Patch #4 - More skating, Intel GPU support (beta), UI improvements
We are of course continuing work on this game, and now since we are done with the Intel support, we are going to work on time attack with leaderboards for the regular levels (and certain checkpoints). We also have an idea to visit certain checkpoints in a certain order, but we'll start with regular leaderboards for completing each level. This means that we will have a countdown where Luna stands still to allow for the level to load completely and the player to react to the start of the race. This might not be in patch #5 though, that one is likely a smaller one with even more menu / UI and game play tuning. Mac support is another focus area that we will start looking at. As always, ideas & suggestions are welcome!
[ 2015-11-07 11:34:29 CET ] [ Original post ]
Changes / Improvements
- Luna's visual apperance has been improved:legs/knees
- Backtracking between levels has been removed, it would need a lot more changes to level design to really make it fun/good
- Skate shoes are now available on the first level. Have fun exploring more areas of Crystalline Expanse!
- The game now saves on every checkpoint. The checkpoints are still where you respawn when "dying" in-game.
- Right shoulder button (R1) now also jumps as well as directional jump
- Map has been removed from the in-game menu - on gamepad: SELECT button and on keyboard: TAB key
- In the map, L1 / R1 zoom as well as jump and action button (like before)
- Cutscene 3 has been removed (the one between Crystalline Fold and Decadent Fields, where one previously got the skate shoes)
- Some empty crystal boxes have been removed, in future patches we will remove all of the empty ones
Bug fixes
- When menus would not render more than 30 FPS, loading screen would some times stall / lock up (when running video recording software for instance)
- Keyboard input has been much improved, this caused buggy selections in menus
- ESC or "right button" on gamepad now goes back in menus
New Features
- The game now runs on Intel GPUs! They are not fast though, but you can play it in 320 x 240 on a HD4000 for instance, and scale up. With anti aliasing turned on, it's still fun and playable in 60 FPS. Just a little blurry... Down the line we might look at reducing the graphical workload to support higher resolutions.
- Hardware detection: Now the game tries to guess resolution, upscaling factor and anti-aliasing. You can still change everything yourself in the options menu of course.
- Joystick setup has been improved to include D-Pad and the right analog stick. This is for future game mechanics!
- CONTROLS available in the main menu where you see which buttons do what.
- New camera distances available in options: "really close" and "far"
- Adaptive zoom added to "camera distance" in options menu. This is a dynamic zoom which smoothly moves the camera in / out depending on speed.
- Left shoulder button cycles between the available zoom levels: really close, close, normal, far, adaptive
- You can now use D-Pad in all menus
- Error handling has been more streamlined, all debug info is now written to the same file.
- Exit menu in the in-game menu has been improved to make it harder to exit by mistake without getting to save the game first. You can still save standing anywhere, but if you don't you will continue at the last visited checkpoint.
Audio
- Music and sound effects volume/gain available in the in-game menu
- Sound FX in main menu when moving around / selecting
- Cutscenes have been re-mastered and improved, mainly voice volume has been adjusted.
What is next?
We are of course continuing work on this game, and now since we are done with the Intel support, we are going to work on time attack with leaderboards for the regular levels (and certain checkpoints). We also have an idea to visit certain checkpoints in a certain order, but we'll start with regular leaderboards for completing each level. This means that we will have a countdown where Luna stands still to allow for the level to load completely and the player to react to the start of the race. This might not be in patch #5 though, that one is likely a smaller one with even more menu / UI and game play tuning. Mac support is another focus area that we will start looking at. As always, ideas & suggestions are welcome!
Patch #4 - More skating, Intel GPU support (beta), UI improvements
We are of course continuing work on this game, and now since we are done with the Intel support, we are going to work on time attack with leaderboards for the regular levels (and certain checkpoints). We also have an idea to visit certain checkpoints in a certain order, but we'll start with regular leaderboards for completing each level. This means that we will have a countdown where Luna stands still to allow for the level to load completely and the player to react to the start of the race. This might not be in patch #5 though, that one is likely a smaller one with even more menu / UI and game play tuning. Mac support is another focus area that we will start looking at. As always, ideas & suggestions are welcome!
[ 2015-11-07 11:34:29 CET ] [ Original post ]
Changes / Improvements
- Luna's visual apperance has been improved:legs/knees
- Backtracking between levels has been removed, it would need a lot more changes to level design to really make it fun/good
- Skate shoes are now available on the first level. Have fun exploring more areas of Crystalline Expanse!
- The game now saves on every checkpoint. The checkpoints are still where you respawn when "dying" in-game.
