Name | Lumencraft | ||
Developer | 2Dynamic Games | ||
Publisher | Star Drifters | ||
Tags | |||
Release | TBA Add to wishlist to stay updated! | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse Full Controller Support | ||
Players online |  n/a  | ||
Steam Rating | n/a | ||
Steam store | |||
Public Linux depots | Pipeline VR Content [1.24 G] |
Scouts! |
Ciao! Hola! Hallo!
Is your language not on the list? Maybe its been already in the game from the start! Lumencraft supports:
If you still didn't find what you were looking for, dont worry! We will be gradually introducing more and more languages! [h2]But that's not all![/h2] Over the past few months we've received many questions from you, and we're excited to provide collective answers that we believe will make you happy! [h2]Are you still supporting Lumencraft?[/h2] Yes, absolutely! We continue to develop our project, focusing on new platforms and essential improvements suggested by the community and identified in your reviews. [h2]Are you working on console versions?[/h2] Yes! This summer, Lumencraft will be available on Switch, and later this year on PlayStation and Xbox. Stay tuned! [h2]Are you working on a mobile version?[/h2] Yes! Preparing console versions allowed us to optimize the game and adapt it for smaller devices, making it easier for us to develop a mobile version. Expect it after the console releases. You can look at the very work-in-progress version on iPhone. [previewyoutube=SBWdnJE0u2k;full][/previewyoutube] [h2]Will there be a multiplayer mode?[/h2] We're genuinely excited about the prospect of adding online multiplayer to our game and want to share our plans with you. It's a challenging yet thrilling journey for us, requiring a transition to a new engine version and, to a large extent, rewriting most of the game from scratch to ensure it runs smoothly and delivers a seamless, high-quality experience. Given the complexity of these changes, we're currently unable to provide a specific timeline for the online multiplayer release. Our immediate focus is on successfully launching the console versions of our game. Once these are up and running, we will shift our attention to the online multiplayer aspect. We deeply appreciate your enthusiasm and patience. Rest assured, the idea of playing online excites us just as much as it does you, and we're committed to making it a reality. Stay tuned for more updates after our console releases! [h2]Fingers crossed[/h2] We hope that everything we planned for you goes as it should, but were asking for your understanding, since many factors can influence the final decisions well have to make. But well do everything in our power to make all of this come true! [h2]Finally[/h2] Thank you for following the game's development, for constantly participating in its improvement, and we encourage you to follow us on Twitter, Facebook, and TikTok. Also, join our Discord community - its full of awesome people, and we need you to be one of them! Best regards and greetings, 2Dynamic Games |
[h2]Hello Scouts! [/h2] |
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[h2]Scouts! [/h2] |
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Greetings, Scouts! |
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Hello Scouts!
### Fixed
Let us know what you think about the update and thank you for your contribution to the development of Lumencraft! Your dedication is truly appreciated, and we are excited about continuously working with you on making our game even more amazing! Found something not right? Please let us know on Discord and Steam Community, so we can investigate and fix it. Thats not all! Lumencraft has been awarded the title of Best CO-OP Game at Digital Vikings. PS. Just one more thing: Put on your dirty boots one more time - youve got work to do! 2Dynamic Games |
When its dark and theres no light |
Hello everyone , [h3] Watch the new launch trailer. [/h3] [previewyoutube=Jneb8Ay66XE;full][/previewyoutube] The price tag is set for 11.99$ - for now, you can buy it with a -10% discount! If you feel like going on a shopping spree , consider getting one of the great bundles we made with the support from our great friends - you can choose from four positions: Explore Bundle - Scorchlands, Lumencraft https://store.steampowered.com/bundle/30181 Fantasy Bundle - Driftland: The Magic Revival, Scorchlands https://store.steampowered.com/bundle/30180 Turn-Based Bundle - Scorchlands, As Far As The Eye Colony https://store.steampowered.com/bundle/30182 Colony Sim Bundle - Frozenheim, Scorchlands https://store.steampowered.com/bundle/30267 If youre still not into the game, you can Download the demo version of Scorchlands for free! Scorchlands available also on Linux & SteamOS. See you on Helia - youre gonna love it! Star Drifters |
You can check out some of the content that will be released with the 1.0 version of Lumencraft NOW.
