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Superorbital

  • 11 Devlogs
  • 40 Total hours

GROUP PROJECT WITH obedot: Zero gravity platformer where you use black holes and gravity to move. my first time using godot!

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Ship #1 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

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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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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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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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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 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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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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