- Right shoulder button (R1) now also jumps as well as directional jump
- Map has been removed from the in-game menu - on gamepad: SELECT button and on keyboard: TAB key
- In the map, L1 / R1 zoom as well as jump and action button (like before)
- Cutscene 3 has been removed (the one between Crystalline Fold and Decadent Fields, where one previously got the skate shoes)
- Some empty crystal boxes have been removed, in future patches we will remove all of the empty ones
Bug fixes
- When menus would not render more than 30 FPS, loading screen would some times stall / lock up (when running video recording software for instance)
- Keyboard input has been much improved, this caused buggy selections in menus
- ESC or "right button" on gamepad now goes back in menus
New Features
- The game now runs on Intel GPUs! They are not fast though, but you can play it in 320 x 240 on a HD4000 for instance, and scale up. With anti aliasing turned on, it's still fun and playable in 60 FPS. Just a little blurry... Down the line we might look at reducing the graphical workload to support higher resolutions.
- Hardware detection: Now the game tries to guess resolution, upscaling factor and anti-aliasing. You can still change everything yourself in the options menu of course.
- Joystick setup has been improved to include D-Pad and the right analog stick. This is for future game mechanics!
- CONTROLS available in the main menu where you see which buttons do what.
- New camera distances available in options: "really close" and "far"
- Adaptive zoom added to "camera distance" in options menu. This is a dynamic zoom which smoothly moves the camera in / out depending on speed.
- Left shoulder button cycles between the available zoom levels: really close, close, normal, far, adaptive
- You can now use D-Pad in all menus
- Error handling has been more streamlined, all debug info is now written to the same file.
- Exit menu in the in-game menu has been improved to make it harder to exit by mistake without getting to save the game first. You can still save standing anywhere, but if you don't you will continue at the last visited checkpoint.
Audio
- Music and sound effects volume/gain available in the in-game menu
- Sound FX in main menu when moving around / selecting
- Cutscenes have been re-mastered and improved, mainly voice volume has been adjusted.
What is next?
We are of course continuing work on this game, and now since we are done with the Intel support, we are going to work on time attack with leaderboards for the regular levels (and certain checkpoints). We also have an idea to visit certain checkpoints in a certain order, but we'll start with regular leaderboards for completing each level. This means that we will have a countdown where Luna stands still to allow for the level to load completely and the player to react to the start of the race. This might not be in patch #5 though, that one is likely a smaller one with even more menu / UI and game play tuning. Mac support is another focus area that we will start looking at. As always, ideas & suggestions are welcome!
Luna Sky
Vovoid Media Technologies AB
KISS ltd
2015-10-02
Action Indie Adventure Singleplayer
Game News Posts 10
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mixed
(20 reviews)
http://lunasky.vovoid.com
https://store.steampowered.com/app/361600 
The Game includes VR Support
Luna Sky Linux [6.95 M]
Luna Sky - Soundtrack
I woke up confused.
Why did they bring me here?
Why did they put a crystal necklace on me?
As she wakes up, Luna has no idea where she is. She is alone... or is she? Help her discover this strange world, survive the many challenges that await her, work out the secret of the Crystalline Expanse and ultimately escape.
Luna Sky delivers a story you will never forget and a game you won’t be able to put down.
Features:
Please Note
This is a game of exploration. There are no tutorials.
How the game progresses
The game starts with Luna being rather weak.
As the game progresses, she gets upgrades to her existing abilities - for instance - running and jumping powers on the first level. On the second level, she gains a double jump ability which can be used to gain speed, halting mid-air or overcoming obstacles.
Each skill you unlock can also be used to play previous levels and maybe access new areas within levels!
Don't forget
It is helpful to read the Hints on each level. They are accessed through the pause menu - press ESC on keyboard or the start button on your gamepad.
Why did they bring me here?
Why did they put a crystal necklace on me?
As she wakes up, Luna has no idea where she is. She is alone... or is she? Help her discover this strange world, survive the many challenges that await her, work out the secret of the Crystalline Expanse and ultimately escape.
Luna Sky delivers a story you will never forget and a game you won’t be able to put down.
Features:
- 5 unique worlds. 4 of these levels are dedicated to a special skill you pick up along the way
- Full controller support
- Fully voiced cut-scenes
- Super tight physics-based platform game with much room to improve your skill
- Multiple upgrades
- Fantastic soundtrack with 5 different composers, giving each level a special feeling
- Loads of fun extras to enjoy
Please Note
This is a game of exploration. There are no tutorials.
How the game progresses
The game starts with Luna being rather weak.
As the game progresses, she gets upgrades to her existing abilities - for instance - running and jumping powers on the first level. On the second level, she gains a double jump ability which can be used to gain speed, halting mid-air or overcoming obstacles.
Each skill you unlock can also be used to play previous levels and maybe access new areas within levels!
Don't forget
It is helpful to read the Hints on each level. They are accessed through the pause menu - press ESC on keyboard or the start button on your gamepad.
MINIMAL SETUP
- OS: 64-bit Ubuntu 12.04 or better
- Processor: Quad Core i3Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 3.0 compatible graphics card. Tested on Intel HD 4000 and Nvidia
- Storage: 3 GB available space
- OS: 64-bit Ubuntu 12.04 or better
- Processor: Quad Core i5 or betterMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Discrete compatible graphics card (AMD or nVidia) capable of OpenGL 3.0
- Storage: 3 GB available space
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