Dev August Update
We plan to post dev update here every two months. Its Beidi here, artist from Lantern Studio, hope you guys are well? Please read it while all the text is still in shape. With the heatwave still lingering around Europe and most of UK, we cant guarantee this post wont melt before it reaches all our lovely backers! With the great help of good old electric fans, (Ive got two working 24/7 - one pointed at the laptop the other pointed at me) LUNAs development is moving forward at a good speed. Weve accomplished a lot of work in the past month, now lets break it down in details. First of all, were really happy to announce in this update that : We reached our 2nd Milestone! ALL the level design and background art for each level have now been completed! This is a great accomplishment in our development, it means no more temporary mock-up blocks or shapes lurking around in the game anymore, and for the first time in the last two years of development, we get to looking at LUNA in the way we imagined it should look like. In HD quality and vivid color!
The other reason why hitting this milestone is so significant for us is, now that all the gameplay related objects have locked on their final position, we can then kick off the task of precisely tweaking all the animations/interactive movement for each level. Heres one example of an animation - before we decided on the best position for the stool and the table in the house, the mouse move distance couldnt be finalized. But now we can push with these types of jobs. Below is the final version for this small animation.
Because we can now truly visually experience the game in the same way that all players will experience it, we can also start working on adjusting the storytelling part of the game design. Between animations and cut scenes, there will usually be a transition period. It might seem like just a simple fading in or out or 1-2 short pause, but in order to give the best storytelling result, we need to treat this timing as an editing job like in a post-production movie. eg. Inside a dark room, do we want the players to feel excited or a bit uneasy? According to that, should we then increase or decrease the time they remain inside the darkness? Many of these nano-adjustment might seem unimportant in a puzzle game, but subconsciously, what we see and hear for a split sec will influence our emotion at different gaming stages. We could only start to play around these adjustments once we got the final artworks and animation in place. Last but not least, this is also extremely important to our Musician, Wang Qian and Sound artist, Mr.F - by looking at each level in full detail then they give the best SFX designed for LUNA. Here is another music demo piece from LUNA. https://soundcloud.com/elecorgan/luna-musicroom-melodydemo
The next milestone we are heading towards is to build a complete beta demo. We will be aiming at two major tasks in the next few following months. 1) level gameplay optimization. From all the exhibition experiences and a few private playtest results, we already gathered quite a lot of valuable feedback. That includes major bug reports/fixes and user experience improvements, so the characters can walk, climb, perform the way players think they should. Anything thats confusing or leads players in the wrong direction will have to be taken out. This part usually takes a quite bit of back and forth, testing to get a perfect balance. 2) Cinematic production. All cinematics need to transform from storyboard mockups to animated scenes with music. Theres really no shortcut for that, I just need to put my head down and start to draw. Were planning to complete at least 80% of them by when we have our level optimization done. So when we send a demo for the formal playtest by professional QC and QA ppl, they should be able to have a very complete experience of LUNA.
We cant leave our marketing side-quest neglected. A huge thanks to everyone who has been spreading the word for us and please continue to do so if you can! Now, you can not only follow us on Twitter https://twitter.com/LanternStudio_ and Facebook https://facebook.com/lanternstudiogames , were also on Instagram https://www.instagram.com/lanternstudiogames/ and Tumblr https://lanternstudiogames.tumblr.com/ !
Weve also set up a Lantern Studio Newsletter https://lantern-studio.us19.list-manage.com/subscribe?u=1dda2d27b30a62fb46f3bdcd7&id=a466810fde , just choose your favorite media, we will make sure to update on all these platforms with our latest news! Sign up now and youll get some exclusive desktop/phone wallpapers to say thanks!
So thats all for this update this time, were getting there slowly but steadily! See you guys very soon with more news! Best, Beidi + Lantern Studio Team
[ 2018-08-17 20:14:21 CET ] [ Original post ]
Hello everyone!
We plan to post dev update here every two months. Its Beidi here, artist from Lantern Studio, hope you guys are well? Please read it while all the text is still in shape. With the heatwave still lingering around Europe and most of UK, we cant guarantee this post wont melt before it reaches all our lovely backers! With the great help of good old electric fans, (Ive got two working 24/7 - one pointed at the laptop the other pointed at me) LUNAs development is moving forward at a good speed. Weve accomplished a lot of work in the past month, now lets break it down in details. First of all, were really happy to announce in this update that : We reached our 2nd Milestone! ALL the level design and background art for each level have now been completed! This is a great accomplishment in our development, it means no more temporary mock-up blocks or shapes lurking around in the game anymore, and for the first time in the last two years of development, we get to looking at LUNA in the way we imagined it should look like. In HD quality and vivid color!
The other reason why hitting this milestone is so significant for us is, now that all the gameplay related objects have locked on their final position, we can then kick off the task of precisely tweaking all the animations/interactive movement for each level. Heres one example of an animation - before we decided on the best position for the stool and the table in the house, the mouse move distance couldnt be finalized. But now we can push with these types of jobs. Below is the final version for this small animation.
