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Developer Blog #10 - Herding Cats And Little Space Men

Welcome back crew! And welcome to another blog post, this time it's me again! Senior Lead Designer Jorden and on this week's blog i’ll be taking you on a journey through the Astronimo’s Workshop! Or as it’s better known internally, the Garage! Your one stop place to build whatever comes to your mind and solve Astronimos many challenges and reach those precious recon rockets!



But that’s not how the garage started in life, it’s similar for sure! But the evolution of the garage can be pretty much chart exactly alongside the evolution of the game! Building and how you do so is at the core of the Astrionimo and each change we made to the garage influenced every part of the game and in turn every part we adjusted in outside the game equally had some effect on the components of the garage and how you built your contraption. They are inseparable and it became easily the biggest challenge I faced as a designer to date to make them work together and make it fun!

So lets go take a peak at where we started, the problems we encountered and how we solved them.

As mentioned in my last blog, the roots of Astronimo can be traced to games like Little Big Planet and Factorio. Combing elements from them ended with this early loop: You had to go around the planet, find and then mine different types of resources which allowed you to manufacture and build the components and combine them into vehicles in special “garage zones”. You then used those vehicle contraptions to solve the environmental challenges in the world and ultimately progress on through it. Need a bridge? Explore and collect bronze, silver or gold ores and with enough of each you could construct that bridge and open up a new path in the world for you and your friends. The reward for completing these challenges was more often Research Ore’s! Minable pieces of progression that you could use to unlock newer and better components to use in the garage.


Complete and solve enough problems via your exploring, mining, construction and problem solving and you’d earn your way off the planet onto the next area.



What this all meant was that the problems/challenges you faced on your journey around the world had to be balanced against your potential resource gathering, how much you’d already spent trying to solve a problem, what you spent your research on unlocks and what parts we expect/required you to have to solve some the tricky challenges further along in the world.






If you read my previous blog post, you probably saw towards the end i mentioned how we followed the fun, and how it led to us abandoning our original “Outrun the sun” timed concept of hopping from planet to planet and just focused on making the moment to moment gameplay as fun as possible. As we developed the game and improving the usability of the garage, we kept bumping into some fundamental problems we found that were often at odds with each other.



You know what doesn’t gel very well? Trying to herd Cats to the same goal. On the same screen. Try to imagine yourself in a group of Mario Party players, each running around, each wanting to do there own thing in the world. Suddenly a huge part of the game can’t be accessed or enjoyed, you can’t do X or Y or even progress to the next area because the group have ran out of money! They don’t have some resource all of a sudden and now you and players now have to leave the place where the fun was happening. Now the group had to organise themselves on a new sub goal on top of all the other stimuli, where now you all have to trod back to some mining area, collect new resources and then go back and rebuild the contraption because you couldn’t afford that one of 2 components you might have actually not needed!

We came across a real sticking point, players were great at recognising problems, but utterly awful solving them, and when you combined that with a group that now has to mentally manage resources, goofy physic characters and complicated creations in a shared sofa setting, we had one sticky problem.





So began adjusting the numbers! We reduced prices of the components, remove reliance on mining, remove silver and gold combination requirements, removed options of individually unlocking select parts yourself and made it work like you were permanently leveling up your character, brought back silver again, improved what unlocked and where and then ultimately removed science ores and silver. Each changed was playtested against in attempt to make the garage and resource building a fun experience for our shared party game.



Whilst we kept working the problem, I noticed something during the playtests. To save them the fath of collecting the resources, i would give players an motherlode of money to play with and just let them go buck wild when attempting to solve the latest challenge. That’s when i began to notice players had the most amount of fun messing around with all the different parts and creations when they didn’t have to worry about the costs. The playtest led to some really memorable moments where their try and try again with all kinds of daft creations using everything they had.




So that got me thinking, what if we just never charge for parts? What if we never make you run around for science to unlock them? What if we could simplify all these complexities thats preventing players from just jumping in and getting to the fun part? And prompting all these…well not fun or engaging activities? Just because we want resources to play this big part in the game? Is collecting and spending and managing money really that fun when mixed in with out 4 players running about the place like headless chickens?




