Project Novae is back!

Hello everyone! It’s been a long while since the last update in June last year, and that’s largely because development has been extremely stagnant this last semester. Due to a lot of RL constraints and general development issues, not a lot of things were done in this period and some team members have been unable to work on the project. 

However, in January, Novae got picked up back again, some team members quit and others joined, and now the project is finally back at a decent speed. Today I’ll update on what you can expect for the project’s future.

The development updates will actually be frequent as it was originally promised, and though sometimes the months may be slow, we’ll always try to show something. Our twitter account, @projectnovae, is also going to be posting much more frequently and engaging more with the community in general, multiple times a week ideally, so please, if you’re interested in the project, follow us over there!


We have new members on the team! Since a lot of our level designers needed to step down, I’ve recruited three prominent designers from the Level Palace community to help us. They each wrote a short intro:

 

“Hey there, I’m Jon/LaserTrap_ and I’m a musician of several trades, also helping out with this game’s level design. As a huge Metroidvania fan it’s very exciting to have an opportunity to work on a new one, and watch the team’s work become a reality.”

 

“I’m MrGerund, mostly known as The Flying Dutchman.

I’m just another leveldesigner helping out with wanting to die creating something huge! I take my leveldesign and criticism seriously so that’ll be something worth working with i suppose… Alright yes kthnxbye”

 

“Hi, I’m Orangetack. I’ll be doing some of the level design for Project Novae. I’ve been interested in game design ever since playing Mario as a kid. I’m really happy to be able to contribute to a full Metroidvania game!”


Regarding the game itself, our game has been converted to C# for easier future development. The first area is being steadily worked on, as well as being adjusted to fit a newer vision. All music tracks relating to it are complete, the enemies that will appear in this area were almost all sprited, and tiles/objects are also being worked on.

The map’s design for the first area is almost final, and soon there should be a rough playable version of it. I’m extremely excited to share of it with everyone eventually, so keep your eyes peeled for that!


Speaking of eyes, I couldn’t possibly go this update without showing anything, so below I’ve compiled some sprites we’ve finished that weren’t showcased yet:

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These are all enemies that show up in the first area. More things will be gradually shown in future updates and twitter, so stay tuned!


I close this development post thanking everyone for taking the time to check our game out. and this hopefully will be the start of a new phase for our game: one where things are done and shown here more often. Our hopes is that Novae is successfully developed and shared to the public, because what we have is truly special. I’m excited to show more of it in the future, and hope you’ll end up feeling the same.

 

See you again soon,

-Yuri, director of Novae.

Project Novae: June Update

Hello everyone, it’s time for another update on our project! I know you’ve been waiting long for this, and we’ve been hard at work to make this game happen.

Today we’ll give you updates on all fronts of our project, share a bit of everything and update you on our status.

Before all that however, I’d like to announce that one of our team members is working on a brand new and professional website, so be on the lookout for that soon!

So let’s dive in.


The designers of Project Novae have been with hands full working on all sorts of things, including map designs, enemies, progression… and all the things we need to make this game enjoyable.

Currently, our focus has been centered on the first big area of the game, which I’m happy to announce is completely past its conception, and the only thing left for it to be complete is to translate it into our game’s engine. This also means that in the next update we’ll have much more concrete things to showcase, and I hope you’re as excited as us to see it!


In the art department, everyone has been working hard on making sprites and animations for the game, as well as miscelaneous art for other things.

Today we’ll showcase some examples of the things we’ve been doing: first is a cover image for our website made by Pawn: Novae_Cover

And these are two of our enemies for the first section designed by Forgotten, Karyete and Yuri, aptly named Trashcrawl and Watcher:

 

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Onto the story! We’ve been working hard, trying to figure out a flow of events and different things that truly pull the story together. Not only have we finally figured out a way to tie the story together, but we’ve also nailed the flow of events in the first major area of the game! We’ve also discussed Weaver’s world and how they and their friends live in and interact with this world. There’s a few surprises coming your way soon, too.


For the music, our main composer, Harmless, has a few words:

“As the composer for Project Novae, I have been awfully busy making sure things get done in the music department. Five full tracks of music have been made, one of them featuring three separate MP3 files for maximum cutscene coverage. In other words, we got a lot of music done, and we’re only making more from here.

In addition, I am currently working on the boss theme for the City area, as well as the Main Menu theme and various other goodies. Not everything will be revealed so that you can experience it all when the game is released, but here is a sample of a track being used for one of the levels of the game.”


“On the programming side of things, a lot of the recent development is preparing things for future development. For example, a lot of code was rewritten from gdscript to C#, the engine was updated to Godot 3.1 stable, etc. However, there are a few features that were added that I can show.

Minimap

Captura de tela 2019-06-07 02.01.04

A minimap has been added to the game. It shows rooms that have already been explored.