Because we can now truly visually experience the game in the same way that all players will experience it, we can also start working on adjusting the storytelling part of the game design. Between animations and cut scenes, there will usually be a transition period. It might seem like just a simple fading in or out or 1-2 short pause, but in order to give the best storytelling result, we need to treat this timing as an editing job like in a post-production movie. eg. Inside a dark room, do we want the players to feel excited or a bit uneasy? According to that, should we then increase or decrease the time they remain inside the darkness? Many of these nano-adjustment might seem unimportant in a puzzle game, but subconsciously, what we see and hear for a split sec will influence our emotion at different gaming stages. We could only start to play around these adjustments once we got the final artworks and animation in place. Last but not least, this is also extremely important to our Musician, Wang Qian and Sound artist, Mr.F - by looking at each level in full detail then they give the best SFX designed for LUNA. Here is another music demo piece from LUNA. https://soundcloud.com/elecorgan/luna-musicroom-melodydemo
Next (few) months plans:
The next milestone we are heading towards is to build a complete beta demo. We will be aiming at two major tasks in the next few following months. 1) level gameplay optimization. From all the exhibition experiences and a few private playtest results, we already gathered quite a lot of valuable feedback. That includes major bug reports/fixes and user experience improvements, so the characters can walk, climb, perform the way players think they should. Anything thats confusing or leads players in the wrong direction will have to be taken out. This part usually takes a quite bit of back and forth, testing to get a perfect balance. 2) Cinematic production. All cinematics need to transform from storyboard mockups to animated scenes with music. Theres really no shortcut for that, I just need to put my head down and start to draw. Were planning to complete at least 80% of them by when we have our level optimization done. So when we send a demo for the formal playtest by professional QC and QA ppl, they should be able to have a very complete experience of LUNA.
Steam Community / Newsletter / more social media platforms are now available!
We cant leave our marketing side-quest neglected. A huge thanks to everyone who has been spreading the word for us and please continue to do so if you can! Now, you can not only follow us on Twitter https://twitter.com/LanternStudio_ and Facebook https://facebook.com/lanternstudiogames , were also on Instagram https://www.instagram.com/lanternstudiogames/ and Tumblr https://lanternstudiogames.tumblr.com/ !
Weve also set up a Lantern Studio Newsletter https://lantern-studio.us19.list-manage.com/subscribe?u=1dda2d27b30a62fb46f3bdcd7&id=a466810fde , just choose your favorite media, we will make sure to update on all these platforms with our latest news! Sign up now and youll get some exclusive desktop/phone wallpapers to say thanks!
So thats all for this update this time, were getting there slowly but steadily! See you guys very soon with more news! Best, Beidi + Lantern Studio Team
LUNA The Shadow Dust
Lantern Studio
Coconut Island Games
2020-02-13
Indie Casual Singleplayer
Game News Posts 58
🎹🖱️Keyboard + Mouse
Very Positive
(1240 reviews)
https://www.lantern-studio.com/
https://store.steampowered.com/app/465100 
LUNA The Shadow Dust Linux EN [783.86 M]LUNA The Shadow Dust Linux CN(Traditional) [783.86 M]LUNA The Shadow Dust Linux CN [783.86 M]
Inspired by the adventure games of old, LUNA The Shadow Dust is a moving tale of two playable companions drawn together in a hand-animated puzzle adventure, featuring a breathtaking original soundtrack and beautiful 2D cinematics.
Enter the ancient tower that stands at the edge of the world and discover the hand-drawn cinematics, intricate puzzles and haunting music of this indie gem.
To light a candle is to cast a shadow
Behind the shadow of reality, an enchanted world awaits illumination. Experience the magical journey of a young boy and his companion as they solve puzzles and trace back the memories of old, brought to life with visually stunning, wordless cinematics.Enter the ancient tower that stands at the edge of the world and discover the hand-drawn cinematics, intricate puzzles and haunting music of this indie gem.
Traditional frame by frame character animation
12 frames per second, 3 layers per frame. Over 250 animations and 20 minutes of cinematics. A nostalgic and time-consuming process - but really worth the challenge for a small indie team of four.Single player mode with dual character control
Solve puzzles from different perspectives. Discover a story of true courage with two playable characters drawn together through an inseparable bond.Think outside of the box
Spark your imagination and solve a wide variety of puzzles, presented in gorgeous hand-drawn environments. Puzzles work standalone, requiring no 'hidden items' or player backtracking.LESS reading, MORE cinematics
We replaced a dialogue system with a series of beautifully hand-animated cinematics telling a mysterious story.Engaging Original Soundtrack
Our composer created an original soundtrack, designed to immerse the player in the emotional highs and lows of the story, kindling goose-bumps along the journey.MINIMAL SETUP
- OS: Ubuntu 16.04+. SteamOS+
- Processor: 1.2 GHzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: 1024MB VRAM. OpenGL 3.2
- Storage: 1 GB available space
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