Enter…Inventory! Now,when players come to a challenge, we, designers can set what parts they have access to front the list of all components in the game and they’d have unlimited parts! Now they can build freely and as with much as they have access too. It provided to be way easier to explain and, as a bonus, we’d combat a troubling behaviour we kept noticing, where players would build the same contraption over and over to solve problems and be super cost effective, now we could make it so you DON’T have access to this component or that one and you’d have to get creative from the get go with what puzzle pieces you were given!


The pivot was big success! Players respond really well to the change! they even collected all that ore we still had left around. Despite the fact though it really didn’t do anything anymore! It reminded was useless right up until we introduce spending the collected ore on cosmetics!


And so inventory worked and made its way all the way into the final release of the game this year! Did we make the right call? Could we have worked the problem some more and gotten a solution that achieved both desires? Collect resources and build solutions to challenge? Maybe. But ultimately i’m really still happy with what we have in the final product. The amount of crazy vehicles i’ve seen in the playtests i think proves it was a good shout in the end and i can’t wait to see what you end up making soon!

Until next time Crew!

Developer Blog #9 - Evolution of the humble space crocodile

Hello again, Animator Rich here!

Last time I cornered you via blog post, we spoke a little bit about you (the humanoid) and a few of the other "sentient" contraptions that populate the world of Astronimo. But we left out one particular key player you'd be amiss without familiarising yourself with.

Yep, you've guessed it, it’s your devoted in-game employer, Hypergiant! - The faceless corporation that has quite generously permitted your accidental, extended vacation in a decommissioned solar system. Since they're not currently around to field any of your questions, it would probably be best that you set about returning to the fleet! Go on, what are you waiting for!

And by extension, who could forget (Not counting the aforementioned space fleet who have quite literally forgotten) our fearless commander, our favourite anthropomorphic reptile and perhaps our only hope of escaping this desolate, heliocentric cluster - Captain Croc!



An Origin Story of Sorts

(Concepts courtesy of our talented Art Department!)

Much earlier in development, when the Croc character we know today was first being conceptualised, he actually served quite a different purpose - he was to be the charismatic host of a sort of galactic game show that players would be taking part in. In fact, if you were to take a look under the hood of the game, you would see that Croc's animation asset is still named "RIG_host" to this very day! We ended up leaving behind the game show idea for a variety of reasons but Croc stayed put! (Something he seems to be quite proficient at ...)

Characterisation

We spent quite some time deliberating not only about Croc's appearance, but also about the way they should move. While honing in on their particular aura, we looked at character's such as Blackadder's Lieutenant George and Samuel Arrow from Muppet Treasure Island to set the tone we were looking for - Someone bombastic, authoritative and with just a (relatively large) dash of incompetence, to lead us on our daring mission across the cosmos.

Here are a few excerpts from what we called our “Rough Pillars of Character Constitution”, a style guide we put together before diving into the animation process:



Eccentricity
  • Slightly bonkers, eyeline directed up as if addressing a non-existent crowd
  • Raised head, almost vacant feel (this will also allow him the clearance to open his jaw)
  • Thinks he is of much greater importance than he is, rousing the troops!
  • Relegated to the "store cupboard" with delusions of grandeur
  • Tall and proud, faded valour
  • Is in charge, though perhaps shouldn't be
Big, wide gestures!
  • Extend and utilise those arms whilst talking as if attempting to gesticulate lofty concepts ("You must travel far and wide!")
  • Quick, erratic head movements whilst barking orders - generally lead with the snout
Life and Limb



Perhaps unsurprisingly, Croc ended up having more joints (See previous animation blog post for more context!) than any other character/contraption in the game to date. We actually had to slightly increase our set in-engine bone limit to get him through the doors!



