My primary focus over the last week or so has been story and exposition. I've put a lot of thought into the kind of world Luminesca takes place in and what its denizens think about it. In fact, conveying these ideas is one of the primary reasons I'm making Luminesca at all. It's a project with which I want to say something and there are specific messages that drive everything in the game. The current build merely hints at these underlying messages, so I'm developing them further for the next update.
Ever since playing Ico, and seeing Fumito Ueda's efforts to strip out many of the superfluous elements that have seeped into convention in modern games, I have understood the value of minimalism in game design. This design by reduction approach is applied to Ico's story exposition and the result is a game that drip-feeds just enough ambiguous plot detail for the player to grasp what is going on without resorting to heavy-handed verbosity. It is this level of elegance that I want to achieve in Luminesca.
I've long believed that video games are at their most elegant when they convey their core ideas via interactive systems, so at first I was averse to using text. I was adamant that I could communicate all my ideas through interaction and imagery alone. I've come to realise that certain ideas are best expressed with words, strung together by a loose interactive framework, but to avoid the aforementioned verbosity trap I've restricted myself to a very simple dialogue box system (shown below).
These dialogue boxes pop up when the player approaches another character, and disappear again when they move away. They can be displayed repeatedly in case they were missed the first time, and the player is still free to move around, unhindered, while they are being displayed.
While this maintains a lot of flexibility in the player's experience, this is actually a very inflexible system from a development point of view (the text boxes are a fixed width and do not support multiple pages). I've built them that way for two reasons: firstly, it is technically more simple to implement but, more importantly, it forces me to condense my writing into smaller chunks. These small snippets of characterisation tend towards quick adsorption by the player, which is crucial if you want to attract their attention and discourage them from skipping through lengthy dialogue.
But this is not the only advantage of concise writing. There is a gap between what stories say and what the audience hears. The more a game withholds such information, the more players must step forward to bridge the gap with their imagination and personal reflection. Players must engage with the text if they want to make sense of what's going on, rather than just sitting back to be spoon-fed messages. Will players want to make sense of it? I hope so, as this desire ties closely into the central themes of the game.
So what are these messages in Luminesca I've been referring to? You'll have to play (and read) the finished game to find out, or pre-order now to get a sneak peak of it in development!
Monday, 11 February 2013
Saturday, 26 January 2013
Update 0.1.3 Released
Luminesca has just been updated to version 0.1.3, which you can download from the same place you purchased it (Desura, Indievania or direct download).
This patch fixes the bug which prevented some players from finishing Chapter 1 and adds a few small changes. You can view the full list of changes here.
I was working on adding some substantial 'story content' but decided it would be better to just get this bug fixed as soon as possible. There will be another (bigger) update to Chapter 1 in the next week or so before I move on to Chapter 2.
Also, Linux support is coming very soon!
This patch fixes the bug which prevented some players from finishing Chapter 1 and adds a few small changes. You can view the full list of changes here.
I was working on adding some substantial 'story content' but decided it would be better to just get this bug fixed as soon as possible. There will be another (bigger) update to Chapter 1 in the next week or so before I move on to Chapter 2.
Also, Linux support is coming very soon!
Tuesday, 15 January 2013
Those pirates are fast (and... helpful?)
Piracy is something every game developer must come to expect. It's unavoidable in this age of widespread connectivity and was certainly something I was anticipating with Luminesca. What I did not expect was just how quickly piracy would become an issue; I made the game available for pre-order on Friday and noticed it listed on certain sites within a few days.
Luminesca utilises a piece of opt-in data tracking software called Lumos (no affiliation!). When the game starts up players can indicate whether or not they are happy to have Lumos send me anonymous hardware, software and session data about their system and experience with the game, which I can then use to improve it.
I knew something was amiss when I checked the Lumos figures and noticed that the recorded number of players wastriple ten times the number of sales. Of course there are bound to be some players who chose not to enable data tracking so the actual numbers will be even higher.
I'm not here to rant about the evils of piracy or propose a solution. As far as I'm concerned there is no solution and the evils are irrelevant; there will always be people trying to get something for nothing. For a small developer it seems so futile to waste time on preventative measures.
I did, however, find it interesting that so many pirates were willing to permit illegally-acquired software to send usage information back to me. They're providing me with helpful data, whether they are supportive or not!
Of course there is always another way they could help which I would not object to in the slightest, and I can only hope they anyone who played Luminesca for free enjoyed it enough to make a contribution and help spread the word.
Luminesca utilises a piece of opt-in data tracking software called Lumos (no affiliation!). When the game starts up players can indicate whether or not they are happy to have Lumos send me anonymous hardware, software and session data about their system and experience with the game, which I can then use to improve it.
I knew something was amiss when I checked the Lumos figures and noticed that the recorded number of players was
I'm not here to rant about the evils of piracy or propose a solution. As far as I'm concerned there is no solution and the evils are irrelevant; there will always be people trying to get something for nothing. For a small developer it seems so futile to waste time on preventative measures.
I did, however, find it interesting that so many pirates were willing to permit illegally-acquired software to send usage information back to me. They're providing me with helpful data, whether they are supportive or not!
Of course there is always another way they could help which I would not object to in the slightest, and I can only hope they anyone who played Luminesca for free enjoyed it enough to make a contribution and help spread the word.
Friday, 11 January 2013
Pre-order Luminesca now, get early access!
luminesca.com is now live and you can pre-order the game right now!
The sooner you pre-order, the cheaper you can get it for. It's currently 50% off and this price will creep up as more content is added and the final version approaches, so get your pre-order in ASAP!
The sooner you pre-order, the cheaper you can get it for. It's currently 50% off and this price will creep up as more content is added and the final version approaches, so get your pre-order in ASAP!
PRE-ORDER NOW!
Also available on Desura!
Thursday, 22 November 2012
Episodic Pre-Release on Desura
I'm very pleased to announce the details of how Luminesca will be available to purchase!
You will soon be able to pre-order Luminesca, which will be released in 5 chapters via Desura Alphafunding. These chapters will be made available, one after the other, in a pre-release alpha state. Once all 5 chapters are released, the whole lot will be polished up for the final version.

Here's a clue.
You will soon be able to pre-order Luminesca, which will be released in 5 chapters via Desura Alphafunding. These chapters will be made available, one after the other, in a pre-release alpha state. Once all 5 chapters are released, the whole lot will be polished up for the final version.
Monday, 29 October 2012
Greenlight Concepts Stats
Luminesca has been quite well received on Greenlight Concepts. Here's hoping it would be the same on Greenlight Games!
Monday, 22 October 2012
Steam Greenlight Concepts
Guess who's on Steam Greenlight Concepts...
For those who are unfamiliar: Greenlight is a community-driven feature of the megalithic digital distribution platform Steam which allows players to vote for which indie games they want to get published there next. The Concepts section is for projects which are early in development or simply just idea pitches.
I figured it would be a good idea to try to get some more exposure for Luminesca and gain some useful feedback from a larger audience.
If you have a Steam account you can help out by voting for Luminesca, engaging in discussion or adding it to your Greenlight Favourites!
UPDATE: It's now on 'proper' Greenlight, here!
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