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Devlog January Update Hello 2019!
Right now, these pieces of work are all going ahead together. While Betty works on the last few bits of animation and UI design, Susie is beginning the musical composition for our cutscenes. Fox and Guan, meanwhile, are full on with coding and optimization. Aside from all this, we are also continuing to work on our own real-time gameplay tests for LUNA, before moving towards external QA. In a nutshell, we will play the completed 25-level game ourselves from beginning to end countless times, to ensure it is smooth and well balanced. Gameplay testing is vitally important. Over the past few months of initial proofing, we received a great deal of important pieces of feedback. As a result, we rearranged some of the levels to make sure that the puzzle order is nicely structured. Our original design might have looked good to our eyes, but at the end of day your enjoyment of LUNA is the most important aim for us. Third-party viewpoints are incredibly valuable!
Some screenshot from the cutscenes animations
Susies working progress for one of the animation cutscenes
We have thought a lot about how to apply a hint system in LUNA. Different games do this in various ways, so there is really no golden rule here. We dont wanna take away the challenge and fun for puzzle lovers, but at the same time, we have to consider what will happen if players actually do get stuck. The trend nowadays for many games is to rely on a step by step guide, which some say is helpful for players to understand quickly, but in our opinion, sometimes it dulls the experience of the game itself. LUNAs fundamental core is point and click gameplay. The player explores their environment with the cursor. Above all, we really need to make sure when player focuses on an interactive area, they receive clear feedback that points towards the result, a direction or a solution. One of the key reasons we all love indie games is the freedom to break away from standard game industry design rules - if rules make our game less fun, why should we follow it. In response to this, weve improved some of the mouse functionality and the appearance of interactive objects, so that the player doesnt feel like they are just hunting for pixels! Weve also designed a new loading UI/system to help people find their location inside the game better.
The improved cursor designs (arrow/hand/feet) for a clearer interactive experience in the game.
New loading screen, also serve the purpose as an in-game map, level selection page
In testing, we learned a very important lesson when we realized that one of our levels might appear to be particularly difficult for colorblind players or those with similar visual impairments. During the past few weeks, we redesigned some parts of the offending level to allow all players to see it clearly. We also wrote a devlog about it, explaining how we attempted a more color-friendly redesign! Were now testing this level again with players who might have found it confusing before. If youd like to volunteer to help with this, please contact us - it will be very much appreciated!
Professional QA will be invited to help us debug, meanwhile we are working on ways to size down LUNA for final distribution. Last but not least, visual effects will help create an even better atmosphere for the game. How can magic be magic without pretty particle effects! *Lumos Maxima!* By end of January, were aiming to finish all the cinematics and in-game animations. So the third milestone will hopefully soon be reached. A new demo will be released soon in the first Quarter of the year, available for everyone to play. So thats all for this update, LUNA will be waiting for everyone very soon in 2019! See you guys very soon with more news! -Lantern Studio Team
[ 2019-01-22 22:20:58 CET ] [ Original post ]
Hello LUNA supporters! Happy New Year Everyone! Hope you all had a wonderful Holiday Season, relaxed and well fed, and now fully boosted to welcome wonderful adventures in the brand new 2019! We cant believe time passes so quickly - this year will be one of the most important for LUNA, because we are aiming complete production and deliver our final release!
Game production and level gameplay optimization
Right now, these pieces of work are all going ahead together. While Betty works on the last few bits of animation and UI design, Susie is beginning the musical composition for our cutscenes. Fox and Guan, meanwhile, are full on with coding and optimization. Aside from all this, we are also continuing to work on our own real-time gameplay tests for LUNA, before moving towards external QA. In a nutshell, we will play the completed 25-level game ourselves from beginning to end countless times, to ensure it is smooth and well balanced. Gameplay testing is vitally important. Over the past few months of initial proofing, we received a great deal of important pieces of feedback. As a result, we rearranged some of the levels to make sure that the puzzle order is nicely structured. Our original design might have looked good to our eyes, but at the end of day your enjoyment of LUNA is the most important aim for us. Third-party viewpoints are incredibly valuable!
Some screenshot from the cutscenes animations
Susies working progress for one of the animation cutscenes
Player friendly hint and guide
We have thought a lot about how to apply a hint system in LUNA. Different games do this in various ways, so there is really no golden rule here. We dont wanna take away the challenge and fun for puzzle lovers, but at the same time, we have to consider what will happen if players actually do get stuck. The trend nowadays for many games is to rely on a step by step guide, which some say is helpful for players to understand quickly, but in our opinion, sometimes it dulls the experience of the game itself. LUNAs fundamental core is point and click gameplay. The player explores their environment with the cursor. Above all, we really need to make sure when player focuses on an interactive area, they receive clear feedback that points towards the result, a direction or a solution. One of the key reasons we all love indie games is the freedom to break away from standard game industry design rules - if rules make our game less fun, why should we follow it. In response to this, weve improved some of the mouse functionality and the appearance of interactive objects, so that the player doesnt feel like they are just hunting for pixels! Weve also designed a new loading UI/system to help people find their location inside the game better.
The improved cursor designs (arrow/hand/feet) for a clearer interactive experience in the game.
New loading screen, also serve the purpose as an in-game map, level selection page
Colorblind friendly optimization
In testing, we learned a very important lesson when we realized that one of our levels might appear to be particularly difficult for colorblind players or those with similar visual impairments. During the past few weeks, we redesigned some parts of the offending level to allow all players to see it clearly. We also wrote a devlog about it, explaining how we attempted a more color-friendly redesign! Were now testing this level again with players who might have found it confusing before. If youd like to volunteer to help with this, please contact us - it will be very much appreciated!
Next few weeks plan
Professional QA will be invited to help us debug, meanwhile we are working on ways to size down LUNA for final distribution. Last but not least, visual effects will help create an even better atmosphere for the game. How can magic be magic without pretty particle effects! *Lumos Maxima!* By end of January, were aiming to finish all the cinematics and in-game animations. So the third milestone will hopefully soon be reached. A new demo will be released soon in the first Quarter of the year, available for everyone to play. So thats all for this update, LUNA will be waiting for everyone very soon in 2019! See you guys very soon with more news! -Lantern Studio Team
[ 2019-01-22 22:20:58 CET ] [ Original post ]
LUNA The Shadow Dust
Lantern Studio
Developer
Coconut Island Games
Publisher
2020-02-13
Release
Game News Posts:
58
🎹🖱️Keyboard + Mouse
Very Positive
(1251 reviews)
Public Linux Depots:
- 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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