 people played the demo at Squiggly River. One person struggled with it from the start but got it eventually which was nice to see. Got ideas to rebalance some levels.
Build and test
Black holes grow bigger when they consume mass
AI grab space for less time
Keep track of best relic time
Teleport sound
Changed developer to Jett Williams
Adjusted short bio
[Video] Re-edited and reposted the balance short since it performed badly
Adjusted mission goal times
[Video] Added speedrun footage
Tried all speedrunning categories for the demo. Realized any% needs a final mission, some relics have infuriating RNG, 100% can be done after all missions.
Recorded and posted clip of 8 wormhole pairs
8 wormhole pairs on Sun 'n Death map
Zoomed out camera on Sun 'n Death map
Ability to set minimum camera size for maps
[Video] Screen recorded a bunch of gameplay for update posts and devlogs
Added devlog 7 video to website
[Video] More mission clips
Custom AI behaviors for Leech mission
Foundations for a mission where you fight AI on your own planet
Chapter 2 and 3 mission ideas in the spreadsheet
Adjusted wormhole maze mission
[Video] Edited a bunch of the campaign missions section
Added asteroid belt to Asteroid Belting mission
Adjust asteroid count and size for asteroid belts
Asteroid hitbox enables later after spawn
Planet asteroids visible before spawn
Refined Bowling mission with bombs
Asteroids destroy 2 seconds after being affected by a bomb
Bomb explosion active for one frame only
Track moon grabs
Moon grabs only for Survival Spin relic
Foundations for a mission where you grab the sun for health
Refactored AI system to make arbitrary AIs in missions
Spin influence player limitation for orbit AIs
Always grab boolean for AIs
Made AI more difficult in the New Moons mission
[Video] Titles for devlog 8
[Video] Teams short edited and scheduled
[Video] Edited and scheduled part 4 balance short
[Video] Edited and scheduled lobby short
[Video] Finished the final edit pass of devlog 8 script
[Video] Recorded and trimmed voiceover. There were some minor plosives but not worth rerecording.
[Video] Finished first edit pass of the script
[Video] Finished the rest of the devlog 8 script
[Video] Finished scripting the missions section
[Video] Fleshed out the intro and mission objective sections of the devlog 8 script
[Video] Published devlog 7
Show game version in the menu
Disable text wrapping on tooltip icon text
[Video] Scripted speedrun section of script
Checked speedrun.com game submission process
Prevented the teams picker from being disabled if the two remaining players are in a team
Researched Steam broadcast
[Video] Went through all devlog videos and noted short clip opportunities
Re-enabled saving character presets
[Video] Started re-editing the trailer to include the new maps and campaign
Researching localization
Fixed a bug where wormhole cameras option wouldn't show
Fixed a softlock from saving character presets
[Video] Scheduled Neptune short
Added asteroid belt map to the website
Updated devlog
[Video] Exporting short clips
[Video] Captions and end card
[Video] Devlog 7 thumbnail
[Video] Description and chapter markers
[Video] Finished devlog 7 edit
[Video] Oscar VO processing
[Video] Added music
[Video] Fine tuned edit
[Video] Recorded extra maps clips
[Video] Finished editing maps section
[Video] Cut a bunch of voiceover out of the marketing section
[Video] Re-recorded some voice lines
[Video] Marketing screen recordings
[Video] Finished the marketing section
[Video] Finished rough cut of edit
[Video] Maps section editing
Added 2 more wormholes to the Sun 'n Death map
Dynamic ring start size for Sun 'n Death map
Fixed tooltip icon text width
Prevent emotes from appearing behind players
Announced next fest demo
[Video] Edited Alpha Centarui map section
Decoupled AI in sumo demo
Prevented prompts in sumo demo
[Video] Edited music section
[Video] Scripted intro of devlog 8
[Video] Scheduled Uranus short
VOD review for bugs
Asteroid Belt Map
Asteroid belt map
Separate add, remove and possess player pickers
Copy existing player character and AI to a new bot player
Chapter 2 & 3 missions foundations
Fixed menu bugs
VODs
Changed ready actions and game options description for demo
Can't change mission while despawning in mission select
Fixed tutorial mission select
Relic found text higher priority than new best time
[Video] Trimmed Oscar's voiceover
Campaign demo playtest
Testing the asteroid belt map in tournament
Set up stream at FILTHY
Build and test
[Video] Finished editing intro, outro and character preset sections
Character default option on color picker
[Video] Added to devlog 8 script outline to include the rest of the demo missions
Finished going through every task for priority
[Video] Published Saturn short to TikTok
Stay on skin menu when select a skin
Fixed teams picker folder badge
Updated main menu picker subtitle
[Video] Edited Oscar's music section script
Prioritising remaining tasks
[Video] Started recording clips and editing marketing section
Recorded updates
Disable player pickers if can't add or remove any players
Quicker despawn on remove players
Fixed issues with recreating pickers while the menu is open
Copy player handicap
[Video] Scheduled Saturn short
[Video] Destroy my game sound effects
Copy existing player character and AI to a new bot player
Submenu for modify players
Copy player icon
Separate add, remove and possess player pickers
Idea for copy player picker
Remove players sun picker
Asteroid belt map icon
Asteroid belt map
Updated devlog
More mission preview images
Removed the sun from existing missions
Foundation for missions using existing maps
Foundation for cleanup mission with black holes
Organized tasks
Refined Demo
Refined campaign demo missions
Pitch variation for typing sounds
Inform player of error loading save data
[Video] Edited part of character preset section
[Video] Finished editing playtest section
[Video] Figured out how to transfer files between PCs on the network
Submitted demo build for review
Quicker delete text
Build and test for first submitted demo
[Video] Scheduled Jupiter short
[Video] Edited most of the playtest section
[Video] Published Mars short to TikTok
[Video] Getting footage from phone
Website 404 page
[Video] Emotes recording and post
[Video] Changed devlog 3 thumbnail
[Video] Destroy my game text
[Video] Part of maps section
[Video] Title cards
Relic explode sound
[Video] Started editing devlog 7
[Video] Edited Uranus and Neptune short
[Video] Schedules Mars short
[Video] Edited Jupiter and Saturn shorts
Renamed some missions. Tried using ChatGPT for ideas which didn't help.
Finished the analytics funnel
Inform player of error loading save data
Updated demo survey
Pitch variation for typing sounds
Bomb
Bomb object
Debris relic type that must be blown up by a bomb
Mission where you blast past the asteroid belt from a bomb
Mission where you fight Mars next to the asteroid belt
A short video for each planet
Removed extras from the demo
Set last hovered mission as active mission when reopening the game
Cleanup mission while avoiding hostile planets
Option to hide sun
Improved performance
Build and test
Relic challenge for Use the Belt mission where you can't attack your opponent
Updated mission preview images
Removed sun from New Moons mission
Fixed pass on mission
Speedrun all demo missions took a little over 2 minutes
[Video] Edited Mars short
[Video] Uploaded Earth short to TikTok and added captions
[Video] Recorded and trimmed voiceover
Balanced goal times
Added relic to Race to the Sun mission
Removed teams from Race to the Sun mission
Sun disabled from the start of the match
Option to hide sun
Accurate bomb collider
Set last hovered mission as active mission when reopening the game
Mission where you fight Mars next to the asteroid belt
Mission where you blast past the asteroid belt from a bomb
Explosion sound
Show debris icon and description on mission select
Different descriptions per relic type
Drop bomb if explode while holding
Explode on contact with debris
Trigger relic found
Added bomb to Moon Amongst the Mess mission
Explosion force
Explosion particles
[Video] Refining YouTube shorts section of script
[Video] Extended YouTube shorts section in the devlog script
Use debris sprite
Bomb object
Bomb sprite
Debris sprite
Relic particles
Organising current missions to plan future missions
Foundation for cleanup mission while avoiding hostile planets
[Video] Scheduled Earth short
Fixed volume selector
Prevented mini previews from saving on back on percentage selectors
AI traits post
Fixed rounding on percentage selectors
[Video] Added an outro to Venus short
[Video] Scheduled Venus short
[Video] 2k views on the Mercury short
[Video] Responded to comments
[Video] Added intro to Mercury short
[Video] Published Mercury short
Removed extras from the demo
Updated analytics to remove crash bug
Fixed bugs with picker disable
Removed wormhole camera option for demo
Significantly improved lobby performance by disabling pickers when not visible
Improved picker performance
[Video] Venus short
[Video] Edited Mercury short
[Video] Devlog #8 script outline
Emotes
Emoji faces for planets
AI shows different expressions for different start and lose conditions
Prevented kiss emote if first to 1
Prevented AIs from sharing current action timers
Discovered a bug with AI behavior in single player
AI shows different expressions for different start and lose conditions
Fixed emote face scale
AI can use emotes
Emote tap vs hold
Mouse scroll icon
Controls refactor
Emote flipped based on face direction
Number keys icon
Show emote controls in menu
Emote keyboard controls
Emote controls
Added emote images to the game
Updated the Discord server emoji and made a post
Emoji faces for planets
[Video] Second pass of devlog 7 script
Explode relic if not collected by mission end
Animate relic to disc
Analysed performance bottlenecks
Improved radial selector performance
Updated devlog
Updated character stats and attributes on website
Ring disappears when sun goes into a black hole
Items that enter black holes are always moved to the center
Customize AI traits / Bounce damage
Customize AI precision, adaptability and aggression
Bouncing into other planets does a small amount of damage to them
Bounce time and recovery part of temperature stat
Tested a bunch of matchups against Jorsa's Uranus
Found that Saturn is really good on the Sun 'n Death map
Played against Swate to test bounce damage. Seems to have helped somewhat but not a huge amount.
Playtest at Pissmas
Recorded bounce damage clip and prepared post
AI enabled status only show in game
Build and test
Disable AI customization on demo
[Video] Published devlog
[Video] Finished first script pass of devlog 7
[Video] Captions
[Video] Re-recorded some voice lines
[Video] Uploaded for feedback
[Video] Thumbnail
[Video] Added music
[Video] Finished edit other than music
[Video] Recorded and edited adaptive AI section
[Video] Recorded and edited extra footage of visual settings and AI behavior
Custom AI icon
Custom AI text
[Video] Edited end of FNS section
[Video] Finished new logo section
[Video] Space color section
Fixed value selector and tooltip position for trait selector on possessed players
Summary of traits on picker description
Hide customize AI picker when AI is off
Fixed AI trait meters
AI trait pickers working
Adaptability and precision icons
Bounce damage part of bounce stat
Bounce time and recovery part of temperature stat
Gave Saturn less grip and higher temperature for stat uniformity
AI trait picker descriptions
Foundation for behavior trait pickers
Wrote down plans for controls customization menu
Separated character select and customize
Planning controls profile, character presets and AI menus
Updated devlog
Organized tasks
Testing
Prevent max distance joint from enabling in menu
Stat descriptions as bullet points
Delay before bounce damage indicator goes away
Health change indicator fully black or white
Bounce power determined more accurately
Reduced ring size for high mass planets
Bouncing into other planets does a small amount of damage to them
Grab dash tutorial / Orbiting asteroids
Grab dash tutorial
Mission where Saturn has a bunch of orbiting asteroids
Bounce asteroids for parry stun
Cargo from Uranus to Neptune mission
Made Eris a character
Option to disable analytics
Relic sprite based on Voyager 1
Space habitat sprite
Order campaign profiles by last used date
Arrows to asteroids instead of circles
Save extra stats and analytics data
VODs
Bracket playtest. Managed to win the bracket over Uranus with Venus. Still I think there is balancing to be done.
Interesting discussions on game balance. People seem to have different maps as their favorite which is cool.
Setup stream at FXLTHY
Windows build menu option
Prevent bounce opportunity counts from inflating
Unity update
Build and test
Researching auto translation
[Video] Finished editing intro
[Video] Edited banner art section
[Video] Placed some clips for the AI section
Grab dash tutorial
[Video] Edited parts of the intro and new logo sections
[Video] Captured screenshots of logo sketches
Added parried and bounced stats
Stats get sent to analytics
Unity 2023.2 update
Build test
AI traits analytics
Match ID for reference
Character ID in analytics
Reordered some menu pickers
Fixed credit picker badges
Separate player round stats from match stats
Save tutorial stats
Fixed bugs with end time of missions
Prevent save data from being overwritten if there was an error loading it
Total gameplay and campaign time stats
Mission attempt stats
Map ID on round stats
Profile ID on mission stats
Save stats data locally for rounds, round players and missions
Track total game sessions
Show total multiplayer time in game stats
Goal time recording and post preparation
Arrows to asteroids instead of circles
Prevent new best time status from showing on tutorials
Spin break prompt can be set to white even when no longer grabbed
Fixed what I thought was a problem with spin prompts, then thought it was a problem with spin logic, but it was actually a problem with device input
Order campaign profiles by last used date
Tried speedrunning and beat chapter 1 in about 4 minutes not very optimized
Profile name status on select and on profile delete subtitle
Added devlog video playlist to the website
Made ring bigger for Through the Belt mission
Made space bigger for Last Planet Standing mission
Relic picker icon changes if it's a relic or a challenge
[Video] Edited main menu section
Refined demo feedback survey
Relic sprite based on Voyager 1
Ideas for relic sprite and blowing up space junk with bombs
Space habitat sprite
Adding lore to mission descriptions
Adjusting mission years
Organized tasks
Option to disable analytics
Bought font licenses
Made Eris smaller with 0 mass stat
Added extra lore to the first few mission descriptions
Noting what concepts are left in chapter 1 for future missions
Cargo from Uranus to Neptune mission
Researching Neptune and Pluto
Replaced Earth with Mercury for the first cleanup mission
[Video] Edited trailer section
[Video] Edited tutorial and outro sections
Added YouTube and X icon to the website
Relics and best times for a bunch of missions
Bounce asteroids for parry stun
Posted Asteroid Belting clip
Delay before asteroid has a hitbox
Planet orbiting asteroids
Mission where Saturn has a bunch of orbiting asteroids
Experimenting with controlling a moon attached to a different player
Made Eris a character
Made the Out of Orbit mission easier
Note for spin indicator on spin tutorial descriptions
Demo preparation
Steam demo setup
Single map and no character customization for demo
Updated socials
Extra sound effects
Improved sound mixing
Leech mission foundation
Updated devlog
Reordered some missions to spread out the cargo missions
Campaign playtest at Squiggly River. I think I need to add more Sumo missions.
[Video] Title cards
Build and test
Fixed saving new profile
Output which build failed
Unity update
Spin mission adjustments
[Video] Recorded voiceover
[Video] Second script edit pass
New feedback icon and survey link
Replaced Twitter with X logo
Added YouTube link under socials
[Video] First edit pass of devlog 6 script
[Video] Editing first part of script
Leech mission foundation
Researching alternative relics
Uploaded demo build
No character customization for demo
Single map for demo
Set up demo build settings on Steam
Ideas for lobby menu changes inspired by NASB 2
[Video] Intro script
Demo page banners
Started setting up Steam demo page
Demo feedback survey
Deadly sun cause health drain particles and sound
Relic collect sound effect
Core bounce only triggered by certain objects
Fixed a bug where players were teleported to the wrong location
Calculated I've spent about 2000 hours on Sumorbit so far
Spatial audio for asteroids
Asteroid explode sound
Removed blank space at the end of music tracks
Balanced music volume
Improved sound mixing
Adjusting sound mixing
Additional sound for bouncing while touching an object
Fixed core bounce condition while outside the ring
Recorded and posted Battle for Habitable mission video
Trying out procedural sounds with Helm
[Video] Some scripting for devlog 7
[Video] Scripted Steam page and end of FNS section
[Video] Finished writing out rough sentences for most sections of the script
[Video] Part 6 script outline and some fleshing out
Updated devlog
Campaign
In this devlog video, I add a single player campaign demo.