Since his very specific anatomy features a shoulder socket that is largely offset from the rest of his arm, his arm bones are driven by an IK chain with extra protruding bones to better align with his geometry. The protruding bones are then told to point down along the arm, linking up with his wrist socket in a logical manner. Some additional maths are performed to give us solutions for limbs that stretch and softly transition between compressed and fully extended, equipping our beloved crocodilian with the range & flexibility to gesticulate accordingly.

With fingers extended, his arms are ever so slightly too long to rest by his sides without intersecting into the floor - but this is no matter as most of the time you see him, he’ll be waving them around with unrestrained vigour!



For Croc’s long, dangly tail, we created some tooling to do a rough simulation of the tail colliding with the ground. Animators could then use this as a base pass, working over the top to refine and polish for the final result.

Getting Face to Face

We knew Croc would need to convincingly emote and carry a performance to some extent. To facilitate this, we made sure to build an adequate amount of detail into the rig that controlled his facial features.



A dedicated Snout control allows for additional wobble and overlap as he waggles his face vivaciously from side to side! With a job title such as Croc’s, this sort of movement is practically guaranteed.



A similar approach was taken for the brow-like protrusions in which his eyeballs sit. By dragging these behind faster movements of the head, we could soften the overall form so that it appeared springy and elastic - presumably just like real-life space crocodile meat!



Equally, articulated jaw and tongue controls allow us to fortify the illusion of him forming “words” (or perhaps “gurgles” is a better descriptor?) as he relays his numerous instructions to you.

Closing thoughts
Hopefully this gives you a little insight into what makes Croc tick and how we ended up here. Thankyou for taking the time to read. If you haven't already, I'd highly recommend you check out Astronimo and grant yourself the oppurtunity to meet Croc in the flesh!



Astronimo is out in early access now!

https://store.steampowered.com/app/1808640/Astronimo/

Join the Coatsink Discord Server

PATCH NOTES - EA Hotfix 1 (0.3.1)

Build Revision number: 0.3.26184 G


Fixes:
  • Fixed a crash that occurred during the tutorial workshops when playing online.
  • Fixed a crash that occurred on entering subscribed Developer Worlds from the Steam Workshop.
  • Increased the Tutorial Subverse timer to 30 minutes and other general improvements in this area.
  • Removed the prefab in the Pathways Workshop in the Tutorial Subverse.
  • When playing worlds in the World Editor, planet cores will no longer cause player death.

Updates:
  • Updated Credits.
  • Removed unwanted information from logs received when players enter feedback or bugs through the bug reporter tool.


Thank you to everyone who continues to report bugs and give us feedback on the game.

If you experience any issues, please use the in-game bug reporting feature or feedback form, or you can join the Coatsink Discord Server and use the appropriate reporting channels.


Developer Blog #8 - Community Moons

Hello, my name is Michael Kirby, and I am one of the Designers on Astronimo.

Today we are gonna explore the making of a Community Moon with the example of Mini Gaia and showcase the process of how I put this World together from sketches to a fully living World. Mini Gaia is available on the Steam Workshop right now and is ready to play as soon as Astronimo hits early access on September 28th!

On the Steam Workshop you will find several examples of Community Moons in the Steam Community Workshop space. Each of these wonderful Worlds were made with the Astronimo’s amazing World Editor tools. Some of the Devs created fun liner obstacle tracks, or Mini Games (Race Course, Mazes, ect…) and others like myself created explorable worlds - not so different from the ones you’ll find in the main game. You can do the same with the tools in the game or go beyond with your creativity!

Mini Gaia Steam Workshop: Pen and Paper

But, before we get ahead of ourselves. What was the process done to create some of these Community Moons like Mini Gaia? Well like all great things, it started with an idea: some sheets of paper and a range of pens and pencils. Using a grid based notebook, I sketched out a rough idea for what Mini Gaia could look like. Sketching out initial ideas for Challenges, the main route of progression, optional explorable paths and where the starting and end points would be. After the ideas were put down on paper, then came the note taking and reviewing of the initial ideas. For Mini Gaia this was to see what was achievable and a more in depth analysis of ideas and elements that could be used for the challenges.

