Since we launched the KS campaign and started the development, there has been many designers, sound composers and artists who contacted us offering help and support. We are thrilled and also really appreciate all the offers, however due to the team location and our limited budget, we can't always bring new team members onboard as we wish.
But sometimes, luckily, things do work out. Last month we invited our first local QC tester, Erin, to the project to give a try on one of the new semi- completed levels, which helped us detect some great/bad bugs (developers sobbing). Also, via our musician’s connections, we’ve been introduced to one brilliant sound designer, Mr F, who has extensive experience on game sound design. He showed strong interest in our game and is willing to give us a hand in the future. We wish this help will bring in new fresh point of view and productive boost.
This month, we are exploring the possibility of taking our character completely out of the tower, expanding the adventure map to a bigger area. It was already part of the story, but we decided to bring this part of the cinematic into the gameplay. Therefore, players will be able to have a bigger perspective to look around the LUNA world. This will also allow more freedom for us to play around with different gameplay mechanics which will involve more character movement control. Some kind of vehicle or transporting system is also under development. We really hope this new design will live up to its full potential.
LUNA might seems like a desolate world, but it surely has more creatures running around in the corners. They are not exactly part of those shadow beings, and clearly look different from our main characters. What will be their stories and what are the relationship between them and our characters? It’s been a lot of fun for us to design them and these mysteries will be waiting for you to discover.
Since we have completed writing 90% of the story, it’s time to have them drawn as storyboards or even start some animation tests. Also during the next month, the team will finally have our first gather together (by now we are all working separately from our own house/office/studio between London and Shanghai, mostly communicating through skype call and chat). We will try to use this opportunity to boost our game production.