Relic conditions
Alternative relic conditions such as finish with a full health bar, or without bouncing
Hide pickers on despawn
Wormhole maze is now actually a puzzle
Campaign analytics
Cargo disc curveballs fixed
Fixed menu bugs
Automated build script
Save more data in files
AI target options
Asteroids can be destroyed by throw or bounce
Published devlog video #5
[Video] Added combinatorics text
[Video] Published
Investigated character preset save bug
Fixed camera and AI bugs from disconnecting players
Fixed Venus skin that had a flat edge
[Video] Captions
[Video] Replaced the minimum stats clip
Reduced FPS counter lag
VODs
Hopefully improved color picker performance. Though unable to reproduce any FPS issues at home.
Bracket playtest. Tried to fix performance issues but couldn't.
[Video] Audio levels
[Video] Explosion sound
[Video] Upload
[Video] Edited controller grab. Looks decent even though I swapped hands.
[Video] Recorded controller grab footage
Build and test
[Video] Chapter markers, description and preparing captions
Relic as no bounces for Clear the Belt mission
Asteroids destroy a short time after thrown
[Video] Music volume
[Video] Thumbnail with AI generated image
[Video] Added music
[Video] Finished assembly other than the final clip have to film
[Video] Button prompt clips
[Video] Game dev meetup playtest footage
[Video] Finished the AI rework section with some time remapping
[Video] AI action list
[Video] If statements screenshot
[Video] Actions per input text
Alternative relic conditions
Relic condition for Last Planet Standing at finish with a full health bar
AI always target player in Last Planet Standing mission
Balanced AI target system between random and closest opponent
[Video] Filled in missing clips from intro and balance sections
Selecting tasks needed for demo release
Hide best time and objective pickers from tutorial mission select
Moved game stats to a file
Moved some settings data to a file for cross device sync
Settings data structure
Maximum spring distance between planet and moon to prevent infinite distance when grab time is infinite
Removed references to GitHub for feedback
Set up Discord forum for feedback and bugs
Updated tags and metadata on steam page
Applied for Steam Next Fest
Campaign screenshots on Steam page
Keep mission save data if a mission is removed from the game (for a demo)
Posted Red Giant mission clip
Finally got build architecture working
Define for demo build
Trying to get build architecture working from script
Editor script that builds for both Windows and Mac
Looking into demo build options
Re-ordered Steam page screenshots to show new maps earlier
Continue to show dead player on safezone missions
Page number hides when a subpicker is selected
Relic doesn't affect physics of disc when attached
Made spin movement influence depend on mass, allowing for cargo curveballs again
[Video] Edited tooltip descriptions
Testing analytics funnels
Mission attempt data in Unity analytics
Fixed Unity analytics
Mission attempt report for analytics
[Video] Edited status and phrases clips
[Video] Prepared phrases comment
Prevent errors from objects being destroyed that are still in the moon collision list
Added a campaign section to the Steam store page
Prompt to collect relics to skip missions if fail a mission 10 times in a row
Wormhole maze is now actually a puzzle, along with relic
Updated devlog
Renamed map to Sun 'n Death
Hide pickers on despawn
Don't go back a menu level if cancel despawn
Have to bounce to destroy stationary asteroids
Asteroids can be grabbed and can collide with each other
Moved an asteroid next to the ring to encourage bouncing the ring
Planning missions
Added missing full stops to mission descriptions
Cleanup Objective
Mission objective to destroy all asteroids
Survive a throw by spinning mission
Points are angled in the direction of asteroids for cleanup missions
Status text for new best time, goal time beaten and relic found
Bowling mission
Clear the Belt mission
Screenshot previews of all campaign missions
Show objects based their proximity to the camera
Mission adjustments and balance
Survive a throw by spinning mission
Changed Battle for Habitable mission to a 2v2 battle
Prioritized campaign mission tasks
Campaign playtest at Squiggly River. Someone played the whole way through.
[Video] Edited custom and random stats clips
[Video] Combinations text
[Video] Intro editing
[Video] Smash Bros roster footage
[Video] Exponential graph footage
[Video] Base code and ChatGPT screenshots
Fixed a bug with renaming profiles deleting parent pickers
Build and test. Seems to run smoothly with Steam and OBS recording.
Improved spin mission
Researched Steam demos and next fest
Orange glow around asteroids to make them easier to see
Tested goal time for clear the belt mission
Correctly display hours in profile timer
Points are angled in the direction of asteroids for cleanup missions
Mission music reference enum
Prevented asteroids from giving double score when bounced
Updated mission previews for cleanup missions
Adjusted status position for first cleanup mission
Found out that the line renderer bug has finally been fixed
Reverted line renderer materials
Updated mission preview images with new team lines
Combined and synced save data
Unity update and build test
Looked into how other games save data. Some of them don't bother encrypting so I don't think I will either.
Tested Steam cloud save
Looked at Next Fest details
Removed Unity cloud save
Set up Steam cloud save
[Video] Edited part of balance and AI sections
[Video] Edited visuals section
Player status text larger for campaign
Status text for new best time, goal time beaten and relic found
Winning status only shows on first player for campaign
Campaign settings not based on profile
Fixed total mission time when auto next mission is enabled
Prioritized tasks for initial release
Refined rethinking with portals mission
Planning future missions
Adjusted thinking with portals cargo mission
Show asteroid count as score for cleanup missions
Set asteroid bounciness
[Video] Edited outro
Asteroid camera proximity
Fail cleanup mission if die
Cleanup objective icon
Remove Asteroids from camera objects on destroy
Bowling mission
Clear the asteroid belt mission
Renamed Survive objective to Safezone
Create singular asteroids in maps
Cleanup objective win condition
Asteroid trails
Set portal color based on campaign chapter
Properly set up VSCode to work with Unity
Clipping and posting about the first campaign mission
Installed Unity recorder
Took screenshots of all campaign missions
[Video] Title cards
[Video] Tried for too long to edit a voice line, just re-recorded it
[Video] Recorded and trimmed voiceover
[Video] Pretty much finalized devlog 5 script
[Video] Rearranged parts of the script and editing
[Video] Scripting a paragraph about the Unity line renderer bug
[Video] Scripted a section for a future devlog about how I started making devlog videos for marketing
[Video] Finished first draft of devlog 5 script
Option to set minimum camera size for missions
Zoomed out camera on Asteroid Belting mission
Restart prompt shown sooner on first mission
Show object based on its proximity to the camera
One regular and one aggressive AI on Battle for Habitable mission
Set AI move direction to nothing on death
Reduced AI difficulty and placed relic on Battle for Habitable mission
Prevent relic from being bounced
Testing missions for goal times
[Video] Scripted balance section
Any grabbed object is released when moved through a wormhole
Removed black hole from first portal cargo mission
Show back prompt text as Done on customize character picker
Fixed an issue where selecting campaign profile submenus would select the first profile on back
Increased goal time for Red Giant mission
Prevented controller from disconnecting after renaming campaign profile
Organized task folders
Investigated Discord forums for bug reporting
Updated devlog
Tag devlog entries with [Video]
Asteroid launcher
Improved single player camera when no other objects are on screen
Controls pickers shared between menus
Snowflake and flame impact textures
Quick restart toggle in lobby settings
Tested the game with 8 gamepads
Throw cargo past the Kuiper belt mission
Disc catch and throw AI
Pass cargo between planets mission
Asteroid projectile spawner and mission
Wormhole cargo maze mission
Asteroid belt options
Menus handle any aspect ratio
Reworked button prompts
Made a maps page for the website
Rename and delete campaign profiles
Published devlog video #4
VODs
Organized tasks from playtest
VOD review for goal times
Playtest at CWQLD Ranbat. 4 people tested the campaign.
Playtest setup
Build and test
Improved single player camera when no other objects are on screen
Fixed mission status text positions
Controls pickers shared between menus
Removed old surface implementation
Surface based on temperature and bounce stats
Fire impact texture
Snowflake impact texture
Adjusted gas and crack impact textures
Quick restart toggle in lobby settings
Experimenting with 5/6 speed, I don't think it's any better
[Video] Scripted part of visuals section
[Video] Organized remaining script
[Video] Scripted stats picker section
Tested the game with 8 gamepads
Edited in game credits
Reordered some missions
[Video] Scripted AI rework
[Video] Devlog 5 intro script
Prevented mission player data from affecting menu player
Added devlog video to devlog page
[Video] Prepared Tweet
[Video] Final checks and publish
[Video] Captions
[Video] Music volume and timing adjustment
[Video] Chapters
[Video] Uploaded for feedback
[Video] Recorded mouse movement clip
[Video] Slowed, zoomed and tracked the grab portion section
[Video] Added devlog text to thumbnail
[Video] Finished editing music
[Video] Added all remaining clips, except for mouse control
[Video] Added half the music
[Video] Smash Bros team color clip
[Video] Edge grab clip
[Video] Edited menu confusion section in outro
Workaround for asteroid belt not showing on first load
Only increase mission attempt count if time is above zero
[Video] Edited teams section and other missing clips
Fixed asteroid belt spawning
Throw cargo past the Kuiper belt mission
Tested color picker performance on build but can't reproduce the low frame rate any more
[Video] Edited keyboard controls graphics
Random launched asteroid rotations and speeds
Organized campaign mission tasks
Asteroids explode with particles on contact
Ideas for space junk missions
Testing asteroid launcher mission
Spawn astroid launchers in maps
Survive asteroid launcher mission
Asteroid launcher spawn, speed and bounce adjustments
Attempted to downgrade URP package
[Video] Edited devlog 4 outro
[Video] Edited devlog 4 intro section
Adjusted throw disc AI
Adjusted asteroid physics
Adjusted re-catch mission
Option for AI target the closest player
Disc throwing AI
Pass cargo between planets mission
Organized tasks
Researched Kuiper belt
Solidified ideas for campaign missions
Asteroid projectile spawner
Ideas for a mission where asteroids fly at you
Teleport relic with disc without movement glitches, though there is still a double teleport bug
Missing asteroid belt segments changed to thin segments
Clockwise asteroid belt
Finally got the wormhole cargo maze critical maze critical path to work, had to change the angle of the asteroid belt force
Implemented new cargo wormhole maze design, it's close to working
Able to exclude effector sections of asteroid belt
Implemented the cargo wormhole maze and realized it was too complex, so I simplified the design
Designing wormhole cargo maze
Can adjust force and drag of asteroid belt
Asteroid sprite in particle system with random rotation
Asteroid sprite
Asteroid belt has correct force directions around the belt
Resize asteroid belts
Random asteroid particle size
Maximum prompt move speed
Prompts bigger for single player
Always have 1080p resolution option
Allowed resizable window
Made sure the join prompt is visible on all aspect ratios in the lobby
Scaled UI text with screen size
Fixed camera handles changing aspect ratio
Campaign menu work on less wide resolutions
Adjusted bounce ring mission starting positions and status text
Additional mission failed text as "You Died"
Unity update
Playtest at Squiggly River. Really struggled to get the controls, but got through the missions eventually.
Build and test. I realized the campaign menu doesn't show everything on narrow resolutions.
Stat picker icon depth
Change mission prompt only appears when more than one mission unlocked
Prompt repeat timer
Fixed missing prompt used triggers
Prompt testing
Prompt linger time
Fixed a silly bug where prompts wouldn't show in game
New prompts controller working other than timers
Prompts display controller rather than multiple individual ones
Move moon prompt properly set as used with mouse input
Aggressive and defensive AI icons
Organized tasks
Easy, hard and adaptive AI icons
Rename profile working
Rename profile picker
Shared rename logic
Can't rename to blank string
Delete profile working
Return two pickers back on profile delete
Confirm delete picker
Delete campaign profile picker
Posted an update on the line renderer bug report
Substitute parry line material
Prepared a post about the Qualbert article
[Video] Devlog 4 thumbnail
[Video] Edited part of doubles section
[Video] Changed Devlog 3 thumbnail to show E Honda over Zangief
[Video] Edited game options and Smash Bros interference sections
[Video] Edited player pickers and part of balance sections
[Video] Edited visuals section
Updated devlog
Made a maps page for the website
Configured spell check
VOD review
Cargo Music
Music for cargo missions
Updated visuals for cargo disc and relic
Better movement while grabbing the sun, a balance between being able to drain health and to move it
Show chapter number/name and mission year on campaign menu
Alpha Centauri and Proxima Centauri missions
Made Worm Holodrome map bigger
Campaign profile setting toggles
Foundations for wormhole maze missions
Option to disable wormhole cameras for performance
Edited and published devlog video #3
Devlog video #4 script
Organized tasks
Fixed some typos
Adjusted goal times for missions 1 and 3
VODs
Bracket playtest. I found throwing was stronger which was good. Moving the wormholes was really fun.
Swate playtested the campaign. He got pretty much all of the relics and goal times on chapter 1.
Build, test and publish
[Video] Intro and outro clips
[Video] Devlog #4 titles
Anchored year text to the bottom
[Video] Trimmed voiceover
[Video] Recorded devlog 4 voiceover
[Video] 3rd pass of devlog script, reworked the intro
Updated Unity
Changed the planet image material to prevent a solid white image during masking
Option to disable all wormhole cameras for performance
Wormhole camera icon
Looked into wormhole camera performance
[Video] Second devlog 4 script pass
[Video] Posted YouTube short
[Video] First draft of devlog 4 script. Smashed the whole thing out in one session from the outline.
[Video] Edited and posted short
[Video] Set up final video for publishing
Looked at the status of my Unity bug report, it's under consideration. Couldn't find a work around either, nobody seems to be talking about it.
[Video] Edited vertical clip
[Video] Subtle devlog audio changes
[Video] Exported short clip
Made a post about all the changes from the last month. It took a while.
[Video] Video cards, end screen and subtitles
[Video] Uploaded the devlog for feedback
[Video] YouTube metadata and chapters
[Video] Fine tuned music volume
Option to disable wormhole camera for performance
[Video] Finished adding music
[Video] Added music to some sections of the devlog
[Video] Filled all missing clips, first rough edit done
[Video] Filled in missing clips for the intro and other sections of the devlog
[Video] Re-recorded a few voice lines
[Video] Found a clip for the Pluto section of the devlog
[Video] Final Uranus, Jupiter and Saturn devlog clips
Ability to manually set the music for missions
Renamed To Other Worlds mission to Reach for the Stars to give a hint on how to beat it
Organized tasks
Tested wormhole performance without cameras which helped
Foundations for wormhole maze mission
Foundations for a cargo mission with multiple wormholes and asteroid belts
No player limits in menu
Set starting mission based on progress
Fixed double music bug
Mission index relative to chapter rather than full campaign
Objective icon on mission select tooltip
Don't navigate to next mission if manually change mission first
Unity update
Navigate to next mission when return to mission select on mission complete
Show profile timer toggle on profile settings
Toggle to load next mission or mission select after mission complete
Campaign profile setting toggles
Fast forward icon
Chapter complete text on mission end
[Video] Devlog 3 edit almost done
Settings icon as single cog
Repositioned multiple elements on the mission select screen
More room for mission descriptions
Made the Sun red at the end of To Other Worlds mission
[Video] Uranus devlog clips
Fixing score bugs
Handle restart button after game over
Researching space habitats
Posted about QLD games festival video
Final cargo music feedback
Unity update
Cargo music in game
[Video] Added a lot of character clips to the devlog
Music adjustment feedback
Cargo music feedback
Ring can have a different start size and still be dynamic based on players
Made Worm Holodrome map bigger
Fixed a bug where temperature of a previously grabbed object would affect space grab time
[Video] Neptune clip
Planning chapter 2 and 3 missions
Alpha Centauri mission
Proxima Centauri mission
[Video] New thumbnail for devlog 3 comparing Jupiter to Zangief
Discs and relics part of mission rather than map
[Video] Venus and Mars devlog clips
Hide year on tutorials
Chapter title different for tutorials
Show mission year
Grabbing the edge of black holes is like grabbing space
Prevented error from objects entering black holes
Relic can enter black hole
Load next mission on mission complete
Show chapter number and name on campaign menu
Organized tasks
Rounded corners on star icon
Better movement while grabbing the sun, a balance between being able to drain health and to move it
Spring strength affected by range again, but not as much as before
Wormholes can warp multiple objects simultaneously
Sun lowers temperature on death
Actually warp on To Other Worlds mission
Don't always show wormholes if too far away
Made grabbing the sun the same as grabbing space for player movement
Removed hole from disc
Disc trails
Relic is now a star
Changed disc to blue and relic to yellow
Enabled interpolation on relic
Updated survive objective icon
Recorded map select and campaign profiles footage
Updated devlog
[Video] Devlog titles
[Video] Edited planet visuals and lobby sections of the devlog
Looking into Steam sign in with identity parameter. The Unity code samples for Steam auth are incomplete. I filed feedback about it.
