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orivio

@orivio

Joined June 1st, 2026

  • 15Devlogs
  • 2Projects
  • 2Ships
  • 19Votes
i am the bird man
@obedot is my frined
Ship Pending review

SUPERORBITAL: The Quest of the Anomaly

After months of hard work, Obe Dot and I finally present to you SUPERORBITAL.

What on earth is a SUPERORBITAL?

SUPERORBITAL is a 2D platformer where you play as Vitri, the only human born without gravity. After years of being ostracized by society, Vitri sets out on a mission to change things for the better. He decides to take a gamble on a popular story that’s been spreading about all planets having tangible gravity cores at their centers, and decides to find one for himself. Accompanied only by his robot assistant, G.R.A.V. (Great Robot Assistant of Vitri), Vitri flies out into deep space and lands on a planet named Zeta-C5, where he uses special abilities, such as turning gravity on and off, to explore and make his way towards the planet’s core. Difficult obstacles and even unexpected foes block his way, but he’s got to get through no matter what.

Dev Messages:

orivio:

SUPERORBITAL has been a really fun introduction to Godot! Though challenging at times, designing the levels around our unique mechanics was pretty fun, and I think overall the game turned out pretty great! Obviously it is only an alpha release, so I plan on working together with Obe Dot to polish it a ton, in terms of artwork, music, story, etc. Expect lots more content to come!

Obe Dot:

Developing this game has been an amazing experience. This is my first big gamedev project, and I’ve learned so much. I really hope to work more on this project in the future, while also improving my art and programming skills. Much appreciation to Hack Club for creating this event!

Try out the game on our itch, or watch the provided gameplay footage and/or trailer!

Trailer: https://www.youtube.com/watch?v=5WPKXYqy1FI
Gameplay: https://youtu.be/-zq8ps87daI?si=sUK4_9BedT1OdXU8

  • 11 devlogs
  • 40h
Try project → See source code →
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1h 35m 13s logged

SUPERORBITAL Mini Devlog # 10.5:

Just clearing out the last hour and a half I got from working on the trailer. We’re gonna be shipping in just a few minutes! Here are a few clips used in the trailer:

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1h 17m 22s logged

Devlog 29 - The end

So this is the last one, huh.

Here is the full write up on this project as I promised.

Chapter 1 - The beginnings


This project started about 3 months ago. I started experimenting with just getting the data and plotting it. Just for fun as an exercise to learn rust. Then I realized that there actually isn’t a proper working telemetry tool that works on linux. So I did some research… and I decided that I am going to make the app in Dioxus.

Chapter 2 - The Dioxus era


This leads us to the shortest of eras. The Dioxus era. Nothing really happened here and quite frankly I don’t even remember it that much. There aren’t really any git commits because I didn’t have that setup yet. One thing i remember tho is that I couldn’t figure out how to draw the garphs, because Dioxus is based on web technologies but weirdly becuase you are writing HTLM like syntax but in rust. And that was the main reason I decided to switch to Tauri.

Chapter 3 - The Tauri era


At first Tauri was the best framework ever made for me. That is because I already kinda knew react, it was simple to understand and I could really lean into the split frontend and backend architecture. This sadly proved very inefficient for the graph view which needs to render thousands of points each frame. Since it was too much for the basic HTML canvas I have switched to using WebGL with numerous downsampling techniques. This was just a bandaid fix though. I have also ran into bunch of architectural issues with the whole split frontend and backend thing. Accessing the telemetry data proved to be very difficult and inefficient. I remember that I ran each of the graphs on a separate thread. This was so stupid. I don’t even remember how I could’ve come up with such a stupid idea :D. It just led to memory leaks and threads uncontrollably spinning up and not stopping. I am sure that all of that could’ve been easily avoided with simpler architecture but at that point I was at my lowest point of this project, so I didn’t even have the energy to do it. I also had the state of the frontend so fragmented which didn’t help. And the whole retained mode GUI thing just wasn’t well suited for this kind of app. And that is when I decided to do a complete rewrite in pure rust!

Chapter 4 - The sweet EGUI


I didn’t know it at the time, but this was the best idea on what to do with the project. I remember that I was very split between just shipping it half done and finishing it just because of how bad the development experience with Tauri was (sorry Tauri devs, it’s not a you thing, it’s a me thing). It took about 30h to fully rewrite the app with EGUI, which looking back at it isn’t too bad. It felt like ages though. It didn’t help that almost none of the work in this “chapter” did AI. Which at the end of the day is better! Although my style of writing EGUI code was let’s say original… I have just put everything into one file and that grew very fast :D. I had like 5 files that were about 800 lines each. That has since luckily changed. (I have adopted more of a React style file structure.) Anyway at the end of the rewrite I kinda started loving EGUI and that hasn’t stopped since. I continued to develop the Map page in EASY which was pretty easy. But then I needed the track limits data for the map page. This was a bit of a roadblock… First I have tried to extract the data directly from the game, however this was inaccurate and the track width was missing entirely. So then I tried to download an up to date image of the top down view of the track and extract the inside and outside line from it and match it to the in game data. This partially worked better, still not great tho. So there was only one option left. And that was to painfully drive each layout of each track by hand. This took almost 7h of just driving in circles. After that it was smooth and buggy sailing until the ship.

