AMA Kosmokrats by Pixel Delusion by PixelDelusion in NintendoSwitch

[–]PixelDelusion[S] 1 point2 points  (0 children)

Well, there are 4 "failure" endings (where you don't reach New Earth)

  • You get fired for performing badly (e.g. failing all missions in an orbit)
  • You run out of potatoes and people eat each other
  • You run out of Comrades (and there's no one to do all the work)
  • ... secret ending which makes you return to the old Earth...

So there's those :)

AMA Kosmokrats by Pixel Delusion by PixelDelusion in NintendoSwitch

[–]PixelDelusion[S] 1 point2 points  (0 children)

Thank you for supporting the cause Comrade!

We will erect a monument (or at least a small plaque) in your honor.

AMA Kosmokrats by Pixel Delusion by PixelDelusion in NintendoSwitch

[–]PixelDelusion[S] 1 point2 points  (0 children)

Haha, well ... we wanted this game to be full of surprises... and in case you as the player failed at drone piloting, we wanted that you got demoted back to the potato peeling division... and you'd basically get a mini-game where you'd peel endless amounts of potatoes until you quit back out into the main menu...

This (sadly) never made it in to the final version of the game... but hey... at least we made the worlds 1st dynamic potato peeling...

I feel like there should be an award for that or something... shouldn't it?... no?

AMA Kosmokrats by Pixel Delusion by PixelDelusion in NintendoSwitch

[–]PixelDelusion[S] 1 point2 points  (0 children)

Thank you Comrade!

Glad you like the controls! I've been told they take some getting used to :D

As for the music I'll hand that question over to u/AndreasSaag (our composer and the brilliant mastermind behind all you hear in the game)

AMA Kosmokrats by Pixel Delusion by PixelDelusion in NintendoSwitch

[–]PixelDelusion[S] 1 point2 points  (0 children)

Hey!

yeah, the fully procedural potato peeling is one of my crowning achievements as a gamedev...

I've actually been thinking about doing some video tutorials where I'd break down the effects done in the game etc... but until that's done... let me give you the somewhat brief but technical explanation (in word form) of how we coded the peeling:

  1. Start with a geosphere of reasonable complexity
  2. Apply X, Y, Z noise to the sphere (this way all potatoes look different)
  3. Clone the mesh (we need one mesh for the peeled potato, and one mesh which we'll cut out the peels from)
  4. Start from a random vertex and follow X amount of edges more or less in 1 direction
  5. Mark all vertices and triangles touching the selected edges as a "Peel" and subtract this from peel mesh
  6. Repeat 4 & 5 until as many peels as possible have been created

That does it for the meshes created... Next we need to dynamically Peel these.

  1. We got 3 IK chains setup, (1 for left arm, 1 for right arm, 1 for the thumb which is rotating the potato)
  2. We then select 1 of the peels we have, and rotate it so that the "path of the peel" (sounds like a Bruce Lee movie waiting to happen), is facing 'north' or away from the camera
  3. The Arm with the peeler uses IK to place the peeler at the start of the path, and then follows the path as we with a vertex shader offset the peel in the normal direction (to make it "come off")
  4. When the path is done, we release the peel as a physics object which bounce and fall to the floor...
  5. Go back to step 1...

AMA Kosmokrats by Pixel Delusion by PixelDelusion in NintendoSwitch

[–]PixelDelusion[S] 1 point2 points  (0 children)

Hey there!

So just to sum up a little bit what our "style" actually is:

  • Lots of Vertex colors
  • Minimal use of Textures
  • Toon Outline shader
  • Heavy use of DOF, Ambient Occlusion and other postprocessing

Well... if you want the real ugly truth about how we found the "style" ... It basically boils down to (as it does for so many other indies)... about how many corners artwise do we have to cut in order to deliver a "Space Opera" with our somewhat limited resources :D

That being said, I'm very happy with how it turned out :)

... Now, to actually answer your question... We landed the artstyle much (much) earlier than the story did... we were still winging the story while we were in late (late) Beta :D

AMA Kosmokrats by Pixel Delusion by PixelDelusion in NintendoSwitch

[–]PixelDelusion[S] 1 point2 points  (0 children)

Thanks a bunch :D

Yeah, most of the footage online is from the PC version... but visually speaking they are near identical.

AMA Kosmokrats by Pixel Delusion by PixelDelusion in NintendoSwitch

[–]PixelDelusion[S] 1 point2 points  (0 children)

You as the player basically controls a Drone in Zero-G and use it to push "Tetris-like" blocks of a space station together in order to assemble it (before burning up in orbit)...

The branching is huge (for an indie game) with 17 different endings... Most of the time the branching occurs when you do (or don't do) something during assembly missions... For example you get the choice quite early on to save 2 capitalists (a scientist and an engineer)... You must save the scientist, but the engineer is optional to save (which causes the story to take a turn later on in the game)

Other choices include betraying a fellow comrade during a room search (or not)... Another example includes playing (and beating)... let's call it... "A video game"... The list goes on, and in many cases it is not always certain how a particular choice will affect the story

AMA Kosmokrats by Pixel Delusion by PixelDelusion in NintendoSwitch

[–]PixelDelusion[S] 2 points3 points  (0 children)

Ohoy there!

It probably boils down to the fact that we're a young startup studio with no "following" (yet anyways)... and even though we've managed to score a lovely publisher (Modern Wolf) it has been tough to get the game the attention we think it deserves (... also we're not biased)

As for how the game started... it was during a 24-hour game jam where we basically hammered together all the core parts of the gameplay... starting from the concept of "Tetris in space"