Use default character color hue for missions
Mark player with "You" in tutorials
[Video] Edited devlog #2 thumbnail to use planets instead of question marks
[Video] Redesigned devlog #3 thumbnail to feature all-rounder and grappler text
[Video] Found and edited clips of lobby confusion
[Video] Found a good clip for the Mercury section of the devlog
Renamed maps to Gaia Battle Hole and Sun & Death
Added a status at the start of campaign missions that shows which character is playable
[Video] Can't get Premiere to play back two videos smoothly, even tried proxies
[Video] Found out the the issue was OBS remux causing a variable frame rate which Premiere didn't like
[Video] Installed ffmpeg to convert to CFR. Also changed OBS to record directly to MP4, hopefully no crashes.
[Video] Made proxies for fast playback in Premiere. It can now play two clips side by side.
Campaign profiles
Create multiple profiles for the campaign
Completely rebalanced grip, temperature and spin breakout
Campaign mission 4 and 5
Ability to set radiation color
Show check badge on mission objective, time and relic pickers depending on completion
Goal times for missions
Keep track of total campaign time and completion percentage
Locked missions behind previous mission completion and relics found
Stars and other space elements scale for missions with large maps
Increased starting ring size based on average player speed
[Video] Edited devlog video #3
[Video] Edited spin vs temperature clips
AI disabled when dead
Fixed a bug where players stayed grabbing while dead
Sun starts dead on To Other Worlds mission
Bigger space area for bigger maps
Organized notes from playtest
Campaign playtest at Squiggly river. Super interesting to see someone who had never played the game have it be their introduction.
Completely rebalanced grip, temperature and spin breakout
Discovered that spin breakout factor was using the grabber's stat rather than the grabbed players stat
Decreased sun temperature
Made it so throw force is calculated by a difference in speed rather than spring force. This reduces force when just holding the right stick in the same direction.
[Video] Recorded the difference between high temperature and high spin. Ended up finding out that having high temperature is just better.
[Video] Recorded and edited planet stats sections of devlog, with added planet titles and taglines
[Video] Making visual changes to the game to record planet stats for devlog
Testing high particle count on Macbook. Seems to handle it fine.
Show radiation on wormhole
Organized feedback from playtest
Reviewed cargo mission music
Tested Steam remote play together with Oscar as the host. It's difficult to grab small planets with lag, but not too bad with large characters.
Unity update and build
Removed relics from missions where that haven't been placed yet
Added more black holes to the obstacle course mission
Mars AI after grab on White Dwarf mission
Refined White Dwarf and Battle for Habitable missions
Ability to set radiation color
Radiation blue color to show the habitable zone on missions where the heliosphere isn't small yet
[Video] Recorded video of the stars background
[Video] More animated text for the stats section of the devlog
Organized video ideas
Organized campaign ideas document
Foundations for Battle for Habitable mission
Player plays Mercury in White Dwarf mission
Foundation for White Dwarf mission
Disc has temperature so it can't be grabbed infinitely
Handle mission having no goal time
Hide mission badge when planet covering it
Show check badge on mission objective, time and relic pickers depending on completion
Moved position of campaign menu pickers
Made radiation larger on To Other Worlds mission
Goal times for missions
Goal times count towards completion percentage
Testing for appropriate goal times for the first several missions
Organized tasks
Track total time on a per mission basis
Track attempt count for each mission
Different play campaign profile icon to root campaign icon
Show total time per mission
Show mission attempt count on mission select
Always show timer during campaign and tutorial missions
Option to show campaign profile time for speedruns
Fixed starting with locked moon player limit
Planning upcoming announcements
Can't grab until starting countdown is over, but can hold buffer a grab
Mission timer starts after countdown
More accurate time keeping
Show total time on profile select
Keep track of total campaign time
Correctly add to campaign time on application quit
Check and cross badges for toggle pickers
Campaign completion percentage breakdown viewer
Simpler implementation of tooltip icon for read only pickers
Play campaign sub picker
Planning campaign profile options menu
Campaign completion percentage
Select and create new campaign profiles
Updated devlog
[Video] Jupiter vs Mercury real size comparison
Saw the Queensland Games Festival video and asked for a copy of my segment of it
Save relic found status
Copy missions for different profiles
Made the second campaign mission slightly easier
Load campaign profile data
Save campaign profiles
Recorded mission select and wormhole movement updates
Announced wormhole movement update
Mission lines change opacity if unlocked
Locked missions behind previous mission completion and relics found
Updated dev progress on Steam store page
Planning campaign profile menu
Show check badge on completed missions
Check, cross, lock and unlock badges
Space shader and radiation particles stay the same density when scaled
Stars and other space elements scale for missions with large maps
Increased starting ring size based on average player speed
Set starting status locations for missions where it was off screen
[Video] Script outline for devlog #4
[Video] Some notes for future devlog videos
[Video] Editing some lobby sections
[Video] Editing balance section
Testing the game at different speeds. Might be worth slowing it down a bit.
Saturn escape Uranus grip mission
[Video] Posted devlog to showcase in Game Dev Brisbane Discord
Maps
In this devlog video, I add new maps, custom character presets and music. As well as find new events to playtest the game and discuss marketing strategy.
Move wormholes
Wormholes can be moved by grabbing them
Tap the spin button to toggle spin while grabbed, stunned or grabbing
Devlog #3 script and voiceover
Player stats and map balance
Tap spin toggle icon
Organized tasks
Spin toggle controls option picker
Moved back to main menu ready action to the bottom
Tap the spin button to toggle spin while grabbed, stunned or grabbing
The skin not being changed appears to be a Unity bug
Starting status location defined in map
Ring shrinks on sudden death map
Can grab and move wormholes
Added all planets to the To the Sun mission. More challenging now.
Increased throw strength with mass
Swapped bounce opponent and bounce ring tutorial order
Reduced health on bounce ring tutorial to avoid winning without bouncing
VODs
Playtest at CWQLD July Ranbat. Was cool to have Swate and Embo back for brackets. Was somehow able to switch the game having frame drops to instead having OBS have frame drops, which was better. Stephen tested the campaign mode.
Build and test
Sporadic clips in the timeline
Stats list text
Edited intro and outro
Trimmed voiceover. I'm surprised it added up to 8.5 minutes.
Recorded voiceover for devlog 3
Edited characters section of script
Opted to scrap the section where I go over each stat, and instead organically mix it in when describing each planet
Second edit of script
First pass of devlog 3 script editing
Finished first draft of part 3 script
Recorded cargo missions footage for music reference
Utilized the number on the podium for the devlog number in the thumbnail of part 2
Scripted planet attributes and characters section
Devlog 3 scripting lobby section
Organized tasks
Single player campaign camera zooms out more with more speed
Fail sumo campaign missions if die
Idea for relics to be used to skip missions
Show dead player on camera if single player
Dynamic camera objects system and refactor
MapObjects in a single file
MapObject class and refactoring
The YouTube short got around 2k views
Devlog #3 scripting intro and stats section
Added devlog video to the website
Edited a vertical short for the devlog
There was an editing mistake in the devlog video. Luckily caught it before it got many views.
Published devlog part 2
Made a last minute voice line change from feedback
Better Random Map
Random map doesn't pick the same map twice in a row. Will cycle through all maps in the pool before repeats.
Refined the first few missions
Asteroid belt for missions
Finished devlog video #2
Added new battle music loop to the game
Queensland Games Festival
Devlog captions
Exporting devlog
Posted about the festival on Twitter
Queensland Games Festival. A volunteer was showing my game to people even though they were figuring it out themselves. A group of kids got really into the game. Had an interview on camera and also on stage about the game. I noticed that people would like to swing around, but went out of control a lot. Some people only played one best of 5, but others played for longer. Had about 30-40 people try the game. The event was very valuable.
Build and test
Random map doesn't pick the same map twice in a row. Will cycle through all maps in the pool before repeats.
Swapped campaign and single player presets positions
Added an explosion to the stakes text
Underlaid gameplay footage in text sections
Preparing for Queensland Games Festival
Scripting outline of devlog part 3
Only show bounce ring prompt if the ring can be bounced
A replacement basic health drain line until line renderer materials are fixed
Refined the devlog edit. Posted it for feedback.
Added new battle music loop to the game
Added music to the devlog
Refined devlog edit to the music
Added title cards
Looking into Sydney games fest
Rerecorded the intro to have better matching voiceover
Unity update
First tournament bracket screenshots
Animated stakes text section
Finished the first cut of the edit
Editing missing sections
Edited an image resembling a YouTube click for the devlog
Playtesting missions and noting any bugs or design flaws
Tutorial button prompts for the first two missions
Restart prompt for cargo missions only
Planet able to spawn with no moon
Remember selected mission on return to mission select
Renamed restart point to restart mission for campaign mission pause menu
Adjusted relic and disc positions for first 3 missions
Prevented releasing grab while moon is locked
Camera follows disc until it is too far away
Move moon prompt doesn't appear while grabbing space
Change mission prompt on mission select
Best time counts for a single point in tutorials
Asteroid belt particles
Define asteroid belts in maps
Asteroid belt physics
Lock moon player limit
Through the asteroid belt mission foundation
Updated devlog
Selector badges
Badges for menu pickers to show what action will happen when selected
Devlog video #2 editing
Sun can expand
Sun able to be deadly to players
Picker badges announcement
Edited first FNS playtest and ranking data sections
Hit 100 wishlists on Steam
Unity update, still no shader fix
Edited parry and color selector sections
Fail survive mission if ally dies
Moved relic and disc for expanding sun mission
Sun able to be deadly to players
Sun particle color
Sun start size, sun growth rate, sun color
Planning how to optimize space particles for large maps
Single page of AI behaviors
Edited intro and prizes section
Updated devlog
Organized tasks
Bounce ring icon
Fixed stat values not showing
Top 3 video clip
Sudden death map recording and announcement
Edited final tournament section
Edited ranking section and outro of devlog
Updated Unity
Exit badge for external links
Badge color based on player color
Better selector icon
Fixed incorrect badges for some pickers
Toggle and selector picker badges
Folder badge
Portal badge for pickers that go to another scene
Sudden death map
Map where the ring can't be bounced and also has two wormholes
Devlog video #2 voiceover and editing
Made the AI not hug the sun on the sudden death map
Sun starts dead on sudden death map, harder than expected to do
Sudden death map icon
Wormholes not always on camera for Sumo objective missions
Sent assets for Queensland Games Festival
Downloaded Twitch clips
Edited part of the intro
Got accepted for Queensland Games Festival
Edited core and mantle, bounce reducing stun, color picker sections
First bracket seeding image
Recorded an extra voice line about spin ring growth and shrinking
Edited spin ring and sun health sections
Map where the ring can't be bounced and also has two wormholes
Reported Unity shader bug. It turns out the bug is not just the line renderer, it is the shader graph itself.
Idea to toggle spin and turn it off situationally
Editing the first bracket section of the devlog
Trimming voiceover. The video will be 6-7 minutes long.
Recorded voiceover for the second devlog
Second script pass
First edit pass of script
Mission select
Mission select scene for campaign and tutorials
Foundations for campaign missions
Win condition for cargo missions
Catch disc AI behavior
Disc shader
Camera more focused on single player missions
Safe zones for survival missions
Devlog video #2 script
Devlog thumbnails
Finished the first draft of devlog part 2 script
Tutorials use mission select scene
Fixed a bug where players would let go of grabbing space when an opponent's planet collided with their moon
Hoping a patch with fix the line renderer
Trying to figure out why line renderers aren't working after the Unity update. Something to do with sprite materials.