Everyone who read this, have a beautiful day.

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5h 16m 22s logged

SUPERORBITAL DEVLOG #10: The End?

You can watch a full playthrough of the intro segment here:

https://youtu.be/-zq8ps87daI

After a plethora of bugfixing (see attached for a few examples lol), we did it! The Alpha, as far as we can tell, is done!

Gameplay/Story:

  • Intro and outro cutscene have been implemented, though not polished fully yet.
  • Lots of level redesign. Levels have been shifted to reduce the difficulty curve and also introduce dash/antigrav earlier.
  • Sad Guy and Assistant now have actual names: Vitri and G.R.A.V.

Music/Art:

  • Old intro song, which ended up scrapped, is now in the credits
  • Buzzsaw texture

Dev Note:

This was such an exciting intro to full game development! The game is really fun to play in my opinion. Even though it’s buggy and unpolished in some aspects, we’ve got a ton of time to work on that in the future. Enjoy it once it’s shipped!!

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1h 32m 47s logged

SUPERORBITAL DEVLOG #9: Bugs bugs bugs!!!!

Gameplay/Story:

  • We’ve been working on a lot of bug fixing, ranging from removing tiny skips/deaths to entire game-crashing bugs

Music/Art:

  • We added sound effects for collisions, wrench throwing, etc
  • Music has a new system in the level directory and has been readded

Todo/Dev Notes:

  • We’re getting ready to ship soon! The plan is to finish up with bugfixing, playtest a bit, and then ship before the 20th!
  • We have to figure out how to fix a bug where you get wiped out of existence when in antigrav and colliding
  • We have to implement the cutscenes
  • UI fixes/polishing coming soon!
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1h 16m 38s logged

Added checkpoints to the levels

If you find that the game is too challenging, you can turn on checkpoints in the settings menu. This lets you respawn at the nearest checkpoint after dying, instead of starting the whole level over again. I hope that this option can make my game playable by more people of different skill levels.

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3h 12m 17s logged

SUPERORBITAL DEVLOG #8

Gameplay/Story:

  • Lots of level polishing has been added
  • New obstacles
  • Started work on intro/final cutscene

Music/Art:

  • New black hole shader!!! It looks so cool
  • Some new sprites in the tileset to make it look nicer
  • Overall more decoration

Things to do:

  • Level polishing, tileset shading
  • Add intro/final cutscene (full implementation)
  • File organization
  • Bugfixing for black holes

Developer Note:

You might notice that some bits of the attached recording are really weird/buggy looking. Part of that is cuz I accidentally did some work in the wrong branch that was meant to fix some things (like the music and some other issues), and this is on another branch. Hopefully we can resolve any conflicts and fix things up soon!

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3h 12m 17s logged

SUPERORBITAL DEVLOG #8

Gameplay/Story:

  • Lots of level polishing has been added
  • New obstacles
  • Started work on intro/final cutscene

Music/Art:

  • New black hole shader!!! It looks so cool
  • Some new sprites in the tileset to make it look nicer
  • Overall more decoration

Things to do:

  • Level polishing, tileset shading
  • Add intro/final cutscene (full implementation)
  • File organization
  • Bugfixing for black holes

Developer Note:

You might notice that some bits of the attached recording are really weird/buggy looking. Part of that is cuz I accidentally did some work in the wrong branch that was meant to fix some things (like the music and some other issues), and this is on another branch. Hopefully we can resolve any conflicts and fix things up soon!

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8h 49m 7s logged

SUPERORBITAL Devlog # 7

Gameplay/Story:

  • There are dialogues for every section that we’ve made so far.
  • Almost every section of the Alpha is finished so far!
  • New black hole implementation
  • Overall polishing for many bugs

Music and Art:

  • New spritework for the Assistant
  • Polished state-based animation bugs

Things to do:

  • Implement intro cutscene
  • Implement final cutscene
  • Dialogue polishing
  • Tileset partial redesign
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Ship

What is TielOS?

TielOS is a barebones personalOS that I made in a few hours (over the course of a few months.. haha… [burnout aint fun folks!]). It has three apps, an about me, a blog, and PEEP. The about me is just as the name says - it contains some basic info about my interests and hobbies. The blog is a place where I plan on posting life updates every now and then so that my friends can keep track of my endeavors! And PEEP… oh PEEP. PEEP TELL PEOPLE ABOUT HOBBY. BIRD HOBBY. I LOV BIRD :>

Challenges

Intertwining JavaScript’s logic with what was at the time a rather unpleasant user interface was a nightmare. Alongside the fact that I was relearning HTML and CSS along the way, working the logic into the equation was crazy difficult! But after a bit of brain-racking and trial and error, I figured it out!

