LUNA’s development is moving forward at a good speed in the past two months! We’ve accomplished a lot of work in the past month, now let’s break it down in details.
First of all, we’re 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. Here’s 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 couldn’t 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.
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 that’s 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. There’s really no shortcut for that, I just need to put my head down and start to draw. We’re 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 can’t 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 and Facebook, we’re also on Instagram and Tumblr!
So that’s all for this update this time, we’re getting there slowly but steadily!
See you guys very soon with more news!