Show preview screenshot of mission in a portal
Screenshots for tutorial preview portals
Devlog scripting
Show if relic has been found for a mission
Campaign icon
Organized tasks
Wrote the second quarter of the devlog part 2 script
R key for restart
Fixed safe zone center not being safe
Black hole obstacle course mission
Show wormholes on camera
Cargo missions with wormholes
Deleted old cargo mission data
Formatting story document
Cargo missions with one and two black holes
Mission where you move the sun towards a wormhole
Mission where you fight all other planets to be the last one standing
Survive mission objective win condition is all team players being in safe zones
Create safe zones from map
Safe zone object
Don't show bot players in the camera if they are too far away
Center of black hole map repositioned so background elements are in the center
View best time for campaign missions
Changed timer format to exclude hours
VODs
Playtest with new maps
Tested OBS settings to record without dropping frames
Organized tasks
Adjusted timing of switching missions
Missions are masked out by portal
Portal changes color based on mission objective but takes too long to change currently
Portal handle not having a player attached
Portal on campaign menu
Spiral pattern for menu missions
Different mission positions for campaign menu
Tutorial missions accessible from campaign menu
Devlog part 2 scripting outline
Devlog #3 thumbnail
Might remove episode numbers from the thumbnails
Thumbnail for devlog #2
Thinking with portals clip and Tweet
Show mission index
Show mission year in exponential form
Show mission title and subtitle on campaign menu
Looking at devlog video analytics
Foundations for Red Giant mission
Foundations for To The Sun mission
Missions default first to 1
There's quite a few mechanic changes just to do these few missions
The devlog video got picked up by the YouTube algorithm a bit
Win condition for cargo missions
Catch disc AI behavior
Set mission starting phrase to appear
Restart prompt if the disc goes off camera
Rebound restart to right mouse button for quicker access
Relic attaches to disc with joint
Disc shader
Spawn relic and disc
Implementing first campaign mission
Posted YouTube short
Announced Ranbat and random map selection
Wormhole
A map with a wormhole to teleport you to either side of the star
Wormhole working to teleport players
Different player spawn locations per map
Menu music different from game music
Finished and published first devlog video
Updated the devlog page of the website to include a devlog video at the top of the relevant section
Updated devlog
Added new map screenshots to Steam page
Premiered the devlog video, a couple of people watched
Added the YouTube thumbnail to the short vertical clip
Posted the video to TikTok
Vertical short clip for devlog
Devlog video captions and scheduling
Followed a tutorial for voice compression
Updated the audio mix
Final devlog video tweaks
Planning later solar system story missions
Splitting story into chapters
Indie dev night at Netherworld. A bunch of people tried my game, got some positive feedback. It's interesting how some people pick it up immediately, but some people can't even figure out the menu
Devlog part 2 scripting
Realized tutorials were broken from the maps update and fixed them
Build and test
Videos Discord role
Wormhole map recording and announcement
Got some feedback on the devlog video
Added text when I was listing additions I'd made
Updated future features progress on Steam page
Spawn positions for wormhole map
Different player spawn locations per map
Spawn locations for binary star map
Wormhole map icon
Refined devlog edit and audio
Asked for feedback on the video
Finally finished the first cut of editing the devlog video
Dragging away from Smash Bros clip
Devlog editing spin section
Set wormhole color
Inner glow for wormholes
Wormhole hitbox darker
Brainstorming map names
White dwarf clip
Spin and sun section editing
Release a player if they warp while you're grabbing them
Going through a wormhole releases grab
Wormholes can interact with players again
Reduced particle count on portals for performance
Menu music different from game music
Curveball clip
Black Hole
A map where a star orbits a black hole
Black holes are deadly
Black hole shader
Devlog video voiceover and editing
Smash tournaments clip
Website, overlay, logo and score clips
Devlog music
Updated devlog
Devlog CSV to HTML handles blank entries
Update recording and Tweet
Planet stays in the black hole once collided
Black hole map icon
Black hole disables player
Black hole reduces colliding objects health and scale
Black hole touching a moon detaches it from its planet
Added music to half of the devlog
Music feedback
Researching music on other devlogs
Spiral shader for black hole
Sun orbiting black hole map
Tweet screenshots
Smash tech clip
Bounce clips
Devlog thumbnail
Scripting second devlog video
Main ideas for multiple future devlog videos
Devlog editing
Recorded Unity checkbox
Wishlist on Steam clip
Beat me at my own game clip
Parry clip
Devlog editing
Heliosphere clip
Edited intro
Found a better speedrunning movement clip
Editing
Editing devlog video
Rough edit of the voiceover
Recorded voiceover for the first devlog video
Updated devlog
Multiple maps
Alpha Centauri map with 2 orbiting suns
Map selector
Single player campaign menu foundations
AI handle multiple suns and rings
Devlog video script refinement
New thumbnail and title for camping video
Trimming the fat of my original devlog video script
New map recording and announcement
AI don't bounce the ring if the sun is dead
AI don't grab the sun if it's dead
AI move towards the sun if the ring can't be bounced
Map icons
AI won't cross a radiation gap to get to an opponent
Thinking about the best way to determine if players have radiation between them
AI correctly determine closest sun
Fixed sun orbit path to be more circular
Single player presets as its own menu
Researching black hole systems
Testing Mac performance, the frame drops seem arbitrary
Maps can spawn black holes and wormholes
Changed wormhole background color to dark blue
Sun can orbit a point
Researching Alpha Centauri
Made a map for Alpha Centauri A & B with 2 suns
Factor all rings for outside ring portion calculation
Prevented players from losing health during the starting countdown of a game
Spawn multiple rings
Dynamically create sun and ring
Option to toggle all maps
Show map name on first round
Add or remove maps from the map pool
Pick a random map from the map pool for each match
Class for map data
Disabled planet spin rings while editing stats
Playtest at Ranbat
Playtest setup
Devlog video planning
Draw lines between missions
Missions animate into position
Build for Ranbat
Sharing sound effects
Decided to move the missions rather than the player for mission select
Refined positioning in campaign lobby
No points in campaign lobby
Replaced with slider joint with the existing target joint which is much simpler
Target mission for slider joint
Slider joint for campaign mission selection
Came up with a system where each mission is a power of 2 years apart
Planning campaign story and missions
Back to mission select pause option for campaign
View objective picker
Clock icon
Sumo and Cargo objective icons
Create mission nodes for all campaign missions
Play mission icon
Create mission object
Mission object
Mission objective setup
Play mission picker
Navigate between main menu and campaign menu
Campaign pickers foundation
Campaign menu planning
Campaign menu foundations
Control stick press icons
Posting the new video to Reddit
Published the video to TikTok. It performed decently on TikTok and Twitter.
Character Presets
In this devlog video, I add new maps, custom character presets and music. As well as find new events to playtest the game and discuss marketing strategy.
Camping video
This video shows four reasons why you won't get camped out in Sumorbit due to it's game design
Made a vertical version of the camping video
Looking at old devlog video script and edit
Default character hue fix
Updated devlog
Fixed background color hue on win
Unity update and cleanup
Camping video captions and release
Camping video thumbnail
Added a Feedback reaction role in Discord
Made a camping AI for recording purposes
Recorded clips for camping video
Finished draft of camping video
Voice volume and effects
Voiceover and edited start of camping video
Started gathering clips for camping video
Researching anti-camping video
Music / SFX message
Organized tasks
Ranbat announcement
Cloud save
Save custom characters locally and in the cloud
Sync up-to-date data when returning online from offline play
Polished renaming
Random character picks from all characters
Option to set character stats to minimum to allow for easier modification
Updated devlog
Show character name on spawn. Hid it due to it lingering and being distracting.
Build and test
Cloud save synced with offline fully working
Load local save data if offline
Tested offline loading
Refactored save and load functions
Fixed errors with reading and writing files
Load characters from local file and combine with cloud save data
Save deleted character data in cloud
Keep track of deleted characters
Unique ID for new characters
Steam Auth setup
Cloud save data between devices
Load character stats from cloud
Load custom character data from cloud
Save custom characters in cloud save
Option to set character stats to minimum to allow for easier modification
Random character picks from all characters
Prevent a keyboard player from joining while renaming
Fixed color of character actions icon after character change
Text input overflow handling
Updated devlog
Rename characters
Rename characters
Delete characters
Save overwrite characters
Custom characters sorted by last used date
Character save actions icon
Update recording and announcement
Deactivate keyboard for keyboard player while renaming
Done renaming prompt
Able to cancel renaming on controller
Rename from text input working
Disable normal actions while renaming
Edit input field text
Single source for character and hue data
Input text field
Fixed plus on save as new icon
Custom characters sorted by last used date
Save overwrite character preset
Ring opacity implied by thickness
Create new character name if name already exists
Default and custom characters have separate lists
Delete character preset
Character comparison functions
Set up conditions for character save actions appearing
Delete, favorite, rename and save new icons
Customize character icon
Updated devlog
Character presets
Save character presets
Character skins menu
Show or hide planet rings toggle
Organized pickers into more submenus
Organized notes from playtesting
Playtest at CWQLD Ranbat. Got some good feedback.
Fixed visual settings menu
Build and test
Getting random frame drops on Mac, but seems to be stable when no other programs are open
Update recording and announcement
Fixed set color of save icon
Save icon
Researching cloud save options
Change color when select custom character preset
Save character as preset
Characters and skins as separate lists
Planning character preset menus
Fixed a bug where bot players were set to ready on creation
Playtests and updates reaction roles on Discord
Playtest at CWQLD Ranbat announcement
Steam page QR code and banner for playtests
OBS settings on MacBook
Asked start.gg to add Sumorbit to their database
Followed up about QLD Ranbat
Sumo setting toggles submenu
Enable handicaps toggle
Show current skin
Looked at the state of Sumorbit one year ago. Crazy how much progress has been made.
Option to toggle planet rings
Working skin picker
Skin picker foundations
Got a nice Reddit comment with a couple of questions I replied to
Customize character submenu
Single player and multiplayer under a play game menu
Sumorbit icon for play game
Information parent picker
Settings parent picker
Organized ideas
Ideas for single player modes. One where you have multiple golf shots, one where you clear space junk.
Posted to r/Games
Submitted to the Twitch IGDB
Updated devlog
Steam Page
In this devlog video, I overhaul the game's logo and banner art, implement a main menu, tutorials, updated visuals and player AI.
Steam Page
Steam page release
New trailer
Published Discord server
Added music to the game
Game stats viewer
Option to cancel despawn
Posted to r/IndieGames
Did a slight edit of the trailer audio
Released the steam page and announcement
Game stats viewer
Game stats icon
Track total rounds played
Recorded and Tweeted about the color picker
Prepared announcements for Earth Day
Looking at Subreddit posting rules
Added new music
Preparing for the Earth Day announcement
Posted the trailer to the Destroy My Game Subreddit. Didn't get any feedback on the post.
Edited the trailer to the finished music
Team lines sound
Testing Steam Remote Play Together. Works surprisingly well.
Last planet standing clip for trailer
Organized tasks
Researched Steam hardware and software stats
Mac ICNS file
Added music to the game
Configured Steam playtest
Tested installation from Steam
Got a build uploaded to Steam
Researched deployment
Added Steam links to website
Option to cancel despawn
Made maximum range longer for short range stats
Fixed spawn position on return to main menu from a tutorial
Trailer text
Corrected some overlay colors in the playtest footage
Trailer music feedback
Making trailer title and description
Gameplay screenshots
Steam page description
Submitted Steam page for review
Watching Steam page tips video
Recording mode variable
Logo clash scene and recording
Refined trailer edit
Updated Sumorbit characters and colors in Streameta
Planet emotes for Discord server
Asked playtesters permission for trailer
Researched Discord role bots
Trailer logistics
8 player, teams and logo crash footage
Recorded customization options
Recorded starting clip of trailer
Solar system scene for the trailer
Animated hero art and logo for trailer
Planning extra trailer footage
Updated devlog
Exported trailer rough cut
Rough cut of trailer
Analytics
The game shares post-game analytics to a database
Round timer
Gathering clips for a new trailer
Trimming clips for the trailer
Testing analytics in a production build and while offline
Adaptive AI defaults to set precision when actual precision is zero. This allows matches with only adaptive players to still work.
Renamed analytics events and parameters
Added start health analytics parameter
Round UUID analytics parameter
Separate round from player analytics event
Organized tasks
Tutorial menu stays open on returning to the main menu from a tutorial
Replaced website text in the lobby with the Sumorbit logo
Logo disappears with more than 4 players
Downloading trailer clips
Filtering playtest footage for trailer
Round timer not connected to FPS
Looking through playtest footage for trailer clips
Show round timer in top left corner
Round timer toggle setting
Time of round and time of death for analytics
Character stats in analytics
Report to compare a character stat to average ending health
Analytics SQL test
Unity analytics setup
Updated devlog
Update recording and Tweet
Single player menu
Quick presets for single player: 1v1, 2v2, practice, 4 player free-for-all
Post game stats report for analysis
AI can grab space
Mouse back and forward buttons for spin
Able to control planet while dead
Refactored pause system
Playtest & VODs
No post game stats report for demo
Demo uses hard AI rather than adaptive AI
Post game stats report shows health
Low precision values makes AI spin less
Fixed a bug where finishing a tutorial would take you to the lobby rather than the main menu
AI can grab space for longer and orbit its moon to build speed for bounces
AI grabs space to quickly get back inside the ring
AI grabs space randomly
Prompt to join another controller if press the join button with an already connected controller
Researched Twitch bounty board
Figured out how to access debug logs from a standalone executable
Can pause while dead
Able to control planet while dead
Removed legacy not-ready picker
Organized tasks
Refactored pause system
Disabled pause menu inputs while unpaused
Grab button can be used to select in pause menu
Main menu option in pause
Back to lobby disabled for tutorials
Mouse forward and back icons
Decided not to make pause like the other menus. Too complicated for little benefit.
Mouse back and forward buttons for spin
Started reworking pause
Testing AI expected vs actual precision
Unused stats no longer count towards average precision
Fixed a bug where parrying while grabbing caused stun to go down
Debugged misreported parry opportunities and opponent bounce stats
Report of actual action precision for bots to compare with set precision
Different winner status text if the full set is won
Reset action separate button from random action in menus
Temporary icons for tutorials
Tutorials menu under single player menu
Quick presets for single player: 1v1, 2v2, practice, 4 player free-for-all
Setting a confidence rating for each planet stat
Thinking of potential stat changes for other planets
Earth grip +1, temperature -1. Making grabs more effective in Earth mirror matches, which is the default state.
AI difficulty
Different AI difficulty levels
Different AI levels of aggression
AI can match opponent skill and aggression
Menu options are shown in multiple pages if there are more than 8 options
Rumble toggle
Update recording and Tweet
Updated devlog
Researching price point of similar games
Multiplayer picker that goes straight to the lobby
3 player and 4 player icons
Single player picker options with appropriate icons
Fixed an issue with paginated picker angles
AI adaptability now mirrors opponent aggression
Different AI difficulty levels
Aggressive and defensive AI options
Planning play game menu
Ideas for character presets menu
Reverted back to the original LT and RT icons
Reset tutorial progress prompt
Better system for multiple button prompts
Pickers can have multiple pages of subpickers. Surprisingly easy.
Show current page index and page count
Prevented portal sounds from stacking
Prevented grab effects when pressing the grab button without any grab time
Different inputs for random action in lobby
Removed a bunch of no longer used bloat from pickers
Reordered some lobby pickers
Made Uranus have no skin image
Planned submenus for the lobby
Rumble toggle
Rumble icon
Consistent player color for tutorials
Controls submenu
Organized tasks
DPad icons
New trigger icons with the T morphed to look like a trigger
AI can orbit the sun defensively away from the player
AI adaptability causes it to be more aggressive against defensive players and vice versa
Calculate ratio of aggressive vs defensive movement
AI traits foundations
Precision trait determines how accurately it will bounce off the ring
Adaptability trait for AI updates it's precision value to be closer to it's opponent
Determine human player precision value
Fine tuned precision values
Precision trait affects all necessary actions
Home icon
Tutorials
In this devlog video, I overhaul the game's logo and banner art, implement a main menu, tutorials, updated visuals and player AI.
Tutorials
7 short tutorials with each teaching a specific mechanic
Custom AIs for tutorials
Player limits such as no bounce, no grab, no movement
Gamepad left and right face buttons for spinning
Spinning in the same direction as the grabber no longer punishes the grabber as much
A different AI off icon for non-controlled players
Updated devlog and made two new sections
Foundation for play game submenu
Game notes on music references
Listening to music references
Recording and splitting tutorial gameplay
A different AI off icon for non-controlled players
Descriptions for behaviors when picking
Human icon to show AI is off
Organized tasks conceived from playtesting
Playtest at BIG Dev
Forced someone to go through the whole menu process of creating opponents and it was difficult for them
Got someone to play the whole tutorial and it worked for the most part
Made the AI not bounce the ring every single time
Mac build and testing
Show completion progress in tutorial menu
Removed player limit comes back between rounds
Grab space prompt after being bounced
Refined tutorials
Fixed parry prompt in tutorial
Bounce ring tutorial AI
Grab space tutorial AI
Parry tutorial AI
AI can counter spin while grabbing
Spin breakout tutorial refinement
Orbit and parry behavior for bounce opponent tutorial
Adjusted spin break tutorial
Spinning in the same direction as the grabber no longer punishes the grabber as much
Specific ring shrink rate option
No grab recovery player limit
Refined spin counter tutorial, it actually works now
AI starts after sun countdown
Removed reaction force from grabs when both players planets are locked for tutorials
AI for spin counter tutorial
AI behavior priorities can be affected by the bot title
AI for spin break tutorial
Specific ring start size
Refining spin break tutorial
Fixed bounce opponent prompt
Update recording and Tweet
Gamepad left and right face buttons for spinning
Lobby improvements
Show which option is currently selected for pickers
Modify any players team connections more intuitively
Back button returns a moon from a possessed player to the sun and from the sun to the original player
Tutorial features
FPS counter
Playtest & VODs
Updated devlog
More efficient player data structure construction for missions
Return to main menu on tutorial finish
Tutorial player position refinements
Assigned a prompt to each tutorial
No prompts are displayed for impossible actions
Always show button prompts in tutorial
Moon maximum range applied on game start even if planet is locked
Ability for static player spawn positions
Unlock planet on bounced option
Reduce player stun on bounced
No grab and no bounce player limit
Unlock player on grabbed option
Lock planet player limit working
Handle if the teams picker is open on the player being removed
Fixed a bug where the game could start with one team
Fixed issues with subpickers being recreated while they were open
Trying to debug player indexes being wrong on teams picker
Differentiate between join team and add to team
Modify any players team connections more intuitively
Allowed for commas in devlog CSV to HTML script
Fixed PS5 controller connection to MacBook
Hid current picker highlight during gameplay
Back button returns a moon from a possessed player to the sun and from the sun to the original player
Show which option is currently selected for pickers
Fixed a bug where gamepad players were shown keyboard controls
Tested FPS on other devices. With more than 2 players my old laptop drops below 60 FPS.