I also planned to do a lot more with this project before my first ship, such as add a calculator and maybe a few other apps. But some things started happening (life, really), I lost track of time, and before ya knew it I kind of didn’t really have much time to work on TielOS. Don’t worry though, it will one day make a GREAT comeback!

Things I’m proud of

The smooth animations and dragging gave me a huge sense of accomplishment once I got them figured out. I really had no idea how something like that could be done on a website before, but once I turned those gears in my head, and that logic clicked, it just felt amazing!

Things YOU, yes YOU should know

This project, though it has been initially shipped, is basically just a demo. I plan on adding more to it and potentially doing a full redesign if time allows. So what you see here isn’t final!!!11!!!!1

Try project → See source code →
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1h 17m 24s logged

Final Planned Devlog

Unfortunately, due to time constraints, I had to cut my expectations with this project a little short. My original goal was to make at least a functional calculator, but since family events are stacking up, i think it’d be better if i directed my time towards my other project, SUPERORBITAL instead. for now, this app, “peep” will be the last. ill probably add more species to it later on!

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6h 37m 45s logged

SUPERORBITAL Devlog #6

Gameplay/Story:

  • Initial dialogue has been finished. Robo-Guy appears to give tutorial dialogue throughout the game. There is full dialogue for every section that we have made so far.
  • Wrench has been re-implemented for the learn_wrench section of the game
  • WIP black hole redesign

Music and Art:

  • I made a new, fairly crappy black hole for the game icon. Hoping to redo it with a drawing tablet once this project gets shipped (so exciting!!!)
  • OST tracks 2 (Lone Traveler) and 3 (Martian Overture) have been finished AND implemented into the game! That’s right, we have a working (though messy) system to implement music!

Things to do:

  • Polish icon and banner
  • Hopefully polish and re-organize code (It’s really messy right now, and very clearly the product of summertime boredom, lol)
  • Sad Guy sprites
  • Redesign of other sprites (new tiles, some proportional fixing for Robo-Guy and Sad Guy)
  • Cutscene system and intro implementation
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2h 27m 41s logged

Superorbital Devlog #5

Progress:

  • first OST has been made! it was originally called Space Parade, but we immediately renamed it to Quest of the Anomaly. it’ll be used for the intro cutscene
  • some progress with gravity and timescale implementation with black holes
  • work done on options menu and keybind settings. all inputs are bindable, and there are also presets based on the controls of Celeste and Hollow Knight (more to be added, maybe)

Things we’re trying to do soon:

  • there’s this annoying bug where sometimes you randomly dash without ANY input at all. after bugtesting, Obed found that godot genuinely thinks someone is inputting the dash keybind… for some reason. Obed’s been trying really hard to fix it
  • new sprites for Sad Guy. instead of a colored stickman, we’re going to add a cool astronaut robot thing
  • Robot Assistant to help with tutorial, instead of text just appearing on screen. it’ll follow you around and help. it’ll also give you the ability to move the camera to look ahead in the level, similar to Terraria’s binoculars
  • intro cutscene. this’ll give more details about the story
  • game icon and stardance banner
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2h 40m 47s logged

LET’S GOOO! Obed has successfully started to implement black holes, and we’re starting on the level set for them! I also finished up the final level restructures, they’re looking amazing now. Also here’s Obed’s rework of the title screen I forgot to post before.

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3h 48m 33s logged

Wow, it’s been FOREVER since I’ve gotten to update this. Summer’s been busy, and Obed’s put a lot of work into Superorbital. He re-did the tileset, animated a new character, and polished a lot of the levels. I’ve been bugtesting and I also started on a full cosmetic restructure of every level to make it look less geometric and more natural. After we polish what we have so far, I hope to add the black holes and finish the game up! The Halfway Mark Has Been Attained (kind of)

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2h 1m 53s logged

i added draggable windows, time tracking, window animations, and open/close buttons! i also started working on another app (blog)

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1h 9m 8s logged

now things are starting to spruce up! the enter button actually leads you to a home screen now, and the colors and backgrounds are getting more satisfactory. planning to add time and window movement next.

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2h 3m 12s logged

Lots of progress has been made! Wrench throwing has been fixed and is now omnidirectional. Another tutorial level has been added to introduce gravity switching. The main menu was reworked to look cooler too! New black hole sprite. Bugs with going between rooms have been fixed too, and you can no longer spam antigrav to skip rooms (now antigrav gets turned off when you enter a new room). Things are going swimmingly, dearest friends!

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40m 56s logged

man there’s no way i just spent like 30 minutes trying to get this stupid text alignment to work 😭

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2h 6m 12s logged

First functions are going well so far! Gravity switching and wrench throwing work (mostly), and the black hole is coded in but not implemented yet. Don’t mind Obed’s goated placeholder

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