Eyeball Enemy

A basic eyeball enemy was implemented. It doesn’t shoot any projectiles yet, but it was fun to implement and I now have a basis for how enemies will be implemented in the future. I also experimented with a ‘burn’ shader for when the enemy dies. Behind the scenes, I also wrote a Piskel importer which imports a .piskel file as a scene containing a single Sprite node with the correct number of animation frames, as well as a script to automatically generate animations from sprites. This all streamlines the animation process and makes working with artists a lot easier.

https://cdn.discordapp.com/attachments/413106316513640452/585296028807462912/2019-06-03_22-35-17.mp4

Player Movement

Captura de tela 2019-06-07 02.01.11

The player physics have been tweaked and I’m finally happy with them. Basically there’s three ray shapes (at the bottom) which push the player away from the floor and walls (this gives the player a smooth movement along floors and slopes). The rectangle in the middle is also part of this collision, and prevents the player from entering small spaces. The big pentagon that overlaps the player is not actually part of the hitbox. Instead, it is used for detecting one-way platforms, so that the player can pass through one-way platforms from the bottom. The player’s damage hitbox (on the right) is separate from the rest, and is what will actually be used for when the player takes damage.”


That’s it for today’s update. For next time we are sure to have actual gameplay of one of the first major areas of the game. Stay tuned, and see you next time!

Who’s this sexy fellow?

Could it be?! Official concept art of Weaver wielding the signature powers of the Dream Matter. I think it is!

Alright so this isn’t going to be too long of an update but we do have some stuff to show off. First off the first official concept art for the game is here, it’s not too much, but it gives us a better look at the main character of our game.

Anyhow, with that out of the way it’s time to reveal what we’ve been focusing on this past while.

First, we’ve continued to work on level designs. I know that we’ve been working on this for forever now, but it’s difficult to find the right balance of combat, exploration, platforming, puzzle and story elements to put into a map. Initially our first designs were overly focused on combat with little of anything else, then we pushed it too far towards platforming, it’s been a hassle, but a necessary one. I mean look at all these drafts, and these don’t even include the ones stored online.

Second, we’ve been working on some tunes that you’ll be jamming to while exploring this world we’re creating. Just like the rest of development we’ve been focusing on music for the first area before we move into the next area, taking it step by step, y’dig. Here’s a little sample of what’s been cooking up over in the music department

https://cdn.discordapp.com/attachments/413106906283114496/562790445462323211/Project_Novae_04_-_Skidwalk.mp3

Lastly, story writers have been fleshing out characters, though I won’t go into detail this update and programmers have been implementing features as they’re decided on.

That summarizes most of what’s been happening behind the scene lately, so I’ll end it here. Until next time

– MrMaple

So it’s been a bit quiet…

We haven’t posted an update in awhile despite us saying that we would. And I suppose the main reason is that we didn’t have anything much to show and I’ll get to why later, However this blog isn’t just to show of our progress it’s for our thoughts and processes that go on as well. So here we go

The program, Godot, we’re working with wasn’t something that we were all familiar with and because of that many of us has had to learn to work with it now. This is since we’re moving from concepts to putting it into Godot. And let me say, it is a lot to learn for a crowd with not much experience with it.

Progress is still being made while we’re learning how to use Godot we’ve been working on more concepts. We want the opening of the game and starting area to blow people away, after all the beginning and end of anything is what people remember!

So while it’s not much, take our word that work is being done, and progress made. We hope to have more for you next time.

-MrMaple and the Development Team

Weaver animations

Since we’re going public with information on Project Novae, we figured we may as well share some of the progress we’ve made thus far. Here’s just a peak into what we’ve done so far.

idle gif
Weaver idling around
Novae walk Gif
Basic walk cycle
novae jump_gif
adding some jumps into the mix
novae run_gif
Runnin’ and jumpin’

The figure shown above is none other than Weaver, the main protagonist of the game, showing off some of their more polished sprites. The tileset you see is a glimpse into what will be the first area of the game, any guesses? However, keep in mind that this is all liable to change as it is still an early demonstration of the game.

-MysterMaple

Project Novae Update Log: The introduction

 

Hello and welcome to all those reading the Novae Development Log, as the existence of this blog may indicate we, a team of workers from PixelLoaf, have decided to go public and share the progress that we make on our game as content is created. Some of those reading this may already know bits and pieces of what this game will entail, there’s even a chance that some of you have already played a demo or even the full version of the game and have decided to check out this blog to see the development that went into the game. But for many of you this will be your first time hearing about Project Novae, so I’m here to fully introduce the concepts of our game.

The Premise
In our game you will play as Weaver, the mysterious protagonist with the power to enter the minds and dreams of those around him. Throughout the game you will travel through mysterious, bizarre and creepy dreamscapes in an attempt to solve the troubles, worries, fears and traumas of the individual whose dream you inhabit at the time, the Dreamers as we call them. Some of those playing the game might even relate or have experiences with topics that this game deals with.

