Still Alive Saturday #2: Generation and Lizogs

Hey everyone!

We’ve reached week two of our SAS streak. This week is all about random island generation and our first official enemy. Here we go!


Island Generation

A big part of Project Sky will be the randomly generated events, both on land and out in the open air/sea. We’ve designed this game to allow for the largest variety of unique events to occur while still allowing us some control over the shape of each event.

What this means in terms of island generation is that each island is built up of a number of small ‘chunks’. These chunks shape the overall layout of the island, after which we can further customize each island with its appearance, as well as the actual content on it.

By using predetermined chunks, the only restriction on the number of islands is the number of chunks we design. For every new chunk we add to the game, we increase the number of permutations.


The Lizog

The Lizog is a large and dangerous animal native to the world of Project Sky. Part lizard, part dog (I didn’t choose the name don’t look at me), this beast is a force to be reckoned with. Unfortunately, it wasn’t bestowed with the largest of brains, and some quick maneouvering should prove effective against it.



As you can see from the above gif, the lizog relies primarily on rush-in attacks. If you can figure out a strategy that will keep the beast away from you, this early game enemy shouldn’t cause you too much trouble.


Final Notes

A few small updates to accompany this week’s SAS:

  • We’ve added  the beginnings of the HUD. I’ll discuss the HUD in a much later update, probably after crew is in game to some degree
  • The island layout that you can see in the gif is obviously just a placeholder. The real layout will be much more natural


That’s all for this week! Let us know what you think of the update, as well as any suggestions/comments you may have!

One last thing before I go:


Perhaps the lizog ai needs a *little* bit more work before we ship. Just a little.



Still Alive Saturday #1: Combat

Hello everyone!

Welcome to the first official Still Alive Saturday, henceforth referred to as SAS because I can’t be bothered to type out the entire thing. We spent this week designing and implementing the majority of basic player combat, as  well as working on the first of a large number of enemies.


Basic Combat Moves

Combat in Project Sky has been designed to be fast and fluid. All humanoid characters will fight primarily with a melee weapon, although not all characters are limited to just that.

As a player, your attack options can be broken down into two main categories: ground and air. While grounded, you can attack low, medium and high. The same goes for in the air. This allows the player a large variety of attacks and methods by which they can defeat enemies with different strengths and weaknesses.

To give an example of what I mean: A standard enemy with only a sword isn’t too hard to kill. Most likely, simply mashing the attack button at close range will be enough to stun and kill him. However, an enemy with a shield may require some more thoughtful tactics. Perhaps a better way of handling him would be to crouch, stab at his exposed legs, and then attack from behind while he’s stunned.

Our goal with combat is to make situations like these frequent so that we can challenge the player in a way that enforces different skills and ultimately leads to them becoming a better player.



(As always, nothing in the above GIF is representative of the final game!)

Technical Updates

A slightly frustrating side-note: As it stands right now, streaming development doesn’t look like it’s going to work out as well as I had planned. My upload speed isn’t strong enough to support anything better than a slightly laggy 360p stream, which isn’t all that exciting to watch. I’ll look into workarounds, but as it stands things aren’t looking too positive for streaming. Sorry about that.


That’s all for this week! Depending on how much we get done next week, I may or may not talk a bit about the Project Sky world and aesthetic.

Let us know what you think of the update!


Project Sky Announcement

Project Sky


Hello everyone!

We’ve been working on a new project for a couple of months now, doing some intense design and engine work. The game is still most definitely in its infancy, but we think it’s time to start talking about it.

Project Sky (Working title) is a game of pirates, both in the sky and on the ocean. As the captain of your own ship, you must form and maintain a crew that is strong and loyal enough to fight with you through a perilous, shifting world full of raiders, monsters and traps.

Each time you play, the world that you traverse will be completely different. Locations will yield different results, and raiders could attack at any time. You must always be on your guard for anything, because if you die the game is over.


We’re going to do our best to make the development of Project Sky as transparent as possible. We want feedback at every phase of the game in order to make the best game that we possibly can. In order to do this, here are some of the things we’re planning for the game:


Still Alive Saturdays

As much as is possible, we’re going to be doing weekly updates every Saturday, discussing some of what we’ve been working on, as well as expanding a bit on the features of the game. This will be an opportunity for you to learn more about Project Sky, and to tell us what you think of the going ons.


Development Streams and Video Updates

I’ve spent some time refurbishing the Magnesium Ninja Twitch and Youtube channels (Links to those should appear soon enough). I still have some testing to do, but we should be able to stream parts of our development. I would love for this to become a scheduled event, but with school going on I can’t make any promises just yet. Be sure to follow us on Twitter and/or Twitch to be notified of when streams are going live.

Our Twitch channel can be found at


Beta Testing

We would love to have members of the community work with us to make the best game possible. We’ll be talking more about this in the future, but we’re letting you know about this now!


I hope that some of this has piqued your interest. We’re staying fairly quiet about the game’s features right now, but stay tuned because we’ll be revealing more as time goes on.

See you all next week for the first update!