We'd appreciate feedback from you, our amazing Early Access community, so we can polish the game ahead of the release of Version 1.0 later this month. Download the update, play the game and let us know if you encounter any issues. We also have a channel on our Discord: https://discord.gg/p4pzffEfmA #feedback - we highly encourage you to join in and share your feedback. |
Scouts!
Download the update, play the game and let us know if you encounter any issues. We also have a channel on our Discord: https://discord.gg/p4pzffEfmA #feedback - we highly encourage you to join in and share your feedback. ## [EA Final Preview Update] -- 2022-02-01 - VERSION = 8919 ### Added - added campaign game mode -> includes Hub map with no monsters, for you to chill in between campaign maps -> in Hub you can unlock upgrades that will be carried between missions -> there is 27 campaign missions - added more possible objectives to random maps (available in Advanced menu) - added overclock functionality to Miner - Editor: added repeatable events -> they can be triggered infinite number of times, but require at least 1 instant condition - Editor: added Scan Resources function - Editor: added new event actions: Special Object - "Display Objective", Timer - "Stop", Generator - "Toggle" -> using Display Objective with empty text will restore the default one - Editor: added new event conditions: Buildings - "Power Received (instant)", Monster Nest - "Destroyed", Trigger - "Player Inside", "Enemy Inside", "Object Inside" - Editor: added new object: Marker -> displays a marker on minimap or on ground (like in tutorial map) -> visibility can be toggled via events - Editor: added new Light property: "Reveals Fog of War?" - Editor: added new building property: "Health" - Editor: added new Reactor property: "Enabled Screens" - Editor: added new Monster Nest property: "Spawn Interval" - Editor: you can now peek items of Armored Box inside a chest - Editor: added visible countdown to Survive Time objective - Editor: Trigger's "Object Entered" condition now has a parameter to filter object type ### Changed - changed the user data directory. On Windows it's now %appdata%/2Dynamic/Lumencraft - changed title screen background - Repair gun 30 pack now costs 20 metal 5 lumen - Repair gun stack size increased to 120 - Stands will now reduce weapon recoil - item amount in the info label when picking up item will no longer include storages - cancelled/failed buildings will drop resources in place instead of drone doing it - control tooltips are now translucent and enabled by default again - increased durability of Ash material ("frozen" lava); cooling tech is now more effective - summary screen tooltips are now clickable - buildings with no power show different dot color on map - added base cost to using Lumenal Discharger, so you can no longer spam-click to avoid using Lumen - increased Technology Orb shredding rewards. They are now based on the contained technology - Desert Excavation map is back -> you can still play the Tundra version from Extras menu - Editor: opening the editor for the first time will show the help dialog - Editor: reorganized System menu -> added separate "Save As" button, "Save Map" now simply saves - Editor: the scrollbar on the left panel is now always visible - Editor: improved events appearance and added folding - Edtior: full-black Lights are now removed on game start - Editor: improved map file icon in file explorer - Editor: improved layer toggle icons - Editor: Trigger's "Object Entered" condition will now detect pickups - Editor: Entered conditions in Trigger now only trigger at the time of entering - Editor: Reactor "Radius" changed to "Reactor Level", to be consistent with in-game -> old maps will still use the stored "Radius" value - Editor: improved Gate gizmo and added same gizmo to Stone Gate - Editor: new sprites for Teleport Plate, Stone Tablet, AI Chip, Monster Heart ### Fixed - possibly fixed a bug where Cloud save files did not synchronize between different systems - fixed wrong amount of resources dropped when cancelling multiple blueprints - fixed not being able to cancel a blueprint until a drone appears - fixed Monster Nests not attacking base after loading saved game - fixed Stone Gate not working correctly with multiple items - win message can no longer be specified when instant win is enabled - fixed Workshop and Leaderboards colors not changing with preferences - fixed potential errors when running the game for the first time - fixed Stone Gate not taking resources from Storage Containers - fixed not being able to close some windows with a controller - fixed being able to exit the game while it's saving - fixed wrong Reactor level requirement in Wall - drilling Range Expanders will no longer push back player - fixed Info Center not showing path if the wave is set to random, but there is single wave spawner - fixed build menu appearing on top of pause menu - Storage Container no longer shows Store action when full - fixed