Mini Gaia Initial Sketches:

At this stage I was not afraid to scrap ideas or go back to the drawing board to think up new areas or challenges.

Blockout Ideas

Now that the ideas were out on paper, the next part was to translate what was written and sketched down into the game’s World Editor. With all great games we start off with blocking out the level’s structure, in Astronimo’s case the World’s structure. Using the tools of the World Editor I was able to build sections of the World bit by bit, using the Terrain Editor.

The building blocks of Mini Gaia:

Once I blocked out a section I was happy with, I moved on to the next section. Here the World was still in a rough state and although I was happy with sections, I made sure to leave room to improve and edit. Which meant no art assets, textures or finishing touches yet. With building the structure of Mini Gaia, the thing to organise was where the start and end points would go, and I used my sketches for reference.

Activities for Players

Once I have a section of the World blocked out, I then could incorporate the challenges and interaction ideas for Players to experience. At this stage in particular you’ll find that what works on paper doesn’t always work in the engine! This doesn’t mean what was sketched up was wasted, but instead an opportunity to iterate and learn.

For this section I am going to look at two of the challenges from Mini Gaia: that of ‘Lumberjack Field’ and ‘Around We Go’.

With Lumberjack Field I had a pretty clear idea of what I wanted. It involved Lava and would require players to build a contraption to get themselves and a battery over to the other side of the area. In the original challenge sketch I had floating platforms with lava and the safe grounded terrain was all on the same level.

When I made this in the World Editor, it led to the challenge being really straight forward and less fun or skill based - plus the floating lava platforms offered no sense of difficulty. I took the results in and came up with the idea to remove the lava platforms and have the safe grounded terrain area be on different levels. In the end this would require players to build a contraption(s) to not just go over the lava but up and over the middle terrain.

Lumberjack Field Challenge:

The other thing that proved to be a challenge to design was ‘Around We Go’. With the area it now sits in on Mini Gaia, I had no idea what I wanted to go here. I went back and forth on ideas, but in the end inspiration hit me when playing the main game during a play-test session.

Me and a few other Devs found going through loops in the worlds to be a lot of fun and cause all kinds of chaos and excitement during game play. That's when I decided to go away and create a challenge about building up speed to go through loops and make daring jumps. I also researched other games that use loops in a similar function.

With a sketch or two I had the skeleton of what I wanted, and then it was all a case of building away and blocking out the space. With this challenge I play-tested it a lot, to make sure it was a challenge to build up speed, fun to loop and jump.

Around We Go Challenge: Adding the Art

With the main game we have talented artists to dress the World and place assets around that follow the style and look of Astronimo. With their skills and art work, the game is brought to life. Luckily for us their beautiful art assets are ready for us to use in our Community Moons, so using a pool of tailored art assets I was able to populate Mini Gaia; creating a forest area, a damaged deforest place, open fields with loops and many more secret areas. So you’ll have to play Mini Gaia to find and experience everything on offer!

The Art of Mini Gaia:

Then the final touches are added to Mini Gaia. With the use of lights to highlight or add atmosphere to parts of the world. Adding simple characters to bring an extra addition and sense of life for Mini Gaia, showing it is a lived in world. To top it all off, adding VFX to some logs burning in the pools of lava.

Final Touches:

Keep a look out for our next developer blog!

Astronimo is coming to Early Access on September 28th!

Wishlist now:

https://store.steampowered.com/app/1808640/Astronimo/

WE HAVE A WINNER! 🏆🏆🏆



[h3]Congratulations to @/soullodologg who is the winner of our ASTRONIMO GIVEAWAY for: [/h3]

🚀 A custom Astronimo Xbox Series X controller designed by our Creative Art Director Gareth and made by Extreme Consoles

🚀 A steam key for Astronimo in Early Access.

Thank you to everyone who took part - and keep a look out for more giveaways to come!

- The Astronimo Community Team