I’ve been focussing on just getting the alpha build done these last two weeks, which involves lots of patches here and there, and some sloppy code to get various things done quickly. I’ve just sent the build to Humble and will send out a notification to all the alpha backers when it’s available.
The first build for the closed alpha contains a single little level – the forest – which you can jump around in and explore. These first alphas are just tech demos that demonstrate some of the basic mechanics and art. We’ll continue to update the alpha alongside the main branch of the game, and I hope that in a couple of months we’ll be able to join together a few areas into a ‘proper game’. Then after that we’ll expand the game by adding more areas, items, and interesting things like puzzles and bigger creatures.
The support post here will explain the alpha testing in more detail.
Linux and OSX?
We’re focussing just on windows for the next few months, and so the alpha builds for linux and osx will be a few months away. Theoretically we could release something for those platforms, but then we’d have a lot of extra overhead in maintaining the alpha alongside the windows version. It is better to wait until I have centralised all the platform-specific code and set up a proper system for building on the other platforms.
If you’re an alpha backer and don’t have access to windows or a windows emulation layer then I apologise for this. I know this will be a little annoying and frustrating, but I’d rather focus on turning moonman into a fun playable game before dealing with porting and all the issues involved.
Here’s a few of the key things we’ve been working on the last two months.
redesigned some sprites and tiles fleshed out some character concepts first samples of the new music plants distribute a little nicer now disabled saving for now added auto_zoom refactor background system, more layers in forest background added keyboard mappings: Qwerty, Azerty, Dvorak etc experimental controller support mouse overrides controller when moved menu cleanup user can now input seed for the world Moonman inventory persists across death (slightly) improved ladder climb and melee animations bird no longer attacks fix: corpses no longer re-die over and over added simple dungeons under forest with loot moonman glows underground new plants, mushrooms, etc forest: added mossy 'underforest' layer added basic house templates new and updated blocks: roof tiles, moss, wood wall, glass, etc new and updated objects: book piles, windows, tables etc major refactor of world generator, reimplementation of forest and cave generators block ids are processed into a header for easy access replacing boost::geometry with geometric tools destroyed chest spawns items chest now lock blocks they are attached to, so you can't destroy it by hitting the block Doors open both ways renderer fixes misc bug fixes centralised all resources into data/ settings cleanup implemented launcher and auto-updater added bugsplat crash reporterg updated to sfml-2.2 cleanup of boost dependencies improved build, deploy and misc scripts
I’ve been experimenting a tiny bit with the GUI, and mocked up multiple versions. Ultimately though, I think this is something that depends heavily on the gameplay and the final art style. So I will probably keep the plain green gui for a while, until I spend some time discussing the GUI with the team and play-testing a couple of things. Here’s one of my shinier mockups:
I’ve been working on the forest generator quite a lot. It now generates houses on the surface, an underforest area, a cave area, and randomly scatters dungeons and spider nests around the place. I’ve rushed a lot of things just to get something out for the alpha, and I’ve got to spend a lot of time thinking about how to constrain the levels to make more sense and be more fun. The generator still has some major flaws, for example some houses get flooded occasionally. It’s kind of hilarious to come across this sort of situation, especially as the merchant doesn’t care that he’s drowning.