some music problems - fixed Monster Nests not taking critical damage - fixed wrong save slot order after saving - fixed difficulty prompt not appearing after closing tutorial prompt - "Don't Ask Again" button in tutorial prompt will now properly continue - fixed occasional audio failure for swarm enemies - added Bedrock to map legend - fixed Health Center not lighting up when powered - Editor: Alt+F4 will now properly exit the game - Editor: fixed Armored Box and Technology Orb not having "Collected" event - Editor: fixed wave markers appearing random when there is single Wave Spawner - Editor: fixed Monster Nest bugged when using default enemy - Editor: fixed Timer's "Finished" event not being properly instant - Editor: removed unsupported "Ignored by Enemies?" flag from Wall - Editor: fixed Lumen Farm being in wrong state when fully upgraded at start - Editor: fixed event error when there are Lumen or metal pickups on map - Editor: multiple stacks of the same item in Stone Gate are now merged into one - Editor: it's no longer to open already opened Stone Gate via events - Editor: fixed "Power Received" event not working in workshops - Editor: fixed resource stack max sizes being affected by game - Editor: fixed game music not stopping when returning to editor Take a look at some fresh screenshots and GIFs from the story mode: So, to sum up the good news mentioned about, heres an OCC meme: Bonus! We are preparing lots of interesting bundles for you including Dome Keeper and Darwkood! https://store.steampowered.com/app/1713810/Lumencraft/ Follow us on Steam , join our Discord server and follow us on Facebook and Twitter . Put on your dirty boots one more time - youve got work to do! 2Dynamic Games |
Hello everyone!
Roadmap: Your Star Drifters team |
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Hello Scouts! |
Scouts! Did you miss us?
Full list of changes lies below. ### Added - added randomly generated maps - alternative to regular maps, where each playthrough is unique - generated features include tunnels, ore patches, enemy waves, treasures - there are basic settings for map difficulty and length - there are also advanced settings available where you can tweak different parameters - new translations: French, Spanish, Russian - added new secret weapon: Lumenal Discharger (available in the editor) - shoots a lightning beam that automatically targets the nearest enemy and jumps between enemies - uses Lumen as ammo - Steam: Added 80+ new achievements: - Long list of achievements was added. Some are progressive, and you will get them naturally by playing. Some are easy, and some are a bit goofy. Like the one for cleaning the map of every bit of terrain. You will have to work for those. - added option for changing game UI color - Lab will now display a timer if Automatic Discovery was researched - added option to change game blood color - added dash sfx - added player terrain collision sfx - added blood splatters to swarm enemies - added player recoil animations and shooting feedback - burst fire now decrease stability - added 2 machine gun audio sets - repair gun now can carry items, Lumen, metal and clean debris - added more prompts to the tutorial - added Auto Harvest technology - makes Lumen Farm mushrooms harvested automatically at a fixed rate - added Magnetized Storages technology - makes Storage Containers attract resources - added Amplifying Stands technology - standing on a Stand connected to power will increase weapon damage - Lumencraft can now be used as a default application to open .lcmap files - added critical hit chance to weapons for 2x damage - Steam: Added a special hidden achievement -> get it by clicking Change Log window's title twice ### Changed - player dash now faces direction of the dash - balance changes, many costs changed from metal to Lumen - requirements added for some upgrades (eg. have a building placed) - changed dash behavior to less sliding - increased stamina regen delay from 0.75 to 1.0 - reduced running cost from 0.5 to 0.4 - screen shake works better with gun feedback - decreased terrain and walls destruction caused by exploding buildings - Lab roll is cheaper (10 Lumens from 20) - improved gate placement - Turrets Upgrade tech split into 3 sequential upgrades - laser sights are slightly less bright - reworked Reactor range upgrades - now it's called "Reactor Level" and also affects HP - the Reactor Durability technology was removed in favor of the new system - number of turrets is now limited by the Reactor level - reworked building requirements - now a building might require another building to be constructed first - turrets will now display technology required to upgrade instead of being non-interactable - Key item name now includes its color - limit guaranteed weapon tech in Lab to happen only once - buttons with many options can now be right-clicked to select previous option - Escape will again close build menu - if you want to pause in build menu, bind another key for Menu