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WIN A CUSTOM ASTRONIMO CONTROLLER + STEAM KEY!

To celebrate Astronimo coming to EARLY ACCESS ON 27th SEPTEMBER, we're giving one winner to chance to win:

  • A limited edition custom Xbox Series X controller
  • Astronimo Steam Game Key

Designed by our Creative Art Director Gareth & hand-painted by UK based Extreme Consoles, this controller will have you building the latest contraptions in style!

To enter the giveaway, follow this link:

🚀 https://gleam.io/xKPgb/astronimo-controller-giveaway 🚀

You can enter via any methods you wish. The more you complete, the higher your chance to win!

Best of luck, crew!



ASTRONIMO AT INSOMNIA 🚀🚀🚀



We're thrilled to share that Astronimo will be available to play at the INSOMNIA GAMING FESTIVAL in Birmingham UK!

When: Between 7-10 September 2023
Where: NEC Birmingham, Showcase Zone

GET YOUR TICKETS

See you there!

ASTRONIMO IS COMING TO EARLY ACCESS!

[h2]On September 27th 2023, Astronimo crash lands in Early Access 🚀 [/h2]

[previewyoutube][/previewyoutube]
Astronimo is a cooperative construction platform puzzler that takes you, and up to three others via local or online multiplayer support, out of this world and into a vast solar system. Providing expansive creation tools that combine with advanced physics that allow your creations to interact dynamically, Astronimo encourages you to come up with creative solutions to the challenges you face and work out how to get back home together. Start dance parties. Throw your friends into lava. Form a full band, or become a fish. Astronimo is all about having fun and sharing memories with friends, old and new.

[h3]So wishlist it now, gather your friends and prepare for launch! [/h3]

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

Visit: playastronimo.com for more information.

Join the Official Coatsink Discord Server for updates, to connect with the team and chat with other Astronimo fans.

Follow Astronimo on Twitter



Developer Blog #7 - Design

Heya there! I’m Jorden Hildrew, Senior Lead Designer on Astronimo and today I’m gonna be taking you on an adventure through time and talk about how a little thing called Project Ambition started off and what helped it evolve into Astronimo!

As you might have read from the other posts, (Which I recommend reading they are really cool!) Astronimo has been in development for a good long while and faced many changes and challenges over that time. I’m super proud to be able to say that I’ve been a part of that journey pretty much the whole way! And when I think back, do you know what got me the job in the first place? It all started with “Bird Mode”.

So way waaay back, Coatsink made their first VR RPG, Augmented Empire! And on that project there was all kinds of challenges myself and the other designers needed to solve, from figuring out level up systems to combat encounters or how to collect enough cabbages without dying. But the one problem I helped solve? Birds! Birds were requested to be added into the environment and for them to hang out on top of buildings and look all cool.

Sounds easy right? Welp, nope! Essentially, because of reasons lost to time and software restrictions, we straight up couldn’t. So Jimmy, Lead Programmer and creator Astronimo's custom in house engine, devised “Bird Mode”, a handy volume which pushes the the bird asset upwards to whatever height you set. So when I started adding the volume to the game, pushing all those birds to the right spot with the volume, guess what else could be pushed upwards too? NPC’s!



And with that I could make characters hang out on top of the buildings and oh if you string enough volumes together, bang! You can now them have them move around and have routes they walked! My discovery made it into the game and was used in all manner of places to really liven up the world.

So imagine my surprise, a project or two later, when Jimmy approaches me and basically says “i’m building a game in a whole new, custom engine, and I need someone that can take the things i build and make multiple uses of them in unexpected ways”

And so, years later, I'm still here, trying to do make Astronimo do all manner of unexpected things! And oh oh boy, it really did start out something completely different!

So lets take a look today at what I was given to work with, what I created from that and over the new few series of articles, I’ll take you through the design process of the games journey from Project Ambition to Astronimo!



The core idea that propelled Ambition at the very beginning was pretty neat; Players were trapped on the sun's most inner planet and it’s going super nova! So you have to navigate the planet, find resources, solve a series of environmental challenges using those resources and then build a rocket ship to jump to the next world! Players need to then rinse and repeat that process to escape the sun! As the giant astral body expanded over the course of the game and engulfed world after world!

And while that was the core idea, the big game loop you could say! Project Ambition came with many aspirations and inspirations that supported that core loop.

Ambition would be Little Big Planet meets Kerbal Space Program, featuring those construction management and realistic space flight simulation elements. But we also would like you to need to explore and discover various resources, such as gold and silver, which you would then collect and build factories Factorio style to collect more of.



You would use those resources to build and fuel various contraptions and vehicles, which would be used to navigate the planets your escaping from. And like Factorio, the end of each world would involve you solving problem after problem and then and only then after solving enough problems you could build the machinery to eventually build a Rocket off world and onto the next. Rinse and repeat!