Steam system requirements
Setting to toggle FPS counter
New monospace font for tooltip value and FPS counter
FPS counter
Recorded update video and Tweet
Updated devlog
Atmosphere glow
Planet atmosphere and heliosphere glow
New sound effects
Playtest & VODs
Updated devlog
Researching publishers
Preparing extra social icons
Steam page settings
Added Discord link to website
Updated videos on the characters page of the website
Made planet mass have more effect on making the ring bigger
Ideas for dynamic music based on average planet stats
Set up OBS scene and desktop audio for playtests
Testing controls always displaying as keyboard bug on Mac
Testing the difference between fullscreen modes on Mac
New explosive planet bounce sound
New planet grab and release sounds
Stun static sound that increases in volume with stun time
Implemented new sound effects
Sound for bouncing without hitting anything
Making sound effects with Chiptone
Researching AI tools
Organized tasks
Slight inner glow for portals
Planet and moon atmosphere glow
Experimented with making planets look more spherical, it messed with the texture images
Solar system ring inner glow
Mission data for all planned tutorials
Mouse sensitivity under controls picker
Updated social icon to have a deep blue background
Updated devlog
Before and after edit of blue space
Tooltip subtitle text faster
Fixed mouse sensitivity selector for player 2+
Reverted restart to backspace rather than right click
Typing animation not tied to FPS
Game dev Brisbane meetup
Blue space
Space is now deep blue rather than black
Stars and comets are larger
Tutorial foundations
Extra menu sound effects
Playtest & VODs
Dark blue scene fade transition
Extra loading time between scenes
Made space dark blue
New swirling space shader
New star shader
Made stars and comets bigger
Prompts show in tutorial when they are turned off in the lobby settings
Prevented edits to tutorial missions in game
Made a silly edit of the Evo lineup to include Sumorbit
Planet orbiting sun behavior with lots of trial and error
AI that slowly spins and orbits moon
Selecting a tutorial waits for the portal to close before loading it
Starting phrase based on tutorial
Tutorial subtitles
Winning phrase shows as Success or Failure during tutorials
Fixed an issue where the game would remain paused if navigating back to the lobby from the pause menu
Only custom mission is affected by lobby changes
Tutorials selector
Load tutorial mission working already
Some tutorial mission data
Started new missions data structure
Prevented portal sounds from playing when they shouldn't
Typing sounds for status
Tutorial planning
Tutorial plans
Tutorial ideas based on existing systems
Tooltip typing sounds
Portal open and close sounds
Researching Steam remote play
Refined script for anti-camping video
Updated devlog
Splash screen background
Scene transitions
Fade to black between scene changes
More store assets
Update recording and Tweet
Mac build
Pause menu options wait for scene transition
Found the voice actor for Kurzgesagt
Researching steam demos
Planning single player mode
Plans for demo release
Fade to black for scene transitions
Tried to test the game on Linux which didn't work
Steam page settings
Set up subreddit
Steam library assets
Looking at steam pages for other games
Updated devlog
Different banner sizes for Steam
Attempted to calculate the number of possible stat combinations using ChatGPT
Made a simple script to figure out the correct combination total. It is over 1 million. Chat GPT was wrong.
Animated the banner image with PixaMotion
Main Menu
In this devlog video, I overhaul the game's logo and banner art, implement a main menu, tutorials, updated visuals and player AI.
Banner art
AI art for promotional banners
Mouse sensitivity setting
AI improvements
Lobby bug fixes
Github for game feedback
Playtest & VODs
Updated Twitter banner
Cool looking banner art with Midjourney. Retouched in Photoshop.
Experimenting with AI art
Experimented with mouse sensitivity values
Spaced out AI picker options
Researched animation in Unity
Public GitHub for bugs and suggestions
GitHub link in game
Only lock cursor when a keyboard and mouse player is active
Save prompts enabled setting between sessions
Organizing tasks
Tooltip properly hides when transferring moons between players in the lobby
Save mouse sensitivity between sessions
Mouse sensitivity picker only appears for keyboard and mouse player
Mouse sensitivity picker
Mouse move icon with arrows
Mouse sensitivity setting
Fixed duplicate button prompt while player ready
Prevent player actions while paused
AI can move towards and maintain a set distance from the sun
AI can grab the sun
AI has a chance to release grabs
AI better at throwing
AI moon doesn't always target opponent
Planning trailer
Converted all picker icons to vector graphics
Tested actual FPS and it's plus or minus a few FPS per frame
Updated devlog
Audio/visual settings
Volume adjustment
FPS and VSync adjustment
Antialias adjustment
Select fullscreen mode and resolution
Save settings between sessions
Playtest & VODs
Resolution picker polish
Update recording and Tweet
VSync and frame rate options saved between sessions
Different frame rates for VSync
Changed text align on the tooltip value and adjusted all pickers accordingly
Scaled rectangle icons for resolution picker
Started an FPS icon shader
VSync icon and better looking fullscreen icon
Basic VSync toggle
Fixed bugs with toggles as subpickers
Changed the order of visual settings subpickers
Basic frame rate picker
Set frame rate to unlimited
Basic screen resolution selector
Researched Steam Cloud
Slightly better fullscreen icon
Different fullscreen modes for Windows and Mac
Save settings between sessions
Fixed some sound effects not affected by volume settings
Researched save data and mouse sensitivity
Master volume and sound effects icons
New volume selector shader that increases width around the circle
Selector amount moves with moon
Extra volume icon shader that doesn't change width
Fixed bugs with volume pickers
Volume picker mostly done
Opacity ring shader grows from 0 to 1
Started volume selectors
Opacity ring shader
Researched more visual settings
MSAA picker
Visual settings picker
Anti-alias icons
Main Menu
New main menu design similar to the lobby
New logo
Game credits
Social media links
Created Discord server
Updated devlog
Playtest & VODs
Had to re-setup some OBS settings
Update recording and Tweet
Wait for the original player to fully despawn before spawning a new player in the main menu
Players despawn with portals for smoother scene transitions
Correct player is spawned on main menu when returning from lobby
Function for detecting whether the current scene is a menu or gameplay scene
Audio settings and visual settings icons
Developer, test and quit icons
Change antialias samples via script
Credits and music icons
Credits picker
Socials and website icons
Game icon and splash screen logo
Added Twitch and Discord pickers
Social media picker with Twitter link
Can't get a gradient vector logo to work on pause screen
Improved the look of the main menu
Updated website and socials with new logo
Created Discord server
Refined logo
Got logo colors looking decent
Logo design I'm happy with
Proof of concept for new logo design
Player data saves between lobby and main menu
Got main menu scene working
Multiplayer and quit pickers
Ideas to make the main menu like the lobby
Audio mixer control
Sound effect plays on release volume slider
Volume slider
Options under submenu in main menu
Prevent player prompt and status showing at the same time in game
Space puns
Random phrases are shown when starting or winning a game
New AI is now finally as competent as the old system
Playtest & VODs
Basic Itch.io page setup
Recorded and Tweeted update
Looked back at old clips of the game
Random phrases are shown when starting or winning a game
Saturn rings have a new partially transparent whole ring underneath
No player button prompts in demo
Made the resolution dropdown dark mode
Fixed default selected resolution
Screen resolution dropdown in main menu
Reactivate cursor on back to main menu
Prevent AI from rumbling gamepad
Calculate object top speed and use it for intercept calculation
AI is now finally as competent as the old system
Separated util functions into separate classes
Fixed AI for player 1
AI bounce chance based on bounce meter available
Target intercept movement from AI
Updated devlog
Changed random action to buttons that are harder to press by accident
Made spring strength the same for all stats to prevent crazy stretching
Player status
Status text box to show when options have changed
AI has a state for each of the five main actions
AI randomly selects behaviors from weighted priority list
Playtest & VODs
Fixed player 1 AI target finding
Ideas for saving character presets
Launch plans
Second prompt in lobby for randomizing stats and characters
Fixed an issue where back prompt would persist when useless
Update recording and Tweet
Option to toggle button prompts for all players
Organizing tasks
Pick statuses for all necessary pickers
Fixed softlock from canceling start game while possessing another player
Organized tasks
Status text on the sun in the lobby
Status typing animation
Finished styling status text
Made a player status text box to show when options have changed
AI randomly selects behaviors from weighted priority list
Keep track of how long AI has spent in a behavior
Function for AI to prefer its current behavior over switching in some scenarios
AI spin to break out of grabs
AI throw opponent after grabbing
Easy to implement new AI behaviors with the new system
AI moves moon toward opponent
AI moves toward opponent
Got AI working with new structure
Renamed all behavior classes as it was confusing
Started restructuring AI to split states by the five major actions
Thought of an idea to separate states by actions and to have an overall brain state which controls each smaller action
Wrote down plans for AI
Added grab opponent and parry actions to AI
Picker polish
Fine tuning lobby option pickers
AI improvements
Playtest & VODs
Player to player states class for distances between players
Ideas to handle multiple behavior states
Function to calculate distances between planets and moons
Made a player state class to keep track of all variables used to make decisions for AI behaviors
AI bounces when it's planet touches another planet
AI is disabled if controls are used during game
Fixed an issue where devices were assigned to bot players
Fixed issue where picker was still active for buttons after being canceled
Back button prompt correctly highlights on bounce
Pressing back on color picker returns to previous color
Prevented pickers from being moved while being grabbed
Organized tasks
Tooltip icon text based on type of picker
Updated devlog
Too high stat value picker view only
Moved ready picker to be in line with it's parent picker
Customization
In this devlog video, I implement 1 million character combinations as well as overhauled AI and button prompts.
Custom stats
Customize planet stats within a budget
Randomize planet stats
Pickers scale up on hover
Game options work with tap grab
Lobby more spread out
Playtest & VODs
Picker reveal refactor
Pickers scale up on hover
Recorded update video
Made it easier to pick stat pickers when they are bunched up
Character name shows Custom if stats have been customized
Random stats don't total over or under budget
Randomized stats by spinning during stat selection
Multiple strengths and weaknesses listed per character
Canceling picking only goes back one level
Picking on a subpicker only goes back one level
Restored tooltip icon text
Stat pickers correctly move after stat change
Planet attributes are immediately changed after stat changes
Picking new stat values limited by total stats budget
Colored pie portions for selecting new stat values
Customizable stats partially working
Update any stat from pickers
Started restructuring stats
Got stat value icons working
Finished stats restructure
Organizing and writing for a tips menu
Planning solution for tooltip with long description
Increased distance between planets in the lobby to allow more space for the tooltip description
Updated devlog
Cancel picking and random character while possessing another player
Don't show prompt on AI player
Tooltip target correct for possessed player color picker
Mostly fixed game option pickers and changing moon anchors
Tap pickers
Lobby pickers activate on tap grab rather than hold grab
Partially transparent button icons
Lobby picker improvements
Playtest & VODs
Update recording and Tweet
Different tooltip icons for read only pickers
Player ready state working
Color picker working with tap button
Color picker not active during other picker selections
Subpicker that follows moon during color picking
Picker activates on release of button
Sun picker fixes
Prevent pickers from moving
Stats picker fixes
Consistent picker icon size
Picker sprite renderer refactoring
Fixed tooltip for subpickers
Getting more pickers to work with tap
Move player button prompt to new picker anchors
Button prompt on sun
Random character on spin
Got moving moon to sun working again
Distinguished controlling player and affected player for pickers
Got some pickers working with tap button
Press bounce to cancel picking
Lobby rearrange ideas including a text help menu
Always default moon orbit distance in lobby
Made picker hitbox bigger
Started changing picker hold grab to picker tap grab
Display two input icons per action in the control viewer
Show action icons on controls viewer
Removed action icons from controls viewer due to busyness
Pause and backspace icons
Support multiple icons per input action
Organized tasks
Made parts of button icons half transparent
Changed trigger buttons to say RT and LT
AI restructure
AI makes decisions from a prioritized list of actions for its current state
Playtest at BIG Dev. Got some good feedback.
Building and testing
Planet in bounce range state
Basic AI priority action flow
New AI behavior data structure
Listing AI parameters
Planning AI adjustments
Researching ML agents
Moved bounce scale to fixed update to prevent inconsistencies
Investigated bounce not reducing parry stun bug
Softlock fix
Prevented softlock from lobby pickers
Main menu additions
Playtest & VODs
Build and test
Think I found a solution to prevent softlocks
Attempted to prevent softlock from lobby pickers
Links to website and Twitter on main menu
Back to main menu ready option
Updated devlog
Visuals
In this devlog video, I implement 1 million character combinations as well as overhauled AI and button prompts.
Bounce scale
Planet scales up on bounce
Prevented the same prompt from showing too often in a row
Playtest & VODs
Recording bounce scale update
Changing main menu text to TextMeshPro
Organized tasks
Fixed planet layer order on spawn
Testing bounce scale
Planet scales up on bounce. Though getting some weird physics issues.
Finally fixed the physics issues with a kinematic rigidbody
Figured out the real problem was the point satellites scaling
Removed target joints from other objects
Prevented the same prompt from showing too often in a row
Show character strengths and weaknesses when hover stats picker
Prompt improvements
Added remaining missing prompts
Prompts can have alternate icons
Balanced grab duration
7 entrants and full bracket finish
VODs
Increased temperature effect on grab time
Decreased grip effect on grab time
Counter spin stats tracking
Counter spin prompt condition
Keep track of spin grab breaks
Condition for showing break out prompt
Re-enabled spin break out and counter spin prompts
Alternate action icon for prompts
Steam page basics
Thinking of ways to balance grab duration
Prompts don't show up if performed action a set number of times
Updated devlog
Smart prompts
Button prompts for players if the game notices they aren't doing certain actions
Prompt visual improvements
More game stats tracking
Website advertisement text
Playtest & VODs
Uranus seems a bit strong at the moment
Update recording and Tweet
Refined prompt conditions
Controls descriptions
Increased tooltip typing speed
Fixed grabs for controllers with analog triggers
Made headway on the issues
Lots of problems running on the new MacBook
Added the website URL the top of the lobby
Prompts now have medium brightness
Prompt changes to bright color when action is used
Track opponent bounces and opportunities
Detect missed ring bounces
Detect parries and missed parries
Parries show up after basic prompts are complete
List all stat values for debugging
Large prompts
Button prompts are easier to see
Prompts in priority queue
Track player game stats
Playtest & VODs
Prevent prompt showing on spawn
Secondary picker actions shown on large prompt
Disable prompts if AI enabled
Simplifying prompts for build
Update recording and tweet
Prompt better positioned in lobby
Prompt doesn't disappear when still relevant
Updated Unity. The new input package finally works.
