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Luminosity Headed to San Francisco – Luminaut Dev Log #8

san francisco

It was a spur of the moment decision and, let’s be honest, last minute but with two days left in the competition Luminosity entered the Very Big Indie Pitch hosted at Pocketgamer’s PG Connects convention. And, what do you know, we were invited out there! We’re super excited to take part in the pitch. Not only because it can potentially lead to some very big ad spend on Steel Media (one of the leading online journals for mobile games and apps) but also because we’ll be pitching to other publications and journalists. It’s both exciting and a bit nerve-wracking at the same time. So if you’re out in San Francisco on July 7 and happen to be attending PG Connects, let us know! We’ll be more than happy to chat.

With this new upcoming deadline, we’ve decided to bring on another programmer to spread out the workload a bit more. We’re still looking for people so if you’re interested in working with Luminosity on The Painter’s Apprentice please email jasmine [at] luminositymobile.com [dot] com for more details. Overall, things have been a bit rough lately with people moving, starting new jobs and generally being busy but we have been making progress especially with the game design ideas. In our latest Twitch stream we discussed ways to make the levels match the different art styles not only for thematic purposes but also to keep the levels from getting stale. We came up with some pretty great ideas and we’re very excited to implement them. For example, in the Surrealism world, we can have the paths meandering with many leading to dead ends. In the Cubism level we can have alternate paths players can take to beat a level. You see where we are going with this. Plus now with the new tiles we can really make the levels exactly how we want.

Besides this, there hasn’t been too much going on. We’re still plugging along and with our programmers getting settled into their new abode, we should be making some headway in the upcoming weeks.

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Developer Blog

Upcoming Conventions – Luminaut Dev Log #7

Conventions

vgu convention

Whew, it’s been a busy week! Artcade 3000 wrapped up this past Sunday and we displayed The Painter’s Apprentice there. Unfortunately we didn’t really get a chance to go there as we were busy working on the prototype for Phase II of the Boston Festival of Indie Games digital showcase submission. We got it in three minutes before it was due. Now we wait to hear back from them if we have been accepted, which should be around mid-July. Keep your fingers crossed for us and hopefully we’ll see you in Boston in September!

There is another upcoming convention we’ll be attending – the Video Gamers United Convention in Washington D.C. It might be a relative newcome to the convention circle, but it already has some pretty big name sponsors like EA, Gamespot, Gamestop and Alienware. We’re super excited to take exhibit with them though we’ll have a pretty small booth (5×5, hey that’s big enough!). We’re always on the lookout for some great conventions so if you know of any near New York City or San Antonio, TX shoot us an email at contact [at] luminositymobile [dot] com. And of course in July we’ll also be taking part in the Summer Expo held by Playcrafting.

 

Luminaut Dev Log

With all of these conventions coming up, we’ve been making some great headway in our development process. Most of our time has been spent fixing some bugs and making more artwork. If you didn’t catch it this past Saturday, we did another live testing of the current levels we’ve created over on our YouTube channel or Twitch. As well, if you want to say hi and ask us questions while we’re developing, be sure to subscribe to our Twitch channel. We stream every Saturdays at 7pm ET. Anyway, on to the highlights for the week:

Programming

updated color selector

  • Updated main menu system so it fits more naturally on the screen.
  • Changed color picker menu – now players just have to click the palette then click the color instead of pressing and sliding their finger to the correct color.
  • Made UI larger for better user experience

Art

Speedy Blob Run 5
He looks like Woody Woodpecker
  • Levels 3, 5, 7 tiles completed
  • Finished animations for Speedy blob and Bludgeonblob

We’ve been scrambling to get things done this past week due to all of these deadlines, but we’ve got a little time to relax now that the next event isn’t until July. Hopefully this will give us plenty of time to refine our gameplay, levels and fix some more bugs that crop up (as they often do).