There should also be Systemic Simulations too, both in the world, it’s creatures and the components you build your solutions too. Each problem a navigational challenge, like crossing a simple gap, would be a test of players to successful manage and build parts that would work together in interesting and surprising ways! It was set to be a kind of daisy chain, alchemy based system, which players could explore their solutions, discover and take advantage of new stimuli or brew a new chain with plugging different components together and seeing what happens!



The discovery and progression through those vehicle component parts was also gonna attempt to be driven by Roguelite Elements! What does that mean? Well it means the Tech Tree players would explore and power their ability to build solutions was going to be random! Every run!

Yep! The Roguelite elements didn’t stop there, the Escape the Sun loop was run based! Players would attempt to escape the sun and it’s all engulfing destruction each time, starring a randomised tech tree in a static series of worlds.

The aim being players had to adapt, and develop deeper and more expansive knowledge of not just the worlds they visited and the challenges they each provided, but the aliens you would meet and the intricacies of the components you’d find inside the tree. Knowledge it was then, your gaining and understanding of it, would be key to your over all progression through the game and your eventually mastery of it on the perfect run.



And all of this, from the in-depth space flight construction, time sensitive runs and systemic, randomised component range should be doable in both single player and multiplayer! Co-operative building would be built on the back of a K'NEX like building system, powered by Rods and Points to act as your frame work for building your vehicles.



Also! Last and very, very importantly, you needed opportunities to “Screw Over Si”. Literally this was actually written into the core tenets of the game and Jimmy was keen on this becoming a founding aspect. You needed to be able to attach bombs to Si’s car, let him drive it away and watch him explode. And so Si was one of the first few playable characters in the game. Right alongside the ability to punch other players.



So there you have it! Ambition in both name and scope! It was my job then to take all these ideas and inspirations and turn it into something playable. And like Bird Mode before it, take it to unexpected places!



Thankfully in the beginning we started off keeping things pretty simple and more importantly it had to be! Whilst we were building the game we were also building the whole engine to support it and run it! And so the plan was to build a demo of what to expect from moment to moment game-play, really nail down and make running around with friends, collecting resources and building solutions to challenges fun and enjoyable! The things you’d do the most through a play-through of the game really.



Fast iteration was the name of the game from then on, and with the power of the engine, it really enabled us to do it! So we built the demo level, got players running around, mining and building and we followed the fun after that.

And we really did follow the fun. Over time, while we iterated on the player and the mechanics of the world, the solar system destroying loop, the concept of runs, the randomised tech tree, systemic components and even creatures, they all all put on the back burner. Problems for future Team Ambition.



We did eventually work on some of those elements but you know what was just so fun? What we kept coming back to, play-test after play-test? Players goofing around! Taking those Screw Over Si mechanics, the little jiggle taunt and the daft physics and really just playing with them. Gosh they loved to punch too. From building that skateboard and riding away into the sunset, inventing silly bouts and petty fights and playing with the little characters; it really helped me realise the game was less about those complex, interconnected systems and overarching goals and more about the stories you were building with your friends in this toy box-like world.

Over time, the game evolved into providing players with more and more ways to emote and express themselves in the game. And i’m so happy it did. In a kind of roundabout way that was my Bird Mode, I took what was built, worked the problem and took it somewhere unexpected. And now you have character customisation, wacky arms and musical taunts and maybe other ways to just be silly space guys on an adventure of your own making.

I can’t wait for you to create your own stories.

So thanks for reading! This will be my first in a series of articles about the design and evolution of Astronimo - I just have so many more stories to tell you about and thankfully I don’t have to rely completely on memory alone!

We recorded every play-test, every decision and why we did and didn’t do something! I mean we went from starting out having a whole run based survival space sim to a cooperative building puzzle adventure game. Of course the journey would be filled with plenty of interesting and fascinating twists and turns. It’s gonna be fun!



Stay tuned for more blogs, more stories and more trips through memory lane!

Astronimo is coming to Early Access this year. Wishlist it now!
Join the Coatsink Discord Server

Developer Blog #6 - Animating Astronimo

Greetings, I'm Rich, Lead Animator on Astronimo and dutifully tasked with infusing each frame of the game with as much wobble, jiggle and flop as I can physically muster.

I'd be delighted to take you through the Animation process and offer some insight into a few of the (arguably questionable) decisions we've made along the way!

But first, for sake of context, let's journey back to the first pieces of animation I created for this game, so many moons ago.

First Steps

When I first rolled up to the project, fresh faced and several years younger, the characters were little more than blank capsules, sliding about the place with reckless abandon.



My first port of call was to make some style tests for the player character's basic movement and attempt to find a fitting gait for our fearless spacefolk.