action - improved positional audio at map edges, when playing in single player - demolishing will again decrease resources dropped by building (down to 80%) - building, upgrading etc. will now first use resources from player's inventory rather than storages ### Fixed - fixed performance drops while switching weapons - fixed info center showing wrong paths for some monsters - fixed bullets drawing above weapons - fixed one hand drawing above weapon - Saving: Health Center healing bar is no longer always full on load - fixed Player 2 inventory not working - Shredder will now properly handle small amounts of items - fixed wall interaction highlight displaying wrongly - fixed co-op controls - fixed wrong power socket position in Lumen Farm - LT/RT in options is not hidden if not using joypad - fixed not being able to cancel workshop queue or Lab research if you have insufficient resources - optimized save storage. A slot will no longer keep copies of multiple maps - going back from controls settings now correctly opens main options screen - fixed Crystal GRUBAS possibly getting stuck when going with wave - fixed resources not attracting after throwing full stack with full inventory - fixed inventory not refreshing when another player upgraded it - fixed Alt+Enter crash on map loading - fixed Message Boxes not being scrollable in certain cases - tweaked building power ranges, to make them more reliable - optimized non-wave enemy swarms (holes, nests, standalone etc.) - fixed Sniper Turret sprite not matching its blueprint position - fixed stack merging when one of the stacks is full ### Editor - added "Disable Physics?" option to chests. Useful when putting chests under monster lairs - added Lumen Chunks - added Chunk Slots property to the Reactor - added event conditions: Reactor - Lumen Chunk Delivered - added floor surface texture: Blood - added Extra Turret Limit setting, to bypass the default turret limit -> can be negative - added Resource Efficiency, to customize rate of dropped resources from drilling - Blood is now the 4th default surface floor texture. It's internally used for blood effects, so it shouldn't be changed - fixed Destroyed event of the Reactor not triggering - fixed tech descriptions not appearing in the Player settings tab Enjoy! We hope youre gonna love the changes as much as we do. If you enjoy Lumencraft, please share your opinion with others. Its just a friendly request - nonetheless, we will be grateful. The last, but not the least: The release of Lumencrafts full version on PC is scheduled for Q1 2023! [h3]The game will debut in 2023 also on Nintendo Switch. [/h3] Follow us on Steam, join our Discord server and follow us on Facebook and Twitter . See you soon, now go dig for Lumen! 2Dynamic Games Remember to let us know if you encounter any issues. We also have a channel on our Discord: https://discord.gg/p4pzffEfmA #feedback - we highly encourage you to join in and share your thoughts. |
Scouts! Welcome aboard once again Download the update, play the game and let us know if you encounter any issues. We also have a channel on our Discord: https://discord.gg/p4pzffEfmA #feedback - we highly encourage you to join in and share your feedback. Lets continue with a proper explanation. Sometimes, the process of shaping the game gets out of hand. Thats the case here. Who doesnt like to rediscover the given possibilities? Its like rekindling the fire within the team, it's all about doing it repeatedly. Until its done correctly. Until were proud of the results. Taking this road is exciting and risky, but who does not take risks doesnt drink champagne. We truly love surprising Lumencrafts community. This time we also surprised ourselves. First of all, we added randomly generated maps. Yes, now you can re-live all the nightmares of Lumencraft in a way you probably never expected before. Explore, drill, improvise, adapt, take care of your base and your own back. You never know what lies ahead. Secondly, new translations are available now - we added French , Spanish and Russian languages to the game. Its good to know that our game is now even more accessible to audiences all over the world. Look out! Take cover! Beware Lumenal Dischager - the brand new weapon is available in the Map Editor! Use it wisely. Whats more, have fun unlocking 80 new achievements on Steam! Theres plenty of reasons to spend long, cold nights with Lumencraft. Read the whole changelog to see whats new! [h2]## [EA Giga Update] -- 2022-10-28 - VERSION = 7909[/h2] [h3]### Added[/h3] - added randomly generated maps -> alternative to regular maps, where each playthrough is unique -> generated features include tunnels, ore patches, enemy waves, treasures -> there are basic settings for map difficulty and length -> there are also advanced settings available where you can tweak different parameters - new translations: French, Spanish, Russian - added new secret weapon: Lumenal Discharger (available in the editor) -> shoots a lightning beam that automatically