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The Year Ahead

Stable Orbit Jim Offerman January 7, 2018

With the new year now firmly upon us, I’d like to update you on what’s in store for Codalyn in 2018. Mechamania Team Up I have teamed up with Mechamania on two interconnected projects. The first project we are collaborating on is the development of Motor, a new lean-and-mean game engine that will power upcoming Codalyn games and the virtual reality experience that Mechamania is creating. Development on Motor actually already started back in March, but we are…

Stable Orbit Achieved

Stable Orbit Jim Offerman September 27, 2017

Good day, Commander. Your immediate attention is needed! Stable Orbit 1.0 “Zenith” is out today! Green Man Gaming, my publishing partner, and I are very happy to now be handing this game over to you, the players. We hope you’ll create space stations that are amazing and weird in ways that we could not have imagined. Build the station of your dreams and find ways to survive those meteor showers and CBM failures. The mission…

Stable Orbit Launches Next Week!

Stable Orbit Jim Offerman September 18, 2017

The word is out, the news is official: Stable Orbit “1.0” launches on September 27th! What a journey it has been! Way back in the summer of 2013, I spent a good portion of my train commutes to and from Nixxes Software putting together a little prototype called “Station”, which let you connect blue spheres to white capsules that if you squinted really hard somewhat resembled the modules of space station. Where most of my prototypes…

Killing Darlings

Stable Orbit Jim Offerman August 24, 2017

The last couple of days I’ve been hacking away at a feature that we haven’t discussed before, but I believe is very important to the feel of the game: visible damage to modules. I’ve long thought about how to approach this particular feat, since I lack the skills required to convincingly model destruction damage (and neither have the budget to commission someone to model and texture such damage for me). I do, however, know a thing…

Developer Branch is Live!

Stable Orbit Jim Offerman August 4, 2017

The developer branch of Stable Orbit is now live! From now until the launch of the full game later this year, the developer branch will grant you unfettered access to the latest and greatest new features as they are being developed. What this means is that you’ll get to try the new additions, such as the new pressurized / unpressurized mechanic, at an early stage. Some times, that may mean the feature is broken or not working…

Entering the Homestretch

Stable Orbit Jim Offerman July 27, 2017

Last Saturday, I sat down to work out my plan for the remainder of Stable Orbit’s development. First data point: the release date we want to hit. As an indie, even with a publisher, there is no point going up against the likes of, say, Call of Duty: WWII. That’s one race we’d never win, given that they are probably spending more on CoD-branded golf balls than the entire budget of Stable Orbit. And golf…

A Slight Change of Plans

Stable Orbit Jim Offerman July 4, 2017

Game development is a quirky beast. You plan to do X, Y and Z, but then none of those things happen and in the end you have a game that is simultaneously nothing like you imagined and exactly what you meant to make. Sense it makes not. It so happens that I’ve run into a couple of snags with Blackout, the next major update to Stable Orbit. Part of it is the new features not…

Prepare for Blackout

Stable Orbit Jim Offerman June 22, 2017

Another Stable Orbit update glimmers on the horizon, Blackout. This update is named after one of the myriad of problems your station may encounter once the update goes live: a communications blackout due space weather. While Blackout is still a few weeks from release, I’d like to take this moment to tell you about what is coming up. Events, Calamities & Disasters The first major new gameplay system that Blackout introduces are events, calamities and disasters. Events…

Approaching Perihelion

Stable Orbit Jim Offerman April 7, 2017

The next update for Stable Orbit will be out in a few more weeks! If everything keeps going according to plan, I’ll be wrapping up the “code complete” build later Today. I have settled into a development cycle where, for each update, I first do all the programming and only once that’s completely done and dusted do I move on to creating the art necessary for the newly added features. I can be (if I dare say so)…

Vector Released!

Stable Orbit Jim Offerman February 2, 2017

Vector is finished and out now on Steam! This update proved to be much more work than I had anticipated. My original plan was to finish work on Vector before New Year’s, but I ended up working on it until the very last minute, quite literally. There’s still a few loose ends left to tie up art wise, but overall I am really happy with how this update came out. Both in terms of gameplay and visual…