Prompts enabled by default
Cleaned up prompt update functions
Re-enabled move planet and moon prompts
Removed old button prompts
Large prompts obey player prompt setting
Refactored condition for prompts to show
Prompt stop following player when no longer active
Track number of ring bounces
Track prompt activations per player
Prompt follows player
Button prompts in priority queue
Refactored prompt check based on stats
Only show grab prompt if a player has missed multiple grab opportunities
Tracking for grab opportunities
Player game stats foundation
Ideas for a post-game winner screen with game stats
Ideas for a more subtle tutorial style
Hide prompt after time period
Basic large button prompt setup
Planning anti-camping marketing video
Tooltip improvements
Separate larger tooltip text for numeric values
Character strengths and weaknesses
Character stat descriptions
More prominent bounce visual
Playtest & VODs
Updated devlog
Recording update videos
Thicker bounce ring visual
Bounce color whiter
Bouncing on the ring now correctly makes the planet core light up
Character strengths and weaknesses on tooltip
Tooltip separate value text
Stat descriptions
Larger ring
Larger ring overall, particularly for characters with high mass and range
More dynamic camera that takes player velocity into account
Character balance
Playtest & VODs. The bigger ring seems to make things last longer and be more fun.
Ideas for story mode
Made the camera movement based on camera velocity
Increased ring size based on average character range
Increased planet mass for higher mass stats
Zoomed out the camera more at the beginning of a match
Low health stat characters can be more outside of the ring and take less damage
Increased throw force for high mass stats
Made grabs last slightly longer while under force
Increased camera padding to account for bigger ring size
Sketched logo design
Updated devlog
Tooltip recording and Tweet
Tooltip
Redesigned tooltip for lobby options
Lobby option descriptions
Character taglines
Playtest. Got some good feedback.
Tooltip shows controls icons for controls picker
Testing Mac build
Text typing animation
Refactoring tooltip text set functions
Fixed tooltip despawn when return to sun from AI player
No tooltip in gameplay
Tooltip titles and subtitles
Tooltip cleanup
Show and hide tooltip if change player
Implemented character taglines
Ideas for character taglines
Tooltip cleanup
Button prompt text for tap
Tooltip titles and subtitles
Character archetypes
Hide and show tooltip line animation
Changed tooltip subtitle font back to Renogare
Animated tooltip target movement
Tooltip working with subpickers
Survival AI
Supporting multiple AI behaviours
Survival AI behaviour
Demo mode working again, where AI play after a period of inactivity
Playtest & VODs
Tooltip pointer snap to picker on hover
Tooltip text on picker hover
Tooltip color
Recording new AI and demo updates
Added tooltip to sun
Refined tooltip style
Tooltip pointer follow moon
Finished implementing tooltip design
Tooltip design
Looking for fonts
Researching neural network AI
Correct picker icon on respawn
Behavior picker label format
Behavior picker icon change to selected icon
Demo working again
Changed demo button prompt
Moved start demo logic to lobby
Playtest & VODs
Playtest & VODs
Behaviours picker options
New survive behaviour that doesn't attack opponents
Support multiple AI behaviours
Team line waves
Wavy line effect to show teams
Keyboard and mouse button prompts
Doubles playtest & VODs
Update Tweet
Prevented dead players from being parried
Updated team link icons
Antialiasing team lines
Adding variance to the team lines shader
Writing story
Listening to reference music
Music feedback
Prevented new team lines from spawning during start game player despawn
Team line despawn state
Prevented visual glitch on team line spawn
Team lines reused properly
Team line spawn animation
Separated time line into its own script
Went through tasks
Team line helix shader
Different actions picker icon for not ready
Keyboard and mouse button prompts
Music feedback
Got controls picker working with new data structure
Setting up input action icons data structures
Updated devlog
Moved tutorial data into a spreadsheet
Planet grid
Grid to show when a planet can't move
Grids aligned with each other
Portal bug fixes
Playtest & VODs
Fixed canvas show and hide problems
Recorded planet grid update
Investigating pause bug
Reduced planet grid area
Fixed canvas showing
Got a Mac build working
Got grid alignment working and it looks great
Trying to get grids to align
Grid to show when planet can't move
Bot players properly set to ready on respawn
Saturn rings show and hide with portal
Made stars twinkle
Pickers hidden on disconnect
Updated devlog
Controls disabled during game if AI enabled
Fixed score display in game
Player portals
A portal appears around players that are ready
Portal spawn and despawn animation
The game is started automatically when all players are ready
The sun shows the portion of ready players in the lobby
Playtest & VODs
Portal animations can be interrupted
Trails masking and canvas disabling
Can interrupt start game animation
Set player to unready when disconnected
Set bot players to ready on respawn in lobby
Hide space grab grid for bot players in lobby
Players despawn on start game in lobby
Different portal timing for gameplay vs lobby
Masked player points
Fixed subpicker mask
Health set timing on portal animation and refinement
Got portal mask working on player
Scale portal mask independently from particles
Player portal on disconnect
Make portal appear in front or behind player
Portal particles correct color on spawn
Prevented sun from peaking put behind timer
Portal opens and closes on player spawn
Figured out a plan for masking
Looking into portal masking methods
Improved look of portal
Bot players automatically set to ready on moon transfer
Portal grow and shrink based on ready status
Health change shows faster
Start game action sets all players to ready
Player portal in lobby with color
Countdown timer adjustment
Start game after countdown if all players ready
No sun emission particles in lobby
Sun health portion shows number of ready players
Health handicap
Set a starting health handicap for each player
Option to show button prompts during gameplay
Toggle pickers change to dark color when disabled
Playtest & VODs
Toggle pickers change to dark color when disabled
Button prompts toggle picker
Bot icon
Handicap recording
Picker disable collider on hide
Removed controls from pause menu
Unheld space key icon
Controls picker changes if using keyboard and mouse
Keyboard and mouse icon
Looking into scenes within scenes
Handicap working
Handicap picker icon
Handicap picker
Handicap icons
Join prompt
A prompt to show what buttons to press to join a player
Playtest & VODs
Update Tweet
Escape key icon
New start button icon
Doesn't show keyboard join prompt if already joined
Join prompt change location on player disconnect
Join prompt moves to next player position
More button icons and tweaks
Prompt to press a button to join in the lobby
Use pickers from other folders
Removed duplicate picker icons
Dynamic picker icons folder
Hide controls picker on AI player
Trying antialias settings
Lobby
In this devlog video, I overhaul the pre-game lobby menu, as well as implement keyboard and mouse controls, update visuals and game balance, and implement a teams gameplay mode.
Teams picker
Create teams while orbiting the sun
Updated devlog
Organised tasks
Increased size of ready action subpickers
Only possess first created player
Conditions for teams picker appearing
Recorded mechanic update
Add to and remove from team icons
Spaced spawn positions to prevent team line overlap
Teams picker
Players picker
Add AI players without a second controller
Transfer your moon to an AI player to possess them
Disconnect other human players
Fixed a bug preventing player joining
Prevented glitchy movement on spawn
Lobby and game use the same create player function
Easier way to do player index
Refactored check for controlled player
Can't grab other players in the lobby
Hide moon text on moon hide
Reuse earlier player slots if available
Random character for AI player
Ready picker only shows when more than one player
Player pickers adapt when human player disconnects
Hide ready picker for AI player
AI player moon is hidden in lobby
Fixing bugs with player index
Reuse non active player slots when too many players
Handling player indexes
Fixed stats picker stat value text
Pickers not enabled on respawn if AI player
Changed condition for disconnect vs possess player
Playtest & VODs
Regenerate player pickers when selected
Disconnect another human player
Regenerate player pickers when selected
Refactored changing moon anchor
Fixing player index issues
Trying to create a player without assigning devices. Finally found a workaround.
Started add player function
Refining Earth design
Changed default start color
Swapped color picker and stats picker positions
Tried new planet skins in game
Looking for music examples
Made an evaporated Earth
Made planet designs less obstructive
Disabled multiple players picking game options while possessing
Able to return from a possessed player
Able to possess another player
Add Player picker
Music ideas document
Made a help icon
Planning tutorials
Playtest & VODs. A new player really enjoyed the game.
Planning dynamic music
First-to picker
Transfer your moon to orbit the sun in the lobby
Change the number of wins required for a match
Recorded first-to picker video
Return to planet picker in correct direction for each player
Only one player control sun pickers at a time
Picker index independent of array index
Fixed relative joint bug when changing moon anchor
Return hand to player from sun
Number of points updates on players when first-to value changed
Other sun picker icons
Infinity symbol for win count picker
Picker icon updated based on current first-to value
Zero wins becomes infinite wins
First to picker working
Still able to reference the player while using sun pickers
Refactored picker angle selection
First To icon design
Pickers start hidden
Sun pickers correctly positioned
Sun in camera when one player
Transfer moon to the sun in lobby
Slingshot & character balance
Ability to slingshot
Ability to have your character randomly selected
Spin accelerates and decelerates faster
Heavy characters made more powerful and easier to control
Mercury faster and heavier
Reduced Mars grip strength and bounce duration
Playtest & VODs
Made range more uniform
Updated devlog
Basic Unity netcode tutorial
Researching how mythology could fit with the game due to the planet and moon names
Ability to have your character randomly selected
Reduced grip strength at low grip stats
Bounce duration reduced for high bounce stats and increased for low bounce stats
Throw strength Tweet
Made slingshot Tweet
Low health stats need a larger portion of their planet outside the ring to take damage
Made color picker icon thicker
Organised tasks
Prevented spin while grabbing a picker
Spin deceleration slowed while in stun
More spin refinement
Disabled spin tap toggle
Spin while grabbing an opponent refined
Refined spin
Made spin accelerate and decelerate faster for higher spin stats. This makes Jupiter and Saturn easier to control.
Increased planet move acceleration and deceleration
Made arena size even bigger for large characters
Added the ability to slingshot. Fun but might need some balance.
Testing spring strength
Have slight moon control while moon being grabbed
Able to move hand while grabbed
Health not affect grab time
Ready picker no longer toggles off when active
Moved ready picker location
Health drain outside ring more uniform
Made spin influence speed less
Increased speed for high speed stats
Found out that moon grab thrust was not related to mass like it was supposed to be. Increased moon thrust on higher mass characters.
Made mass higher for small planets and large planets but the same for regular sized planets
Ideas for balancing
Playtest and VODs
Playtest and VODs
Playtest and VODs
Updated devlog
Replaced main branch with lobby branch
Lobby overhaul
Players are locked in place in the pre-game lobby
Radial planet selector
Selector for disconnecting, starting the game and showing opponents you are ready
Controls viewer
AI toggle
Smooth planet scale on character change
No parry while stunned
Reduced moon orbit distance in lobby and game start countdown
VODs
Playtest
Build and bug checking
Allow players to join if another player is holding down the join button. Later realised this caused bugs with Xbox 360 triggers.
Only start game if more than one active team
Can only pick when subpicker fully revealed
Ready action as toggle
Recording ready actions picker update video
Back text when no subpicker selected
Prioritised tasks
Gaps in between subpicker actions when selecting
Removed legacy lobby code
Trimmed more update clips
Recorded lobby overhaul
Improved character picker icon
Increased moon movement speed when not grabbing
Fixed camera on player disconnect
Lobby help text no longer appears off camera
Fixed stats picker
Refactoring stats picker
Learned about input rebinding
Looked further into Unity animations
Refactored character picker
Spawn distances implemented
Calculating spawn distances
Cleaned up ready actions pickers
First part of tutorial scripted
Planned tutorial
Gave picker icons a slight hue
Transferred picker joints to a new rigidbody
Increase moon speed in lobby
Refined picker locations. Starting color green
Update point positions on planet scale
Moon orbit in lobby affects maximum distance rather than fixed distance
No parry while stunned
Smooth planet scale on character change
Found out the change of moon scale causes issues on character change
Fixed moon orbit distance in lobby and game start countdown
Added rings to Saturn on character picker
Fixed color picker angle
Updated to Unity 2022
Removed unused packages
Getting merge conflicts for no reason after downgrading back. I think I'll be overriding main rather than merging back.
Getting random crashes
Updated devlog
Looked into issue tracking solutions
Line effects
Energy drain effect when grabbing opponents
Static wave effect on parry
Controls viewer picker
Controls viewer picker
Recorded new line effects
Plus and minus icons
Subpicker refactoring
Refactored subpicker code
Looked into Unity animations
Merge line effects into main and resolved conflicts
Refined parry line
Parry line effect
Ended up making a cool energy shader when trying to make lightning
Tried to make a lightning shader
Drain line working decently
Drain stop and start animation
Drain width
Drain position and color
Memory leak
Fixed a memory leak from the static effect
Character picker
Ready actions picker
VODs
Playtest
Prevented point prefab from changing color
Fixed material memory leak
Moved drain line to main branch
Looking into how to prevent material memory leaks
Found out there's a memory leak in the latest build
Noise wave shader
Controller icon
Done picker icon
Refactored pie and circle fade shaders
Started refactoring rainbow shader with polar coordinates
Action icons
Ready picker action
CompareTag optimisation
Organised tasks
Fixed picker references
Planned lobby spawn locations for number of players and screen sizes
Disabled some help prompts for the lobby
Cleaned up pickers
Functional start game and disconnect actions
Action picker displays options
Started actions picker
Picker refactoring
Refactoring pickers
Any picker can have subpickers
Moved picker hover text to pickers
More lobby ideas
Ideas for combining pickers
Ideas for testing within the lobby
Character picker changes character
Picking hides other pickers
Characters picker shows options
Redid picker folder structure
Playtest
Learned about Unity netcode
Main menu adjustments
Changed picker names to plural
Deleted old commented out code
AI toggle
Stun static
Static effect when a player is stunned
Started lobby overhaul
VODs
Playtest
Behavior and sun picker icons
Recording of static effect
Merged back into lobby branch
Managed to merge noise branch into main
Finished noise effect. It works well.
Adding noise to stun bar
Disconnect picker working
Start game from picker
Sketched Space Off logo
Got pickers working properly again. Was a pain to deal with transforms and offsets.
Refactoring picker transforms
Sun pickers
Pickers for all 8 player actions
Refactoring pickers
Started character picker
Moved pickers to their own parent object
Prevented point color saving to the material
Player can't move in lobby
Lobby spawn positions
Removed planets from lobby
Started lobby overhaul
Increased speed of grab portion animation
Edge grab
Grab portion affects maximum grab time rather than grab depletion rate. This means grabs aren't instantly depleted when grabbing the edge of an object.
Improved devlog video loading performance
VODs
Playtest
Slight nerf to grab recovery rate
Recorded edge grab update video
Added AI enabled variable
Added moons to team link icon
Organised tasks for lobby overhaul
Add, remove and possess player icons
Planning lobby overhaul
Current character in view stats text
Grab portion affects maximum grab time rather than grab depletion rate
Uploading devlog
Split devlog into eras
Devlog updates
Devlog organisation
Updating devlog
Improved YouTube video loading on devlog
Splitting devlog into pages with major versions
Surfaces
Each planet has it's own surface type for impact textures
VODs
Playtest
Might have settled on Space Off
Thought of new name ideas
Venus using gas impact texture
Temperature in its own script
Corrected sun surface
Each object has a surface property
Started refactoring surface and temperature
Removed R restart key
Mouse movement
Made moon movement with the mouse much better and more precise
VODs
Playtest with keyboard and mouse
Watched back the doubles set
Hid mouse cursor except when paused
Made moon movement with the mouse much better and more precise
Fixed spawn distance with inactive players
Players have to press specific buttons to join
Organised classes
VSCode exclude folders
Refined solar system icon
Solar system icon
Disabled restart point during game over state
Changed Restart text in the pause menu to Restart Point
Teams
In this devlog video, I overhaul the pre-game lobby menu, as well as implement keyboard and mouse controls, update visuals and game balance, and implement a teams gameplay mode.