targets the nearest enemy and jumps between enemies -> uses Lumen as ammo - Steam: Added 80+ new achievements: -> Long list of achievements was added. Some are progressive, and you will get them naturally by playing. Some are easy, and some are a bit goofy. Like the one for cleaning the map of every bit of terrain. You will have to work for those. - added option for changing game UI color - Lab will now display a timer if Automatic Discovery was researched - added option to change game blood color - added dash sfx - added player terrain collision sfx - added blood splatters to swarm enemies - added player recoil animations and shooting feedback - burst fire now decrease stability - added 2 machinegun audio sets - repair gun now can carry items, Lumen, metal and clean debris - Steam: Added a special hidden achievement -> get it by clicking Change Log window's title twice [h3]### Changed[/h3] - player dash now faces direction of the dash - balance changes, many costs changed from metal to Lumen - requirements added for some upgrades (eg. have a building placed) - changed dash behavior to less sliding - increased stamina regen delay from 0.75 to 1.0 - reduced running cost from 0.5 to 0.4 - screen shake works better with gun feedback - decreased terrain and walls destruction caused by exploding buildings - Lab roll is cheaper (10 Lumens from 20) - improved gate placement - Turrets Upgrade tech split into 3 sequential upgrades - laser sights are slightly less bright - reworked Reactor range upgrades -> now it's called "Reactor Level" and also affects HP -> the Reactor Durability technology was removed in favor of the new system - number of turrets is now limited by the Reactor level - reworked building requirements -> now a building might require another building to be constructed first - turrets will now display technology required to upgrade instead of being non-interactable - Key item name now includes its color - limit guaranteed weapon tech in Lab to happen only once - buttons with many options can now be right-clicked to select previous option - Escape will again close build menu -> if you want to pause in build menu, bind another key for Menu action - Blood is now the 4th default surface floor texture. It's internally used for blood effects, so it shouldn't be changed - improved positional audio at map edges, when playing in single player [h3]### Fixed[/h3] - fixed performance drops while switching weapons - fixed info center showing wrong paths for some monsters - fixed bullets drawing above weapons - fixed one hand drawing above weapon - Saving: Health Center healing bar is no longer always full on load - fixed Player 2 inventory not working - Shredder will now properly handle small amounts of items - fixed wall interaction highlight displaying wrongly - fixed co-op controls - fixed wrong power socket position in Lumen Farm - LT/RT in options is not hidden if not using joypad - fixed not being able to cancel workshop queue or Lab research if you have insufficient resources - optimized save storage. A slot will no longer keep copies of multiple maps - going back from controls settings now correctly opens main options screen ### Editor - added "Disable Physics?" option to chests. Useful when putting chests under monster lairs - added Lumen Chunks - added Chunk Slots property to the Reactor - added event conditions: Reactor - Lumen Chunk Delivered - added floor surface texture: Blood - added Extra Turret Limit setting, to bypass the default turret limit -> can be negative - fixed Destroyed event of the Reactor not triggering - fixed tech descriptions not appearing in the Player settings tab Enjoy! Grab a cup of warm tea, a blanket and some sandwiches - it will be easier to defeat the Swarm. If you enjoy Lumencraft, please share your opinion with others. Its just a friendly request - nonetheless, we will be grateful. Remember: to help us check out fantastic maps submitted to Steam Workshop, give us a follow on Steam, join our Discord server and follow us on Facebook and Twitter https://store.steampowered.com/app/1713810/Lumencraft/ See you on Discord, 2Dynamic Games |
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Lets get spooky. |
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Yesterday, on our Facebook, we asked you one simple question. How many times did you hop on your chair when a nearby group of spiders popped up from the ground? |
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[h3]Scouts![/h3] |
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[h2]Scouts! [/h2] |
Hello Scouts! |
The results we achieved during this period exceeded our expectations. Firstly, we see how the games community grows on Discord and thats enormously satisfying. Secondly, we reached some of the milestones earlier than we expected. As 2Dynamic Games and Star Drifters, we would like to thank all of you for the trust you put in us. Cheers to that! |
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Scouts, assemble!
