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New and Improved UI – Luminaut Dev Log #16


Whew, it’s been awhile since we’ve posted an update. We’ve been busy fixing some bugs, making more and fixing those. We kind of felt like this:

bugs in the codeLuckily, we’ve gotten it down to just a handful now. Most of the AI bugs are fixed (or so we hope) and we’re moving along with level creation. So far we’re halfway done with World 3, which means we’ve only got 57 more levels to make. That certainly sounds like a daunting task but that means if we make a level every day the game will be done in around two months, maybe less depending on how quickly we can work on the weekend.

So you know about our new color picker method we mentioned in our previous post? We’ve upgraded it even further to help streamline the mobile user experience. If you press and hold the color you now perform the paintball attack. See it in action below:paintball gif

 

We’ve also fully implemented the rainbow attack as well. It’s a lot easier to pull off now that it’s connected with the collected paint tubes instead of uninterrupted attacks. We might need to rebalance later on and we still need to make a couple changes, but here it is now.

rainbow

Speaking of combo meter, we actually changed it. So instead of filling via continuous attacks on enemies, it fills on how many paint tubes you pick up in the level. This should provide more opportunities to pull off the special moves. You also won’t lose all of the paint tubes either if you’re hurt. Instead, you’ll have a few seconds to collect them and refill.

damage

Last but not least, we’ve added a freakin’ sweet painting function for the tiles and background so now you can literally paint the world! It’s something we’d been thinking about implementing for a while and we finally got it just right.

world painting

We’re pretty psyched about these changes. Besides that, we’re looking into adding some more obstacles and puzzle gameplay elements to keep the game fresh, especially since we’re going to have 72 levels. If you’re interested in helping us out, sign up for our newsletter on the sidebar and we’ll get in touch with you once we start alpha testing. We’re looking for feedback on overall gameplay and user experience. We’re thinking the alpha build will likely be done in a couple months. Are you excited? We sure are. If you want to say hi, we’ve been streaming game development every night these past weeks. Generally we start around 8:30pm ET so tune in to our Luminosity Twitch. You can also get ahold of us via Twitter or Facebook.

 

Categories
Developer Blog

UI Changes, New Tiles and Luminaut Dev Log #10

Tiles and UI Changes

These past couple weeks have been full of updates and changes and we’re pretty excited about them. We’ve made a lot of small changes to the UI, which will hopefully make the overall gameplay experience that much better. Most of these changes were to add some subtle animations to the menu so they “fade in” instead of simply appearing on the screen. It makes the menu system much more dynamic and fluid. As well we’ve darkened the icons for the menu and level select so you know when you have clicked a button. These small changes really have a huge overall impact on the look and feel of the game. We’re still working out a couple other things but you can check out the new system in the gif below:

We mentioned in a previous post that we have gotten a new tile artist and we’ve switched over a lot of our old worlds to the new tiles. It’s made a huge difference in the way the game looks and for the better. On the design side, we have a lot more flexibility with our level design and can pretty much create almost every design we dream up (with a couple caveats of course). And since we have multiple tiles on a sheet, our game size should be much smaller than our previous method. Aesthetically, the levels are much more visually pleasing. There’s just the right amount of contrast to the background to really make foreground pop. You can check it out below.

[image-comparator title=”Tutorial Before/After” left=”http://luminositymobile.com/wp-content/uploads/2015/07/Tutorial.jpg” right=”http://luminositymobile.com/wp-content/uploads/2015/07/Tutorialnew.jpg” width=”100%” left_alt=”Before” right_alt=”After” classes=”hover”][/image-comparator]

[image-comparator title=”World 2 Before/After” left=”http://luminositymobile.com/wp-content/uploads/2015/07/World-2.jpg” right=”http://luminositymobile.com/wp-content/uploads/2015/07/World-2-new.png” width=”100%” classes=”hover”][/image-comparator]

If you’re in the NYC area, you can play our new and improved game on 7/29 at the Summer Expo. We’re still cleaning up a couple UI things but we’ve made a ton of improvements too so we’re super excited to show it off. As well if you’re in the DC/Baltimore area we’ll be at VGU convention August 1-2.

 

Luminaut Dev Log

Besides these UI changes, we’ve also completed some loading screens for the levels and we’ve updated some icons to keep with the painter theme more. We’ve finally fixed our double jump issue and now we’ve also added in the ability to jump once after you fall off a ledge so you can still save yourself. This makes the overall jumps feel much more responsive as previously if you tried to jump while falling off a ledge nothing would register. Plus, we’ve finally gotten the paint brush tip in-game to match the color you’ve chosen. It’s pretty great and serves as a great reminder of what you have “equipped.”

We’ve got a lot more updates coming your way. If you’re interested in testing out the build, subscribe to our newsletter and we’ll contact you first for closed beta testing.