Teams
Players can form teams
VODs
Playested doubles. It was fun.
Planned lobby overhaul
Ideas to overhaul the lobby
Teams update Tweet
Different impact image for gas giants
Thought about balance changes
Fixed a strange bug with the back to lobby button not resetting score if done during game over state
Self playtesting
Prioritised grabbing higher health players
Prioritised grabbing opponents if teammates overlap
No stun from parrying teammate
AI doesn't target its own team
Team picker disappear on color picking
No stun if grab teammate
Team picker icon
Able to leave team
Team points in sync across players
Organising tasks
Adjusted team lines to work with teams
Created team picker
Next hue function working with multiple players per team
Finally got around to changing the code for multiple players per team
VODs
Playtest
Thought of Off Orbit as a potential new name
Improved visuals
Crack impact texture
Planet visual refinements
Version control
Foundations for teams
VODs
Playtest. A few interstate players tried the game.
Update tweet
Looking into new sound effects
Character sorting order
Crack impact working in game
Crack texture
Set up git
Looking into version control
Lines are destroyed when players die. Lines in game and lobby
Dynamically creates lines to link all players together
Team link line thinner and darker
Adjusted Earth clouds
Made Earth and Moon sprites more see through
Line drawn between two players
VODs
Stylised visuals
Planets are more stylised
Grid effect when grabbing space
Impact effect when grabbing another planet
Adjusted movement
Playtest
Update Tweet
Updated Unity
Getting inconsistencies on the build
Update recordings
Moon sprite
Jupiter sprite
Neptune looking decent
Music ideas
Added spots to Mars
Added /8 at the end of each stat to show the maximum stat number
Mars sprite looks passable
Earth sprite looking okay
Clipping mask in Illustrator not working properly
Refined impact shader
Tried the old vs new movement system side by side and there is almost no difference
Got new movement feeling good
Adjusted the movement to make it easier to change directions without being dragged down in speed while holding the same direction as you're going
Removed keeping spin toggle on holding move direction since it's not intuitive
Playtesting by myself
Fixed shaders
Added impact mask to remaining objects
Grid and impact persistent transform after grab release
Started grab impact shader
Grid when grab space fully working
Global reveal animation function
Grid shader working
Saturn's rings. Colour is a bit vibrant but that might be okay.
Venus refinements
Uranus as plain circle
Got Mercury looking decent
Venus is more difficult to design
Mercury design
Tested the new art style in game and I think it looks better
Saturn drawing
Looking at Kursgesagt art style for planets
Stats viewer
View the stats of your selected character in a pie chart
Many more button prompts
Foundations for ready portal
Planets enlarge on hover for character select
The ability to stop still at low speed and low stick movement
Saturn ring texture
Updated website with videos
Recorded new mechanics
Updated website with videos
Updated devlog
Prompt to move moon after inactivity
Move planet prompt after 5 seconds of inactivity
Trying to figure out the hand glitch on character select bug
Looking into netcode
Relative joint doesn't change distance when grabbing picker
Stat picker icons in middle of pie chunks
Moved color picker degree text to help text
Stat values shown
Fixed stat picker positions
Started positioning stat pickers based on values
Stats picker always positioned relative to color picker
Stat picker reveal animations working
Stat reveal bugs
Reveal amount function for all pickers
Stats picker hide show animation
Fixed color picker reappear
Hide other picker on picker grab
Correct placement
Duplicating stat pickers
Picker prefab
Stat picker prefab
Designed character attribute icons
Grabbing stats picker shows big stats pie
Stats picker grabbable
Idea to spin to coerce asteroids into your orbit
Stats picker size and angle
Generic picker control class
Saturn ring texture fully functional and looking decent
Figuring out Saturn ring texture
All text as TextMeshPro
Spin help text
Added the ability to stop still at low speed and low stick movement
Detect other planets for bounce help
Refined help
Added note if you are already a character
Lobby ideas
Bounce help text
VSCode settings
Got ready point working with joints
Think I'm going to use joints rather than effectors to prevent jitter
Created ready portal
Thought of ideas for the lobby
Got planet hover working better
Spinning the control stick no longer simulates tapping a spin button
Planets enlarge on hover for character select
Playtest
VODs
Swate gave feedback on the spin hold system
Playtest
VODs
VSCode somewhat set up
Setting up VSCode with autocomplete
Fixed SVGs
Check for debug build
Loaded up on Windows
Transferring from Mac to Windows
Spin hold
Playtest
VODs
Spin tap mechanic stays on until you let go of the control stick
Spin tap triggers after rotating the stick enough
Gamepad Dpad acts as control stick
Thinking of how to rework spin again
Playtest
VODs
Playtest. Tried round robin for 3 people.
VODs
Characters
In this devlog video, I implement the 8 planets as characters and try to balance their strengths and weaknesses.
Character balance
Playtest
VODs
Increased low end of grip strength
Reduced high end of health
Reduced high end of grab recovery
Playtest
VODs
Playtest
VODs
Playtest
VODs
Infinite grab fix
Playtest
VODs
Hopefully fixed infinite grab bug
Parry fix
Playtest
VODs
Can no longer get parried while grabbing
Looked at VODs
Found out you can get parried while grabbing space
Grab portion balance
Playtest
Made the grab portion depend on the size of the object you're grabbing if it's not 1
Playtest
VODs
VODs
Playtest
VODs
Bounce adjustment
Made bounce slightly worse
Playtest
VODs
Spin rework
Playtest. Bounce seems overpowered.
Testing and posting about the new spin. Spin is a bit weird now.
Made bounce better at lower values
Reduced spin time from toggle to 1 second
Got the PS4 back button attachment and tested it
Tested new spin mechanics
Increased lobby planet sizes distances. Made them dynamic for ease of adjustment.
Made spin movement more interesting but is better without using the movement stick due to less drag
Made some progress with spin movement
Made speed higher for slower planets
Found out I hadn't finished spin velocity influence for characters
Thinking about how to rework spin to give Saturn better movement
VODs
Bounce rework
Reworked bounce to be better at low speeds
Started a pie chart for the stats of each character
Made grabbing the sun more worth it
Playtest. Bounce seems better.
Update Tweet
Control the moon extend distance with the scroll wheel. Seems to work well.
Updated devlog
Matching HSL colors to fully saturated underlay with transparent greyscale overlay
Sketching logo concept
Pie chart based on character stats
Attribute icons
Stats shader done with colors
Stats shader mostly working
Started stats shader
Cleaned up folder structure
Went through every task and prioritised them
Improved minimum range
Playtesting matchups
Found out parry size was the same on all planets and fixed that
Made grabbing the sun more worth it
Made bounce reduce all stun
Made bounce sparks power calculation better but still bad
Refined bounce
Testing different bounce methods
Made grab recovery rate more uniform
Disabled bounce plate on death
Reworking bounce
Culling physics layers
VODs
Bounce balance ideas
Planet visuals
Planet and moon textures
Click in joysticks to spin
Tap a spin button to toggle it
Character attribute balance
Playtest. Bouncing is still underpowered.
Fixed spin help position
Maximum moon overlap grab portion
Spin options Tweet
Planning tutorial
Playtested and balanced bounce
Made core bounce collider based on character bounce stat
Made the bounce collider smaller than the effector which seems to help
Struggling to make bounce better for low mass planets
Made grip strength stronger at lower values
Got spin toggles working
Started spin tap toggle
You can now press the joysticks to spin. It has pros and cons.
Thinking of special moves for characters
Moon images
All planets have images working in game
Transparent planet textures
Tried an FNS custom sun image
Got planet texture working in game
Making top views of planets from textures
Looking for planet top view images. Only found a good one of Jupiter.
Tried overlaying a planet texture on a coloured circle and multiply blend mode seems to work quite well
VODs
Character balance
Visual representations of character attributes
Made each attribute have the same total number
Adjusted formulas for many attributes
Starting ring size changes with average planet size
Playtest. Bouncing is very bad making Mercury and Mars bad. Neptune and Uranus feel good though.
Starting ring size changes with average planet size
Spin velocity influenced by mass and character
Adjusted formulas for many attributes
Spin grab breakout factor from character
Made bounce influenced by mass
Bounce no longer exponential power
Bounce physics material affected by character
Made bounce influenced by mass
Updated website character stats
Made bounce timing more uniform
Adjusted range
Implemented adjusted character stats
Refining character stats
Uniform planet stats
No outside ring damage in lobby bug fixed
Researching solar system
Planet grip and range canon stats
Researching planet stats
Figuring out best attribute visuals and balance
Note sure whether to make core size represent temperature or inverse of bounce
Made grip strength increase size of the moon
Made speed stats more uniform
Attempted to edit more of the devlog video
Increased planet sizes in lobby
Devlog update
VODs
Ideas for visual representations of attributes
Multiple Characters
Pre-game lobby
Pick one of the eight planets to play as
Eight character attributes
Characters website page
Started editing first devlog video
Characters might be a bit overtuned
Playtesting new characters
Removed keyboard player input for FNS build
Ideas for custom image skins
Bounce attribute has less variance
No prompt to grab another player's color picker
Character attribute descriptions
Lobby video on characters page
Characters page attributes description
Fixing navbar style
Mobile table styling
Characters page
Changed summary to include planets
Refining website mechanics page
Researching sumo
Added character icons to Streameta
Started making character icons
Fixed spawn positions when there deactivated players
Fixed not returning to lobby after set win
Recorded a video announcing the lobby which took a while to get right
Added moons to lobby planets
Devlog editing
Ran into a confusing bug with player indexes but fixed that eventually
Controller reconnects with the same player data
Player deactivates when dying in lobby
Ideas for teams mode
Disable everything on death in lobby
Stopped player spin on die
Finding speedrun clips
Tasks and devlog editing
Think I finally fixed rotation after release bug which took some effort
Fixed regrab collision bug with a checkbox
Splitting up Playtest 2 recording
Did a thumbnail with planets on top of sumo wrestlers. Not sure it works super well but looks okay.
Ideas for titles and thumbnails
Edited prototype and throw physics sections
Got pause working again but it was a nightmare and probably needs to be reworked
Slowly fixing pause
Game end timer 5 seconds
Start and end timer 2 seconds rather than 3
Splitting up first playtest recording
Realised I'm using footage from later builds too early and it might not show progress properly
Devlog video editing
Saturn's ring color changes on color change in lobby
Player can't move when picking color
Fixed lobby respawn radius
Player points in lobby
Lobby spawn positions
Handle controller disconnects somewhat
Got players synced to devices between scenes
Trying to keep player controls between lobby and sumo scenes
Competition
In this devlog video, I start testing the game in a competitive setting, balancing the game and seeing who comes out on top of the rankings.
Rankings
Power rankings
Scripted first devlog video
Lobby foundations
Character foundations
Button prompt positions change with character
Character name on hover
Grab help text
Posted rankings
Double checked data for rankings
Rankings image
Made a fairly objective ranking
Prototype Playtest edit
Prototype platest footage
Got about 10 minutes of text to speech audio in the project
Trying Google text to speech for voiceover draft
Proof read devlog script
Script
Half finished first devlog video script
Trying to fix pause and add a back to lobby option
Made planet ring opacity be variable
Figured out why orbit ring thickness was inconsistent
Ring thickness fully working
Saturn's rings show constantly
Rings show for Saturn on character select
Character spin ring thickness
Script for devlog videos. I want to make the video but script writing is really hard to motivate to do.
VODs
Match histories
Playtest
Started making characters page for website
Fixed color picker text size
Fixed spin help
Correct color picker location on spawn
Spawn from left side again
Increased spawn distance to prevent grabbing the sun during countdown
Fixed particle effects and trails for sizes
Random battles and balancing
Pretty much implemented all attributes
Health and other stats
Testing mass
Copied character stats into code
Thinking about character stats
Each stat has a best/worst character
Character stats budget
Defined 8 key stats
Probably just going to do manual attributes for characters rather than trying to make formulas to fit the real stats
Character attribute factor function with weighting
Character spin and mass attributes
Task organisation
Hand and player attributes in character
All body parameters in character
Match histories
Dynamic character properties
Automatic character properties
Not sure what units to use under the hood for characters
Character attributes
Worked out that 1 second in game is around 35 minutes in real time with earth speed of 5 units per second
Trying to figure out what units and conversions to use for characters
Tried Neptune having high reach
Character archetypes
Planet research
Planet temperatures
Better idea of planet strengths and weaknesses
Got accurate to date planet positions working in the lobby
Trying to find planet positions based on date
Correct colors and characters from lobby to game
Back to lobby on game win
Grab sun to start game
Sun can't move in lobby
Transferred lobby data to sumo control
Easy way to tell which scene is active
Lobby ideas
Can't grab another player's color picker
Fixed grabbing players in lobby
Color picker lowest grab priority
Sun in lobby
Color picker lowest grab priority
Fixed grabbing players in lobby
Sun in lobby
Tasks
Trail sizes fixed for characters
Made lobby planets on body layer
Finally got color picker resize working
Position and resize color ring on character change
Character selection seems to work really well
Researching solar system
Scaled planets down
Orbit distances
Grid shader
Orbit ring in centre of planet
Planet colors
Correct planet sizes
Multiple planet orbits in lobby
Planet with distance joint from centre
There doesn't seem to be an easy way to keep track of a device ID on reconnection
Remembers player index on death in lobby
VODs
Playtest
VODs
Playtest
VODs
Playtest
Thought of using electricity to show energy and other cool visuals
Looked into Steam page admin and there are a lot of settings
Organised tasks
New player colors working in lobby
Transferring more over to lobby
Transferring logic from game to lobby
Looking into beat way to define character properties
Added static constructors to some classes
VODs
Definitive Single Character Patch
Fixed grabbing a bouncing opponent
Level generator for single player mode
Playtest. Feel happy enough with the mechanics to move on to characters.
More basic levels
Started making first level
Added gravity fields
Can spawn multiple rings
Can position goal ring and player
Position cargo goal from data
Setting up mission parameters
Unifying game and pause control across game modes
Got cargo working again
Started to get cargo working again
Updated devlog
Preventing grabbing a bouncing opponent
VODs
Color Picker Magnification
The color picker magnifies when trying to select a precise color.
Playtest. Super bounce on the same frame as grab bug seems to be back.
Was easier than expected to get the magnification for pausing within a small hue range
Took far too much effort to get color ring magnification to work but it's working now
Magnification almost working in game
Got the magnification for the rainbow shader working properly
Tried to get magnification for the rainbow shader. Got it close to working but using some funky numbers in one part.
Attempted to allow for fine color hue adjustment
Looking at example devlog videos
Devlog video script
Updated devlog and mechanics pages
Extra devlog text and videos
Ideas for devlog videos
Added more videos to devlog
Updated devlog
VODs
Color Picker
Players can pick their color
Buffer grab out of stun
Bouncing and being bounced reduces stun
Playtest. Patch seems to fix the parry bounce issue, but bouncing into people isn't very effective.
