Devlog #2 Garden & Puzzle Design Paradox

This month felt like it went past really quick for some reason, so many things happened around us. UK has left the EU, England football team has been kicked out off the Euro Cup (good luck Iceland!), Roses died along with the young king under the seven pointed star, and Dragons are finally crossing the sea…but most importantly we have finished the design of one of the most complicated levels (so far).
 

The Garden

This new level includes three different locations which all applied with the dual character game play system. This means not only the artwork load has been tripled, but more beloved bugs are on the way (deep breath). As this dynamic dual feature is one of the thing most people are looking forward to after trying out the demo, so we are trying our best to make sure it's fun to play and easy to understand. 

However the typical paradox of any puzzle game is always :

“How to balance the difficulty of the puzzles between player’s ability and expectation?” 

If we made the puzzle too difficult, it might discourage the players to carry on. If we reduce the difficulty too much, it might lose some of its originality and the wow factor. On top of that, not to mention how hard/easy is a puzzle to the everyone? Simply this question do not have a straight forward answer.

So during making a hard level like this, we have to decide, are we more likely to favor the hardcord puzzle challenge, or more leaning towards easier puzzles with a smoother gameplay experience? After analyzing all the feedback from different groups of testers (gamers, game designers, friends and family), we agreed that to deliver a good game experience is more important than how clever or hard can the puzzles be. This means, based on what we have done so far, we need to reduce some of the difficulty of the puzzles even more than we thought. 

Instead of hoping players think their brain off to solve the puzzle, we will now provide some clues within the game (different from hint system). All the while making sure that it is not very obvious to the player to notice at the first place, however if you observe carefully, you will find it in the environment. In the same time, we’ll also pump up the" Mission Complete” rewarding sensation with more animation, effect and music. 

Therefore, due to the complicated puzzles in this level, during the next month we are expecting a lot of time will be needed to spend on the gameplay test. We have known this issue since the beginning of the development, but while making this level, we are really starting to face these challenges more than ever before. Programming and art has its set progress speed, 40 hours / week work load has been consistent since the ending of the KS campaign. However, the gameplay test is actually THE MOST time consuming part of the game development.

Okay, hope you don’t find that bit too boring to read. Now, brace yourself, without giving away too much, here are some new design and animation tease for this level. 

                                                                      &nbs…

                                                                       Some concept art, level mock up and sketchs

                            This level requires a lot of new character animations, this is one of them

                            This level requires a lot of new character animations, this is one of them

Devlog #1 The Grand Plan, aspect ratio & The Tower

The Grand Plan

After the most incredible campaign month ended, the team had a few days rest and then immediately jumped into the new development stage of LUNA. The days that "do whatever we feel like, whenever we feel like" have officially ended. With some solid funding in hand (thanks to you guys), we have now finally got the chance to plan about how we're gonna make LUNA really happen as a complete game instead of just a bag of interesting ideas.

A grand plan for LUNA has been established for approximately 18 levels ( 25+ locations ), with two storylines going side by side and delivered by animated cinematics. At the moment we've got ⅓ of the levels close to completion, another ⅓ of the levels require different amounts of redesign and the rest is still waiting to be done. That sounds like a LOT of work and we got just about 1 year to finish it, so you can bet that we are either working on LUNA or thinking about LUNA.

It’s gonna be the busiest, hardest year in our life thus far, but considering that we are doing what we love, this is also gonna be an amazing experience.

Change of aspect ratio

As many of you already noticed, our demo game runs at a 4:3 aspect ratio. The reason for that is because the demo was also used to test the iOS version in the early dev stage, and all the iPads have 4:3 screens. However for the best visual and game play experience, we think 16:9 would be a better and up to date screen format choice after all.

However, due to the massive amount of different mobile / tablet devices on the market, to have just one size able to fit all these different screens perfectly became a really big challenge for us. During the last few weeks, the team has been re-programming and reworking on some of the existing art materials to fit the new resolution and aspect ratio.

The change for the menu settings are also under modification, once it's done the players can manually quit the game and jump to any previous level whenever they like. It will allow the players to choose between different display modes, adjust graphics quality and audio settings anytime during the game.

The Tower  

It is the landmark in the world of LUNA and where most of the adventures will take place. No doubt, the tower is one of the most important design elements we are going to perfect. Here are some of the latest design and concept art for the tower and its environment.

We'd like to thank Concept artist Tang, who is helping the project voluntarily .

                                       We'd like to thank Concept artist Tang, who is helping the project voluntarily .

                                       We'd like to thank Concept artist Tang, who is helping the project voluntarily .

Players can expect to not only solve the puzzles inside the tower, but also experience the world outside it. We are also designing more actions for the characters, so in some game levels, they can jump and climb in the environment outside the tower., which we believe is gonna bring more fun into the gameplay.