Devlog #10 Artwork optimization, Admin work & New designs sneak peek

It has been a while since our last update, dated by the end of May, which sounds almost like 3 months ago. So it's really about time to share some news of the game with everyone again!
 

Game reconstruction updates

We have made great progress on the code rebuild, 85% of the existing code has been rebuilt, which includes another 3 extra new levels that we haven’t fully tested yet. Also we’re still busy working on preparing the Alpha Demo ( for exclusive backers ). It is going to delay a bit ( at first we thought we could have it released by this month), and this is due to the extra time we need to apply for debugging and testing before we send it out to the players. As a very small team, we can honestly say that we are lacking of almost everything, including game testers but we are tying our best to get help from everywhere we can. It's a bit slow, we know, but never does a day goes by without us working on LUNA.  
 

Artwork optimization

Game development takes time, and as time goes by, some of the old graphics in the game might have looked good enough by then, but as we learn and grow, as the game gets proper, you can’t help to think “it’s not good enough now and it needs replacement to match the new quality”. But if we continue replacing everything all the time like the ship of Theseus, the game will take forever to finish, so we are still trying to keep a balance. And here is one updated graphic comparison from before and now.

                                                                          A shadow crow animation. Before & After.

                                                                          A shadow crow animation. Before & After.

Admin work, marketing meetings & other “I have no idea” stuff

To be honest these are sometimes the hardest parts in indie life because they have almost nothing to do with game development, and we’re all newbs when it comes to “terms and conditions”, “marketing strategy”, “legal knowledge”... stuff like that. But sadly this is also an important part that goes along with game development. 

During the past few months, we’ve been busy arranging meetings with some potential publishers and media, in order to help us find out what’s the best way for LUNA to be introduced to market in the future. Recently we’ve been given a chance to broadcast our game on a live stream in the popular Chinese gaming website VG Time, as well as taking part in the ChinaJoy games festival. In the future we will also be preparing in advance for attending game festivals like GDC, PAX, TGS and game competitions such as SXSW etc. 

Additionally, by sharing problems and struggles with people in the game market, it has also helped us gain a broader view of the indie game market. This has and will continue to affect certain decisions during the game production, such as adjusting the length and difficulty of the game. 

All these preparations will eventually take up some game dev time, but it is needed and even crucial in the long term.  
 

New level designs sneak peek

Back to the more important things, we are also working on some new level designs. These are the precious happy times which really make us feel rewarded as indie game developers. So less talk, more pictures. Here are some graphics from some of the new levels that we really like, and hopefully they will be enjoyed by players later. 

                    More information about space, dimension and background story to be revealed soon

                    More information about space, dimension and background story to be revealed soon