Update Tweets
Recording update videos
Streameta colors
New player color hue picks the furthest color from the current colors
Increased maximum stun time
Stun rate from grabs reduced
Bouncing and being bounced reduces stun
Organising tasks
Fixed sun bloom
Color picker hue number
Looked into scene transitions
Color picker appear animation
Rainbow portion shader
New under the hood score keeping
Player colors remembered between rounds
Health bars face sun direction on game start
Organised tasks
Default starting colors with color picker
Color picker correct direction
VOD review
Grab fail sound
Hold buffer a grab while in stun
Hand turns black when trying to grab while stunned
Tried to fix sun bloom effect
VODs
Core
Separated planets into core and mantle pieces to make bounces easier to see
Amount of grab stun based on reaction force
Parry induces stun
Parry sound
Discussed game balance
Playtest. Bouncing into an opponents moon is too effective with the new parry stun mechanic.
Stun bar no longer lingers on death
Horizontal player spawn positions
Updated devlog
Refined parry
Made core area equal to mantle area
Recorded and scheduled new mechanic Tweets
Match histories and head to head
Parry sound
Parry induces stun
Amount of grab stun based on reaction force
Core bounce visual
Made the health bar fit in the core size and changed the bounce bar to be behind it
Researching planet layers
Ideas for core bounce mechanic
VODs
Playtest
Found out VFX graph isn't supported on 2D
Moved some tasks into a design document
Looked into VFX graph
Devlog
VODs
Sun Death
Made the ring not able to be bounced when the sun fully dies
Basic Earth shader with linear moving clouds
Fixed bugs previous builds
Playtest
Recorded Earth Day preview
Pressing start during demo exits demo
Ring bounce no longer lingers after sun dies
Recording update videos
Change land color of Earth
Basic Earth shader with linear moving clouds
Planet shader looking better
Sun die sound effect
Made the ring not able to be bounced when the sun fully dies
Brainstorming
Drew a sketch of cover art
Made a rainbow ring shader but couldn't get dynamic thickness to work
Color picker adjustments
Researching planet symbols
Investigated bug where the you can't regrab a player sometimes. Found out it has to do with triggers exiting when attached with a joint.
Updated devlog
VODs
Sun Health
Players are able to drain health from the sun
Added a bloom effect and particles to the sun
Fixed bugs from the previous build
Playtest
Updated devlog
Updated mechanics page
Recorded new sun mechanics
Updated devlog
Fixed jittery health bars
Made the sun health change bar only show when a player drains it
Fixed point ring thickness bug
Sun particle emissions
Start timer on sun rather than ring
Ring shrink on sun health
Grab time shorter when grabbing objects with higher temperature
Default sun health
Fixed health bar bugs
Can take health from the sun
Moving health to its own script
Thinking of how best to do new sun mechanics
Looking into renderer types
Thought of new sun mechanics
Sun bloom
Investigated ring thickness bug
Fixed undo point after reset score bug
VODs
Shaders
I learnt how to make my own shaders in Unity.
Custom shaders allowed for everything to be updated to vector graphics
Tweaked grab and bounce strength
Undo point button
Playtest
Made bounce slightly less effective
Made grab slightly more effective
Signed up for SteamWorks
Learning about different UI systems in Unity
Undo point button works across score resets and is disabled when not applicable
Undo point button
Trying to make an earth shader
Struggle to get textures to work as intended but proof of concept works
Tried making an earth sprite that accepts other colours. Looks good but having trouble adjusting the shader.
Submitted an application for Nintendo Switch development
Ideas for custom image skins
Can now add a sprite to be circle masked. Need to experiment with color blending.
All graphics now vector
Applying new rings
The circle and ring shaders seem to just work with radial image fills which is great
Successfully made a ring using shaders
Started URP shader setup
Watched an intro to 2D shaders
Character strengths and weaknesses
VODs
Spin Indicator
Indicator to show whether players are spinning effectively
Button prompts option for new players
Made it harder to bounce on the outside of the ring
Easier to maintain spin speed using the control stick
Extra sound effects
Playtest
Updated devlog
Throw sound
Health drain and ring blip sound effects
Prioritised character attributes
Fixed wormhole mask
Spin indicator rings consistent size
Character customization ideas
Manual navigation wrap
Tried to get toggle text to change color as well as the checkbox
Button prompts option
Fixed demo
Updated website spin mechanics
Spin ring recordings
Adding Sumorbit colors to Streameta
Prompt to grab when above a certain speed and not in stun
Disable help function
Spin help working
Started spin help
Bounce help handles multiple collisions
Bounce help
Made it harder to bounce on the outside of the ring
Spin ring appearance thresholds
Easier to maintain spin speed
Multiple spin rings
Looks like it might be difficult to have a consistent spin ring width
Spin indicator depth
Can now maintain stick spin at full speed
Spin indicator functional
Started adding a visual indication for spinning
Thought of ideas to convey spinning effectiveness
VODs
Balance
Weekly competitive brackets helped to regain interest again. A balance patch was made with feedback from players.
Ring shrinks faster
Bouncing into opponents sends them further
Bounce more effective to parry grabs
Bounce further off the ring when timed
Break out of grabs faster by spinning
Counter opponents spin direction to prevent grab breaks
Wormhole for single player cargo mode
Balance patch playtest
Updated devlog
Recorded new mechanic clips and updated website
Fixed menu buttons
Made AI movement prediction less extreme
Stopped AI from spamming bounce at the ring
Added button icons to pause menu
Made some website text more clear
Adjusted some more icons
Stick rotation icons
Can now act during the countdown except for movement
Balance patch Tweet
Organised tasks
Balancing spin
Got bounce working better
Trying to figure out how to make bounce more effective but not broken
Made ring bounce more effective when timed
Made parry more effective
Can spin while being grabbed
Fixed parry bug
Made ring shrink faster
Organised scripts into folders
VODs
Bracket playtest
VODs
Bracket playtest
Finished Tweeting all the mechanics
VODs
Bracket playtest found some new fairly effective strategies like grabbing just to drain health
Wormholes looking good. Figured out the mask bug was the ring mask interfering.
Got wormhole cameras working. There's a weird bug where the mask only works when an object is on the way out.
Wormhole cameras
Wormhole color
Basic wormhole function
VODs
First bracket playtest
Stream overlay
Minimum Viable Product
In this devlog video, I cover the process from a prototype to releasing the first trailer for the game.
Website
Interest in the playtest had dwindled after the fourth week. I released the website and decided to run competitive brackets from the next week.
Website released
Website design and content
Cargo single player mode foundations
Character select foundations
Player color picker foundations
Made videos still work if no intersection observer but still not loading on iPhone 6
Checking website cross browser
Google search tools submission
Video playing much more efficient and loads on mobile
Website back to top button
Got website background working better
Flex layout working for website
Devlog up to date
Grab help
Bounce help fully working
Help color seems to need a different asset for both sprite and UI
Got bounce help prompt working
Bounce help sprite
Got antialias working
Trying to get anti aliasing to work on vector UI
Vector UI image
Got vector graphics working
Website improvements
All UI buttons and keys
Logo CSS animation
Playtest setup
Homepage design
Devlog videos from early playtests
Set color works fully
Working color picker
Better keyboard and mouse control
Lobby no longer has errors
Separated pause from game control
Adding functionality to lobby
Main menu functional and lobby scene
Playtest
Black hole looking decent and rings correct size
Functional relic
Looking at ways to render black hole
Cleaner ring size functions
Basic cargo level. Nice proof of concept. A bit less intuitive than expected with current controls.
Multiple rings working
Basic cargo and black hole
Playtest
Got cargo scene no errors
Separate game logic for all game modes and sumo mode
Starting making objects work in multiple scenes
Tried to use target css selector for subpage nav
Researched man made objects in space
Thought of idea for single player Sumorbit delivery game
Translating devlog to website proved to be easy
Filtered devlog entries
Thought of ideas for character select and lore
Devlog page
Website design improvements and homepage content
VOD review
Set up playtest and stream
Thought of rest of website design
Finished off mechanic videos and text
Recording final mechanics
Filled website with mechanic videos and refining text
Mechanic videos
Mechanic videos
Splitting mechanic videos
Mechanic page data and functionality
Website style
Website design
Website mechanics page
Website mechanic text
Promotion
I announced the project to a mass audience for the first time. With the return of Friday Night Smash, people would be able to playtest the game each week.
Social media
Improved logo
Gameplay trailer
Point satellites to show win count
Set up playtest. I wasn't able to set up the stream in time.
Finished trailer
Trailer editing
Sifting through music and footage for trailer
Recording for trailer
Prep for trailer recording
Stream overlay
Found out that there are more than 360 hues for HSV colour
Planning character select
Planning character select
Basic icon to logo animation
Logo animation prep
Ring timer uses update rather than fixed update
Added outside ring threshold
Ring joint better to sun
Change character on key press
AI improvement
Point spawn spacing for different characters
Adjust win count with keyboard
Playtest prep
Updated logo
No Rumble in demo
Happy with logo
Logo refining
Points fully working
AI no longer grabs sun
Score functional
Working on score
Point visuals working
Points color and more
Thought of how to do character select
Win circles
Making test footage for website
Windows build
Started website foundation
Improved logo
Trying redesigning the logo
Demo screen
Sun Movement
The sun now stays in the middle of the ring. It can be moved by grabbing and bouncing, but the ring moves with it.
Playtest
Made a playtest slide
Fixed bounce plates to align with moving ring
Experimented with sun gravity
Fixed bounce plate position
Spent a bit too long trying to set the sun brightness with 3 linear equations
You can move the heliosphere by moving the sun
Researching sun
Thought of an idea to improve the sun
Spin speed stats
Spinning
Players can spin their planet for movement options and survival
Spinning other planets before throwing them for mixups
Playtest
Big fixes and organising tasks
Playtesting and balancing
Can now spin by spinning with stick
Hand becomes spring joint when grabbed
Finishing out core sizes for gas giants
Moon detaches from planet on death
Spin with stick LR and fixed bugs
Consolidated body and ball spin code
Hand spins on grab
Spin movement feeling cool
Planet research
Found out pretty much all moons have the same face facing the planet at all times
Tried spinning with the hand and it seems like a cool mechanic
Spin balance
Got spin working decently
Experimented with spin
Characters have half reasonable stats might move on to something else
Speeds
Orbital speed stats
Learning about planets
Fixed planet mask then didn't want to do any particle effects anyway
Finally figured out that my player particles were effected by the ring mask
Trying to mask particles is not working properly and doing my head in
Planet research
Looked into planet images
Body and hand masses
Planet densities
Take damage when partially out of ring
Hand dull when can't grab
Hand turn white on grab
Health turn white on bounce
Made bounce more effective
Visuals
Radiation outside of the heliosphere, stars and comets
Controller rumble
Multiple characters somewhat balanced
Playtest
Character balance
Now have 8 planets of somewhat balanced size
More planet stats
Planet object restructure and colors
Planet sizes and scale functions
Looking into ways to scale the planet and moon sizes appropriately
Planet stats
Character attribute optimisations
Organising tasks
Tried effector for grab parries
Bouncing inside an object with no speed causes power bounce
Brainstorming new names
Gravity waves and starting to understand potential usage of gravity
Experimented with gravity
Ring flashes when about to run out
Stun doesn't reset if grabbed while stunned
Made the radiation rainbow coloured and it looks amazing
Made stars
Researching solar system
Looking into planets
Rings for bouncing instead of circles
Refined rumble
Made Rumble add and only update on change
Adding Rumble to different actions
Got rumble and light bar working on PS4 controller
Health change bar working fully
Started showing health bar change
Made bounce particles rings rather than circles
Got grab parry working without too bad side effects
Experimented with movement
Checking if Pro controller worked with Rumble which it didn't
Implemented Rumble for bouncing but the only controller on Mac that supports it is PS4
Bouncing
Bounce into other players for offense
Bounce off of the ring for survival
Bouncing ball object
AI players
Foundation for multiple characters
Playtest
AI can now bounce
Sorting details for playtest tonight
Bounce timer and cooldown
Particles and optimisations
Player can bounce off ring
Figured out a decent way to get bodies to collide with their own bounce plate only
Trying to figure out how to make an object only collide with a specific object
Figured out bounce cooldown mechanic
Ball bounce off ring works
Bounce plate
Bounce pulse
Thinking of ideas
Physics set to 60 fps
Mouse deadzone
Organising tasks
Sort order based on health and if grabbing
Collision polish
Collision particles and sound
Mouse control
Started implementing bounce
Thought of lots of ideas for how bounce can work
Trails to make the game look more appealing
Functional ball that stays inside ring
Making ball
Looking into bouncing off ring
Grab thrust attribute
Trying always starting half health
Movement speed attribute
Character attributes
Foundation for multiple characters
Made AI predict future position of opponent
Fixed bugs
Organising tasks
Fixed infinite grab bug
Investigating infinite grab bug
Testing AI
AI is pretty decent already despite being simple
AI changes target if it's outside ring
AI moves toward random player
AI setup and looked into script interpreting
Grab pulse
Testing bounciness values
Figured out the issue with joints and collisions
Got good feedback and implemented collision
Throw Physics
The game proved to be much easier to make with Unity. Using the built-in physics and a set of built-in joints.
Throw physics
Grab space for movement options
Particles represent health changes
Moving camera
Sound effects
Brainstorming character ideas
3 player test
Playtest
Pause menu button highlight with colour
Correctly calculating grab portion surprisingly complicated but eventually got it
Code cleanup
Moving health to player object
Particles from grabbing
Particles emit correct color and outside ring
Particles
Competitive game balance
Grab stun
Pause menu design
Help on pause menu
Controls help text
Multiple grab buttons fixed
Made any combination of controllers / keyboard work
Got Xbox controller and 2 simultaneous controllers working
Ring reduction based on average lowest player distance
Finally got controller and keyboard working with UI simultaneously
Failing to get UI to work with a gamepad
Pause menu adjustments
Pause menu
Global actions working on keyboard and gamepad simultaneously
Added fun depth to the movement
Grab timer a function of grab area and force
Right stick can be used when grabbing opponent
Body has higher drag while grabbing opponent
Better hand angle after grab release
Handling multiple collisions
Hand extension
Pause
Cleanup and fixing bugs
Discovered relative joint works the way I wanted
Attempted to use hinge and wheel joints
Health drain depending on player count
Ring timer and start size
Code cleanup
Cleaned up code
Got controller and keyboard fully working simultaneously for two different players
Partially got multiple controllers to work
Looking into multi controller
Cleaning up code
Sound effects
Made grab sound effect
Camera cleanup
Camera follows midpoint of players
Camera smoother and X axis matters
Camera size determined by players
Spawn angle
Cleanup and spawn locations
Progress up to web prototype
Game start / end conditions
Camera follow ring
Ring size reduction
Cleaning up code
Looked into interpolation for physics
Grab take away health
Grab timer bar
Code cleanup
Made player prefab
Making it easier to spawn players
Ring and health
Clean Up
Sprite order
Got a pie mask to work but it uses UI
Tried to find a way to do a pie shape without using UI canvas
Looking into circle sprites
Fixed grab logic
Refined movement
Got proper control schemes working
Trying new input system
Got grabbing and throwing other players working
Attempted to get collision working
Got physics feeling decent
Got spring joints working in Unity
Had some cool ideas for Sumorbit design
Prototype
In this devlog video, I cover the process from a prototype to releasing the first trailer for the game.
Prototype
Development originally started along with developing a custom game engine using JavaScript canvas. This ended up being needlessly difficult when it came to implementing physics.
Playtest
Adjust the number of players
Grab cooldown is shown
Controller order can change
Grab opponents
Changed default colors to orange and cyan
Dynamic spawn points
Collision detection
Health system
Reduces health when touched or outside of the ring