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SuperOrbital

  • 35 Devlogs
  • 183 Total hours

Super Orbital is a 2D precision platformer where you can toggle gravity midair, throw wrenches to control your momentum, and orbit black holes to slingshot around the level. You play as Vitri, a gravitational anomaly who sets out to the stars to find his own source of gravity. Vitri wears the Suit of Artifical Density, which lets him control gravity. Enjoy challenging levels, a simple storyline, and creative ways of moving through levels. This is a group project with @orivio

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As a prize for your great work, look out for a bonus prize in the mail :)

This project was vetted by Shipwrights and is now up for voting. You can ship again after making more updates.

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Ship #1

SUPERORBITAL: The Quest of the Anomaly
After months of hard work, @orivio 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

  • 35 devlogs
  • 183h
  • 14.57x multiplier
  • 2657 Stardust
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3h 7m 9s logged

Finished Up the GitHub Readme, Game Trailer, and Itch.io page!

I did all the last remaining steps to finishing the game before shipping. I made a trailer of about 1 minute, and wrote a section of the GitHub Readme about the making of SuperOrbital. I’m going to ship now!

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4h 21m 20s logged

FINALLY fixed an annoying physics bug, improved the intro cutscene, and made the black holes look better

I’m very happy to say that the dash/platform bug I was experiencing previously has now been solved. The player used to clip out of bounds if you dashed into a moving platform, but now, the player will get teleported back to where they were before.
I also did some work on the intro cutscene, and while it isn’t yet finalized, I think it looks much better.
Also, I made the center of the black hole a perfect circle now.

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4h 0m 27s logged

THE FINISHING TOUCHES

Yo yo yo, I am very close to shipping my game. I only have a little bit more to do. I’ve been working on improving the cutscenes, for example, making the colors look better and improving the perspective. I still have more work to do though, of course.
Next up, I’m going to polish some of the movement mechanics some more, and then I’ll get some friends to playtest it.

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9h 5m 16s logged

Greatly Improved Sound and Level Design

I found it suprisingly easy to make good sound effects for my game. I dropped a rock on the ground and recorded it, and now, that’s the sound that plays when the player lands on rocky terrain after falling. I took a screwdriver and hit it against a bunch of things until I found something that sounded good. It’s a fun process!
I also worked more on level design, by balancing everything so that the progression felt natural. I am almost finished with the final level, which I hope will challenging but fun.

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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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5h 39m 39s logged

Redesigned Old Levels to Work Better With New Player Movement

With player movement out of the way, I can get to making even better levels. This one in particular, which you can see below, is a level I’m quite proud of. I took inspiration from Hollow Knight’s Path of Pain a little bit.
I don’t have much left to do, but I definitely want to add some better sound effects.

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5h 36m 33s logged

Finishing the Movement and Experimenting with Dynamic Lighting

I finally got all the movement mechanics down. I still might refine the black holes a little bit, but first I want to redesign some of the earlier levels.
My teammate suggested dynamic lighting for our game, and while it looks cool, it seems to difficult to set up completely for our Stardance release.

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2h 43m 30s logged

Greatly improved the Level Select screen by making animated level buttons

I used Godot’s Tweens to make the level select buttons rotate and pop when you select them. The effect isn’t perfect yet, but it’s getting there. What do think of the effect?

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53m 28s logged

Fixed a Tricky Level Transition Bug

I was experiencing this frustrating bug where, if you try to run back and forth between levels too fast, you can fall off the map. I expanded the camera boundaries to see what was happening better, and slowed down the game a bit using Godot’s awesome tools. I solved the bug by reordering the level transition code.
On the first slide, you can see the original bug, and on the third slide, you can see the fixed version.

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1h 13m 9s logged

Refined the Gravity Switch Shockwave Even More

It made the shockwave effect go by faster, and be properly centered on the player. This makes the shockwave feel just right when playing the game, and gives the gravity switch the perfect amount of impact.

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7h 58m 59s logged

Improved Game Juice and Improved Visual Effects

Game Juice

I started working on adding the little details to the movement that make the game way more fun to play. I added a few freeze frames when starting a dash, which was inspired by Celeste. I also added a bit of camera shake to give the player even more feedback on their movement.

Visual Effects

This part was really satisfying. I made a shockwave warp effect around the player when they perform a gravity switch, which looks great. Then I made the black holes look better by distorting the background.

