Wednesday, 15 May 2013

Chapter 2 coming soon!

Slightly later than planned, but Chapter 2 of Luminesca is so very close! Here's a brand new trailer showing off some of the new areas, as well as some additions to Chapter 1.


You can pre-order Luminesca now from luminesca.com, Desura or Indievania. Anyone who pre-orders gets instant access to all available chapters, and new chapters will be added at no extra cost as they are released in the future.

Thanks for your support! I hope you like the new video!

Tuesday, 7 May 2013

Sublevels in Unity3D (when prefabs aren't enough)

Most Unity developers will use 'prefabs' sooner or later. For those who are unfamiliar, they are basically a way to clump together a group of objects or behaviours so that you can clone them repeatedly and have them all look and act the same way.

In Luminesca, planktids are prefabs so they can be easily dropped into a level in large numbers, and any time I need to make a change I just edit the prefab and it perpetuates all the way down through all the individual instances.


In the screenshot above, the planktids are two instances of a single prefab. The glowpod is also a prefab. The plants are very simple prefabs, and even the large rocks are too. So they're pretty versatile and will save you a ton of work, but sometimes you need something extra.

During development of Luminesca, I've been tackling a scenario where a large background area of one level is clearly visible at the start of the next level. This area is made of multiple prefabs and is quite complex. Prefabs aren't really appropriate here because you're doubling things up too much, and you might want certain minor elements to differ between levels.

The solution I implemented is a nifty trick I learned from using Unreal Development Kit, and it's a special way of loading content called 'sublevels'. The way sublevels work is that you can run a script at any time which loads the contents of one level over the top of the level you are already in.


A sublevel can contain whatever you want (it's essentially just a bog-standard Unity scene) and you can load it into as many other levels as you like. You just need to be a bit savvy to make sure you have the right objects saved in the right scene, and that their coordinates line up properly. I achieved this quite easily by building everything in one scene, copying all the shared objects over to the sublevel, and then deleting them from the original scene (or, more specifically, I just disabled them for now so I can easily peek at where they line up).

The script to perform this is Application.LoadLevelAdditive (the standard method would be to use Application.LoadLevel, which automatically unloads the current level). Then it's just a case of putting the script on an object in each scene that needs to use the sublevel.

Sublevels can be pretty handy if you have more than one person working on the same level, because they can both be working in separate scenes which then get loaded together.

You could even get really clever with this and create your own level streaming system, so objects are loaded/unloaded as you get near them. Using this method you could have one giant, continuous world with no loading screens.

Finally, there's the added benefit of drastically de-cluttering your main scene so Unity runs nice and smooth!

Monday, 1 April 2013

Luminesca on Greenlight!

Luminesca used to be listed on Greenlight Concepts, which is a section devoted to early ideas and demo builds. Now that development is well under-way, I've submitted it to the main Games section for approval by the community.

Help get Luminesca on Steam: vote for the game here and I'll be forever grateful!

Adding it to your Favorites, Following, Sharing and leaving a Comment all help too. (yes, even leaving a comment really does help its chances!)

Votes from the old Concepts page no longer count, so even if you voted there I'd appreciate it if you took a moment to do it again on the new one.

Thanks for your support!


Find out more about Greenlight here.

Monday, 25 March 2013

Name your price on IndieGameStand

For a limited time only, you can pay what you want for Luminesca over at IndieGameStand and get some special goodies to boot!
  • Pay $1 or more to get a Desura key.
  • Beat the average price to get special bonus content: brand new soundtrack and a sneak peak at two early prototype builds.
  • Pay $10 or more to make it a bundle with IndieGameStand's previous game, Space Pirates and Zombies, and the next mystery game, plus all bonus content!
Head over there now to pick up a bargain, some special goodies, or both!


Friday, 22 February 2013

Luminesca now available for Linux

I'm very pleased to announce that Luminesca is now available for Linux operating systems! You can pre-order it directly from the website to get instant access to the pre-alpha builds. It's also available on Desura and Indievania.

Important note: Unity3D's Linux support is still in very early stages, so several features simply do not work yet. These are trivial issues for the most part, but please be aware of them before purchasing! I apologise for the shoddy nature of this first release but please remember that it is a work in progress and any issues will be fixed in subsequent builds. Read on for a full list.

Wednesday, 20 February 2013

Update 0.1.4 Released

Luminesca has just been updated to version 0.1.4, which you can download from the same place you purchased it (Desura, Indievania, or direct download).

It's a little later than I had hoped, but it's a much bigger update than 0.1.3 with some significant changes. Read on for an overview of the main features, or view the full release notes here.

  • Characters & Story
    The 'story stuff' I mentioned in my earlier blog post is now in. As you explore the world of Luminesca you'll find people going about their business. You can see what they have to say simply by approaching them.
  • Acrobatics
    You can now jump above the water surface. This was a feature from the old prototype which was quite popular with early testers. I left it out of the recent builds because it's not integral to the gameplay of Chapter 1 and took a little bit of time to get working again, but it's pretty fun so now it's back! Have a blast leaping out of the water!
  • Pipes & Water Jets
    There were one or two areas in 0.1.3 where water currents would push you around. I decided to make this feature more widespread, so now various pipe outlets have currents that propel you at high speeds if you swim through them. There's also a 'soft puzzle' involving one towards the end. See if you can spot any jet-propelled crabs too...
  • Planktid A.I.
    The improvements I mentioned earlier are now in place. Planktids are now a little bit smarter when it comes to navigating around corners, and they can follow you over greater distances with less trouble. There are still some small issues which I'll work on in the coming weeks, but generally it's much less stressful! Note: most planktid problems can now be resolved by shining your light on them again. This resets their pathfinding and they'll come straight to you.
  • Linux
    I've got a Linux build ready and waiting. I'm going to run a few more tests and devote a blog post just to this though, so please be patient! It really is very close this time!

I hope you like the new additions! I'm pretty excited about moving on to Chapter 2. Let me know what you think in the comments or tweet @Luminesca!

Wednesday, 13 February 2013

A.I. pathfinding update

A lot of players have reported problems with the pathfinding of the creatures in Luminesca (I call them planktids, but you can call them jellyfish, squid, glowing blobs, whatever you like).

In the current public build, they just swim towards you in a straight line. If there is an obstacle such as a rock in the way they will just bump into it and keep trying to push straight through. Obviously, most rocks are static, so they don't get very far and players have to keep backtracking to allow a clear line of sight for them to catch up.

The next build update (0.1.4) will include improvements to their navigational skills which should prevent problems like these. Planktids will now remember the route you took and use it to follow you, even over long distances and through complex, winding pathways.

Check out the video below to see this in action.


When this is released, as with all updates, it will be available automatically and at no extra cost to anyone who has pre-ordered the game. Head on over to luminesca.com to try it right away!