If you enjoy our game, please share your opinion with others. How should you do it? It does not matter - the choice is yours. Its just a friendly request - nonetheless, we will be grateful. Follow us on Steam, join our Discord server and follow us on Facebook and Twitter . See you soon, now go dig for Lumen! 2Dynamic Games |
Hello, Scouts!
Lumencraft is now being presented during the European Game Showcase at GDC in San Francisco, CA. Lumencraft will be available for all players in Early Access on April 13th. Remember: to help us survive in this unwelcoming environment wishlist Lumencraft and give us a follow on Steam, join our Discord server and follow us on Facebook and Twitter https://store.steampowered.com/app/1713810/Lumencraft Join our fight! We need your drills! 2Dynamic Games |
Hello, Scouts! |
Hello, my Scouts!
The Basic Swarm executes the plan by following these three simple rules: ( and Scouts hate them ;)) The Basic Swarm enemy is using simple Finite State Machine (FSM), meaning it can do the following: IDLE - looks for target, finds a path, becomes leader, chill if nothing to do LEADER - has no other swarm member directly in front, picks one of two attacks on the visible target, follows the target FOLLOWING_LEADER - follow other swarm members that are close ahead, copies attack target from the leader ATTACK_WALL - happens when swarm bumps into a wall or a gate FOLLOWING_PATH - follows a path to the target (usually the player or reactor) If you would like to imagine how much perception the swarm monster has, just close your eyes, plug your ears and imagine being pushed in a specific direction, you have your arm straight in front of you, and can only sense things that your hand is touching. Now imagine you are being pushed back to chase the player that is behind a wall you don't know the wall is there. Now you have to decide: how to avoid collisions, when to turn, how fast to go, and you have no idea the player has surrounded you with walls or napalm. Poor bugs The Basic Swarm is, or maybe we should say was, the main AI system that we created from scratch. Although the result has a certain aggressive swarm-like character to it, we werent 100% satisfied with the supported swarm size so we wrote another swarm. The Bigger Swarm If hundreds of angry enemies are not enough for you, we also have another swarm AI. This one is done following a well-established algorithm for flocking/boids introduced by Craig W. Reynolds: https://www.red3d.com/cwr/steer/gdc99/ If you are interested we recommend checking the article as it explains everything far better than we could do it here. Swarm in Lumencraft is written as a C++ custom module for Godot. It allows spawning thousands of monsters that behave like ants. The biggest difference in the implementation was in integrating it with our world and letting monsters react to the terrain. Lonely bugs We talked about the swarm, but what about the rest of the gross enemies? Well, they have their own system. Next AI is intended to be used for Smarter enemies that can support multiple different behaviors that are not swarm-related. The AI for most standalone monsters is a combination of Finite State Machine (FSM) and Context-based navigation. We know, it sounds as scary as being surrounded by lava! However, it works miraculously on monsters' behavior. FSM has a set of states that the monster can be in, like: wandering around, following players, attacking in a specific pattern, flanking, jumping, running away, etc. Context behavior on the other hand is responsible for navigation collisions, finding the best target, and avoiding other monsters. FSM is a well-established algorithm and we do not deviate much in the implementation. So each monster has a set of states and transitions between them. E.g. A monster can only enter an Attack state from a Follow Target state, or an Idle state can be changed to a Follow Target state only if the target is seen. You get the idea. Context navigation is more interesting and is based on a paper Context Steering Behavior-Driven Steering at the Macro Scale by Andrew Fray. You can read a bit more in chapter 18 of Game AI Pro 2 http://www.gameaipro.com/ Anyway, let's talk about how it is done in Lumencraft. We have this test dude over here: Context navigation So you can see vectors attached from his center. Those are interest vectors. The length of the vector is an information of how much the AI wants to go in a specific direction. E.g. Longer when the vector is directed to the player or destination. On top of that there is a copy of vectors that display danger. Usually the danger vector informs the AI that the direction will cause wall collisions, but can also inform environmental hazards. Targeting and Decision making Any decision the monster makes is defined by a state within the Finite State Machine based on information from other systems. Targeting systems pick targets and direct the AI on a world scale. E.g Go to the reactor core, chase players, return to spawn, etc. Context navigation informs the AI about its environment, targets around etc.. The FSM gathers the information and picks action according to the current state and options it has. Nothing much here to explain the biggest job is to make a functioning FSM and not drown in states and transition. Maybe one example: Current state is follow_target