Frustrating Bugs

I’ve been having a lot of movement bugs that are tricky and inconsistent to replicate, and I can’t figure them out yet.

Next Steps

I still need to get the AnimationTree to work, but that should really be quite easy. I still have to redesign some levels.

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4h 50m 57s logged

Added more to the opening cutscene

I don’t want to give away the intro until the game is ready, but I’ll share parts of what I made. This first frame took me the longest, over 2 hours. I planned to animate the guy standing up and walking, but I now realize that that’s probably not feasible. I think it will look great anyway though. I might improve some little parts of the drawing.

Creating a cutscene manager in Godot

I set up an AnimationPlayer to direct the cutscene, and it’s actually quite easy. I do need to align my crossfades correctly and sync everything with the music.

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6h 44m 40s logged

Created a rough draft of the intro cutscene, and composed music for it

The intro cutscene/storyboard

I used libresprite to make a basic idea of what the intro cutscene should look like. I still have more to add, and as you can tell, the text is practically illegible. Yeah, libresprite doesn’t have a text tool. But I’ll fix it soon and it’ll look awesome.

The intro music

I made this song using FamiStudio with the EPSM expansion and FamiStudio’s default instrument pack. This let me use the instruments I wanted while still sounding retro-ish. My brother helped me work on the song, because he’s way better at music than I am. I still need to revise the song more, this is more of a first draft. Any feedback would be appreciated lol

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2h 48m 26s logged

Redoing the Player Movement

I remade the player movement system from scratch, because my previous implementation just wasn’t working. It was buggy, and the movement didn’t feel good to play.
My new movement system is not entirely complete, but it already feels much better. For one thing, the variable jump height is much smoother, and stopping a jump midair doesn’t feel as abrupt.
I added coyote time, jump buffering, air friction, and faster falling for game juice.
I still need to fine tune the settings, and get some more people to playtest the movement.
There are more movement mechanics I need to add, such as dashing, but I want to get the basic movement completely down first.

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3h 8m 25s logged

Started refactoring the player movement script. I’m starting from scratch, so I only have basic horizontal movement yet. I added an input sequence recorder to make it easier to replicate bugs, so you can record a sequence of inputs and then play them back again.

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3h 0m 9s logged

Fully refactored the level manager.
After a few hours, I have finally cleaned up all the code for level transitions. Now, the code is easier to understand and maintain, and adding new levels takes significantly less time and effort. I added comments on all the related code to make it even easier to read.
I also fixed a few bugs in the process. For example, trying to open the menu during a level transition used to put the game in a glitched state, but I fixed that now. I moved towards a cleaner architecture where the scene root (play.tscn) manages the game state, and the pause menu asks the play scene to open the menu, instead of just going ahead and doing it.
It’s possible that this refactor may have broken some other aspects of the game, so I’ll have to look over everything later, but right now, it seems to be working fine.

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1h 36m 9s logged

Polished the levels even more, added new art assets, and fixed some minor tile inconsistencies.
I also drew this boulder, which currently doesn’t look that great, but I’ll improve it later and add it somewhere where it fits in the game.
I showed this game to my grandma, and she was able to figure out the controls pretty quickly, so I see that as a win.

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5h 54m 10s logged

Well, I tried to refactor the entire world system, but I gave up. It was just taking way too long. I guess I’ll just have to deal with the spaghetti code for now. I did finish the level select screen, and I think it looks pretty good. I just have to rename some of the levels because they are named very generic things.

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9h 53m 20s logged

I’m redoing the level system to clean up the spaghetti code situation. My teammate redesigned one of the characters, and I added it to the game.

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9h 11m 3s logged

I tried adding a parallax effect, but it didn’t turn out how I wanted. I fixed a bug with the camera scale not being a whole number ratio. I’m starting to add the last few mechanics to the game, which involve Black Holes.

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7h 59m 42s logged

I made this cool background for my game’s menu.
I learned about shaders from the book “The Book of Shaders”  by Patricio Gonzalez Vivo and Jen Lowe, and some of my shaders were inspired by the content in that book.
The star effect was inspired by this very helpful reddit post: https://www.reddit.com/r/godot/comments/1m0czqd/starry_background_in_this_many_lines_of_shader/

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1h 43m 23s logged

I added a level that teaches you the jump cutting mechanic in my 2D platformer game. I’m also experimenting with new character sprites.

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