 

You help the Dreamers overcome their traumas by pushing past hordes of enemies, the Dreamer’s fear manifested, before confronting the source of the trauma itself, however it won’t be easy. Be warned, this game will not be appropriate for those of a young age or who are easily creeped out due to the horror like nature, and mature themes of the game.
The Gameplay
To start this segment off it’s worth mentioning that this game will be a metroidvania. You will explore the unique and complex world of the Inside, the dreamscape of the Dreamers, with the aid of multiple upgrades collected throughout the game. Just like an usual metroidvania game you’ll have a map, and the world will be full of secrets to discover. As is standard in metroidvanias, as you collect more abilities new paths will open up, allowing you to progress further and discover some of the secrets of the world.
The most important part of your collection will be Dream Matter, or DM for short (Yeah we know, better go hit some stuff with your Direct Messages). DM is an amorphous form of energy that can transform into a variety of things. It will be used throughout the entire game acting as your main form of attack and as a tool that will supplement many of your abilities. Dream Matter will also be your main form of offence, with it being capable of performing many powerful attacks.

The Team

Now then here’s something a bit different. We’d like to introduce the team that will be working on Project Novae, it’s not like we’re some kind of group of numbered clones, amiright Number 13. Alright, lets get the introductions coming, here’s how thing are going to work, The name of the team member will come first, followed by a brief description, finishing off with their roles in the project. Here they are:
Mr. Maple
Sup everyone, My names MrMaple, However I also go by ShadeRaider. Some of you may already have guessed or noticed that I’m the one running this blog with the help of a couple admins, Yuri and Bronzebrush, I’ll be the person who post updates such as this one as well as working on keeping the site as organized and as accessible as possible. Outside of the blog I help out with a variety of things, mainly storywriting and design with me being one of the chief mapmakers. However I also help out with a variety of other things including concept art for some of the creatures you’ll be seeing amongst other things and spewing out a never ending flow of ideas for the game. I look forward to going on this journey with all those keeping up with the blog. Cya!
-Storywriter -Designer -Cool Dude

Yurio
Heya, I’m Yuri/Yurio, the lead manager of Project Novae. I get things going here, scheduling reunions, making development plans, organizing stuff, and overall doing everything possible to make our vision be realized in the best way possible. When it comes to the practical things, I do everything I can as long as I know how to- story development, art and spriting, level design… and just about anything else that’s not music or programming (yet, mwahaha).
-Project Manager/Director -Artist -Storywriter -Designer

Bronzebush
Hi there. My name’s Sam, though I generally go by the username Karyete or Bronzebrush. I’m sort of a general handyman around these parts but my favourite task is designing the wacky enemies you’ll be seeing throughout our game. Please don’t say they’re cute.
-Artist -Musician -Designer

 

Harmless
Heya, I’m Harmless! I’m in charge of everything music related for Project Novae. I am in charge of composing the OST for Project Novae alongside Karyete, and have composed many of the songs you would hear within it. I have many years of experience composing, writing, and transcribing music, and hope it provides the best experience possible alongside experiencing and playing the game as a whole. I also give feedback to art, help give pointers for gameplay, and provide general constructive feedback for miscellaneous things regarding the game.
-Musician -Storywriter

NanTheDark
I’m NanTheDark, and I’m an artist. I help with spriting and concept art. I can also help with coding if necessary, as well as provide feedback on the project and suggestions.
-Artist

DJVoxel
Hey, I’m Voxel. I’m mainly a storywriter on the project, and will be helping build the narrative amd world of the game. Also, once I put some more time into reading over the existing codebase, I hope to be able to assist the other programmers on the team on the backend code with my knowledge from building a couple of small game engines from scratch.
-Storywriter – Programmer

Forgotten
I’m Forg, and I won’t say much about myself because I’m a mysterious person. :3
But anyway, I’ve always been interested in game development. I’m trying to improve, and maybe get better at pixel art too.
I mostly work on graphical assets.
-Artist

Axiloci
Hey readers, I’m Axiloci! I’m a storywriter/designer for this project, meaning I help out in writing dialogue and making ideas for the different maps.
-Storywriter -Designer
Jellonator
Hi, I’m Jellonator. I have some past experience with game design and programming that I’m hoping to apply to this project. My role is mostly programming core aspects of the game.
-Programmer

Doram
Hey, I’m Doram. I’m not directly in charge of anything, but I’ve had lots of years of experience in a lot of fields, and have given advice and resources to other people working on the project just about everywhere, art design, music, programming, and writing, much less overall organization. I’m also there for general morale and community support. GO TEAM!
-Artist Consultant

 

 

 

About Project Novae

Project Novae is the stand in name for an in-development game by the internet group known as PixelLoaf. Here you can find updates on the development of the game and insight into our development process.

In Project Novae you play as the protagonist Weaver as they explores the minds and dreamscapes of those around them in an attempt to solve their fears and traumas.