Next state should be one of the available attacks. So the AI randomly chooses AOE_Smash, changing the state to attack_smash_AOE And the result can look something like this: Game Endeavor made an excellent video about combining various methods to create the most satisfying movement for enemies. We strongly recommend checking that one out! [previewyoutube=6BrZryMz-ac;full][/previewyoutube] Bonus clip where after months of polishing just a day before playtest started, everything decided to stop working: The Big Day We are super excited to inform you that Lumencraft will be entering Early Access around the end of March. The precise date will be revealed later this month. Playtests But! As we said many times before, we would love you to take an active part in every step. Thats why we would love to invite you to take part in playtests that we are organizing on Steam. Be sure to check out Lumencraft hands-on! Playtests are waiting for you and we are waiting for your comments. Your feedback will be super valuable. More precious than lumen! Thats all we got for you today! If you have any questions, find us in our Discord and well be happy to answer all of them. https://discord.gg/PCeTvgy4nZ Remember to wishlist Lumencraft on Steam/GOG.com. https://store.steampowered.com/app/1713810/Lumencraft/ https://www.gog.com/game/lumencraft We will be back with more Lumencraft fun facts! Keep drilling, 2Dynamic & Star Drifters https://store.steampowered.com/app/1713810/Lumencraft/ |
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Happy New Year, my Scouts! |
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Attention Scouts! |
[h3]Hello my Scouts! |
Attention Scouts! |
Hello, my Scouts! |
Attention Scouts! |
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Attention Scouts! |
Dear Scouts, |
Dear Scouts!
EXPLORE FULLY DESTRUCTIBLE ENVIRONMENT With a lot of effort and a set of original algorithms, 2Dynamic Games have transformed the open-source Godot Engine into a completely new tool. This allows every bit of terrain (pixel, as we used to call them) to be destroyed, and maps can be painted as if in a drawing program. Whats more?
Oh! And one last thing, join our Discord server and follow us on Facebook and Twitter . The DEMO version of Lumencraft will be available on Steam during the Steam Next Festival and EGX, which means it will be turned off on October 10. https://store.steampowered.com/app/1713810/Lumencraft/ Join our fight! We need your drills! 2Dynamic Games |
Dear Scouts!
EXPLORE FULLY DESTRUCTIBLE ENVIRONMENT With a lot of effort and a set of original algorithms, 2Dynamic Games have transformed the open-source Godot Engine into a completely new tool. This allows every bit of terrain (pixel, as we used to call them) to be destroyed, and maps can be painted as if in a drawing program. Whats more?
Oh! And one last thing, join our Discord server and follow us on Facebook and Twitter . The DEMO version of Lumencraft will be available on Steam during the Steam Next Festival and EGX, which means it will be turned off on October 10. https://store.steampowered.com/app/1713810/Lumencraft/ Join our fight! We need your drills! 2Dynamic Games |
Dear Scouts, this is your first chance to save humanity! Lumencraft's DEMO is out now! Don't hesitate. It's a limited-time offer as DEMO will be here only for Steam Next Festival and EGX. |
Hello world!
A WORD FROM DEVS It took us seven months to get Lumencraft to the point it is now and it will take a few more before we will be ready to call our work done. We are proud of our progress so far, but at the same time, we see a lot of places for improvement. We have many ideas on how to make this game even greater. More lava, more players, more enemies Stay with us, because the underground world will get extra dark and menacing. One day Lumencraft will join Early Access, but for now, dear scouts, get ready for the DEMO that will be available with the launch of the Steam Next Festival on October 1. To help us survive in this unwelcoming environment wishlist the Lumencraft on Steam, join our Discord server and follow us on Facebook and Twitter https://store.steampowered.com/app/1713810/Lumencraft Join our fight! We need your drills! 2Dynamic Games |