In the final game you can still see the residual DNA of the latter two, beaten into shape for our run & jog speed animations respectively.



“But what sorcery is this?” you might be asking, “How are they moving at all!?” Well, let's take a brief trip down the animation pipeline!

The Animation Pipeline

To begin, a beautiful 3d model arrives, fresh off the press, from our talented Art Department. There may be some pre-emptive back & forth with an Artist, vertices might be pushed around, dimensions tweaked until we're confident the model will withstand the immeasurable burden of being jostled about by an Animator.



Next, it's time for Rigging! We begin by building a skeleton for the model. It likely won't have as many bones as you or I, but each bone will roughly correspond to a singular moving part of the model.



The skeleton is bound to the 3d model via a process commonly referred to as "skinning" in which each vertex is told which respective bone (or combination of bones) it should follow.



With our skeleton in place, a control system is built to sit atop the bones and drive them - the strings to our puppet if you will. This is usually composed of colourful shapes that we can easily grab and pull around, sometimes in order to animate but quite often just to entertain ourselves.



Our rig is now functionally complete and it is, at last, time to animate! By moving our controls from one position to another over a given time range and setting “keyframes”, we can lay out what is essentially a list of instructions that appear as fluid movement when played back. We can set keyframes for things like position, rotation and scale!



Rinse and repeat for each control and you've got yourself something that resembles a game-ready animation! The process is essentially the same whether you're animating a mechanical plunger or an anthropomorphic space crocodile!



Our animation can now be exported out to the game engine and implemented! And with that out of the way, let's talk a little bit about the approach to style within the Animation of Astronimo.

Stylistic Approach

From the outset, we knew we wanted something quite rubbery & slapstick that would play nicely with the visual appearance of the characters & environment. We aimed to find a balance that matched pace in silliness, whilst staying in keeping with the strong physics-based nature of the game.

After several passes of refinement, we whittled it down to a rough visual rule-set that leans heavily into a sense of elasticity with plentiful helpings of squash and stretch, but makes effort not to stray too far from a believable sense of physics (discounting meditational levitation!).



As such, reasonably realistic representations of gravity and mass are important here - objects shouldn't hang for too long in the air, nor should they stop moving abruptly without good reason to do so. They should, however, drag behind, overlap and wobble wherever possible, as though each individual segment is comically held together by novelty springs.



There are, no doubt, exceptions to this ruleset throughout, but this was the basic blueprint we strived for. Let’s look at a few applications of this approach!

The Humanoid

The player character (or “Rig_humanoid” as we lovingly call them) is perhaps the life form you’ll spend the most time with. We realised fairly early on that, due to the often sizable distance they may be from the camera, larger & more exaggerated movements were crucial in order to remain readable from further away.



With the ability to manipulate the characters upper body and arms at any time, the player themselves takes on a role of puppeteer and it becomes, in a way, a matter of player & animator co-operation to bring these small squishy creatures to life.



As such, we found many of our in-game taunts (A collection of dances and emotes you’ll find as rewards scattered about the star system) worked best when the upper torso is kept fairly stable, affording the player the wiggle room they need to adequately express themselves. They are also able to augment most animations in the game in this same manner, by manually bending the character’s spine to add new flavour to a run, walk or jump. I personally found this system, at times, challenging to facilitate but massively gratifying to watch players explore and abuse.



For additional context-based squashiness & maximum gelatinous effect, there is a set of slightly horrifying poses that we additively blend over the top of the character’s animations depending on what they are doing & how fast they are moving. This allows them to dynamically stretch outwards when falling and compress upon impact.



Components & Contraptions

We wanted the components to feel tactile and lively when constructing contraptions, as though the building blocks themselves are waking up and springing to life.



We tried to imbue character into them by having them rapidly bloom into existence like flowers on a stem, rattle haphazardly when in use and judder to a halt.

Forgotten Machines

If not for our courageous commander, Captain Croc, then our only other companions in this deserted solar system are the abandoned mechanical apparatus that litter it. It doesn’t take much for us humans to project our human-like qualities & mannerisms onto inanimate objects and so that’s exactly what we did! Whilst un-inanimating them!



A little turn of the body or wobble of an antenna can go a long way in a player’s perception of an object as “sentient”. We often author short, idle-alt animation for these machines, playing at random intervals to keep them feeling alive (and presumably very lonely).



Closing Thoughts

The sheer amount of times and ways I’ve managed to misspell the word “animation” throughout this (pre-spellcheck) blog post has frankly been equal parts upsetting and sobering.

If you’ve made it this far, thankyou for indulging this Astronimo animation-flavoured ramble. If you have even half as much fun playing this game as I’ve had helping to make it, you’ll be in for an absolute treat.