Boss Fever!!!


The last couple of weeks much has happened!

we've fixed a lot of small bugs and overall balancing issues, it's something we will continue to work with.

Furthermore we have had a DDoS attack on our in-game message system, measured up to 4.5 GB/s of data traffic flooding one of our servers. Because of the servers being down we have been able to track a couple of game crashing bugs. It's always good when this kind of things happen, so that one better can secure the game from future crashes!

And some really some cool stuff is happening; bosses!!! For a long time we've worked with the bosses, thought about them and tested a vast amount of different mechanics and gameplays. And now we've finally found a form that fits the game design and narrative; we're going with a text-based approach :)

In order to battle a boss the player must first find and enter a bossgate. Each boss has a linear story played out in stages, where the stake is the player's life. On every step a boss will ask the player a question. If the players chooses the wrong answer, they can lose their precious shields, and are then forced to take direct damage. The challenge lies in answering the questions correctly in order to have enough life left to reach the final step and win a key to the monoliths.

We control the bosses from our design tool, where we design the different steps and outcomes. In our design tool we can easily rearrange, write, add sound, determinate outcome and effects.

Regarding the diary pods; they're all done and now in the hands of our voice actor Eric Reed, awaiting to be recorded.

Space poems!


From the beginning we had a different thought with RymdResa (we're talking early, early in the progress). We just wanted to make an experience where the player was flying around and reading short poems, floating in space. But RymdResa has become much more than that, and isn't just a text-based game anymore. And we also skipped our very first feature: floating poems. Instead the diary pods were written. But we have always wanted to add some floating poems as well, and have now done so, and they're really adding to the atmosphere! As a tribute to our very first RymdResa design thoughts.

We've also implemented new diary pods, new exploration quests, treasure boxes, some rare new zones, new dangerous laserbots, a pause function and a comparison system between items in inventory.

There is also more player feedback: the inventory-button is blinking when the player has collect a new item. As do the skills-button when the player has new skills to upgrade!

Lastly we're calling out for beta-testers, we need some people who can test the game with a grammar and spelling perspective, helping us to locate those mistakes in game! Are you interested? Send a mail to vendela@morgondag.nu

Gas clouds and stuff


We have a lot of writing to do including exploring quests and diary pods for chapter 2 and 3. The diary pods tells the story about the Pilot. They're fragments that forms answers about the Pilot's' past, present and future. The diary pods for chapter 2 and 3 will be voice acted by Eric Reed. Eric Reed did the voice acting for the diary pods in chapter 1 as well.

This week we've worked on the mac version of the game. We still have some performance problems left to deal with when it comes to retina displays and some minor window issues.

We're revamping the zone system with a new and more dynamic algorithm. Previously we had a combination of haversine formula and simplex noise, creating a radial universe that stretched to infinity. Now we're building a more on-request formula with possible seeding support.

We also work on some of the details in our design-tool to control how rare or at what condition an entity in space can be, this works together with our new zone algorithm to spawn areas in space. One of the key reason why we want to have this done before the release is so we can simplify the process of adding new interesting content to the game even after the release. Space is big and there is a lot of opportunities to create and design more content. Empowered and inspired!

Some zones will be more dangerous than others, but will contain better items. With a better zone-system we want to give the player more strategy-choices and a more interesting space, containing many secrets.

We've as well worked on the three chapter's' different profiles, and how the gameplay is different in these chapters, and made a concept for a new trailer regarding this.

We've made a new notification system the previous week, giving the player better feedback when playing. The notifications now appear in the left corner of the screen, telling about new item findings, how many years spent in space and so on.

Furthermore we've implemented some new coolish graphicsas well, like gas clouds, just floating around in space, doing their thing, adding to the atmosphere. And some debris that will be dangerous for the player in chapter 3.

We've also submitted RymdResa to IGF 2015, thats a bit exciting, indeed!

And by the way, we're supporting Diversi. A very important project!

Player Messagepod:

Embla Colonizer 5 years in space:
Hello there world! Hello there world! Hello there world! Hello there world!


Pilot Level

Level 5

+0.00% extra spacepoints from quest

+0.00% extra resources from quest

+0.00% to exploration success rate

-0.00% spacepoints lose rate from quest

-0.00% resource lose rate from quest

+0.00% item finding

+0.00% higher ranked items

+0.00% change of extra item

+0.00% ship acceleration

+0.00 supply-station charges

+0.00% shield revovery rate

+0.00 items from shops

+0.00 ancient techs requirments

+0.00 resources

+0.00% consumable items effect

+0.00%max resources

-0.00% resources lost per year

+0.00% damage reduction from impact

+0.00% finding special objects

+0.00% unusual objects in space

+0.00 stars spawned

+0.00 finding ancient technology

-0.00 crafting requirments

RymdResa will be available for these platforms:
Support our musicians buy the soundtrack
Gumroad Bandcamp
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