Lisa 🏳️⚧️ Lunistice OUT NOW!
@deke
she/her Check out #Lunistice: Senior Technical Producer @ Deck13 Spotlight Other places:
Since learning how to do the secret high jump in Lunistice is crucial for beating the dev times, it was finally time to give the player a bit of visual feedback when they perform either a perfect or a "good enough" high jump! That should also make the replay ghost's movement more readable. 🙂↕️
Yeah! Fuck clicking and, you know, menus and stuff! Get that shit outta my software, boss 😤
There we go! In 1.1 you get to race against... me! I wanted to add developer times to beat in a time trial mode and I thought it'd be funny if people actually had to race the developer😏 There's still some weird animation issues and I don't have a dedicated character icon yet, but it's mostly there!
Anyway I'm putting myself into Lunistice 1.1 and I won't tell you why (just yet) :3
... but it's okay, since I got properly blocked on my other account 🙂↕️
I wonder if it says something about the baseline quality of the game if no one noticed that over the last year all of its content has been "AI"-generated, hmmmmmmmmmmmm 🤔🤔🤔 Source: www.gamesindustry.biz/this-mobile-...
I wonder if my game claim for Lunistice got approved. (i just got a giant notification banner on Discord and clicked it, I don't even know what it means)
A bit of a longer video where I show off some of the updated stuff I was posting about before! Game is looking pretty sleek in very very widescreen as well! :D Some stuff still needs updating and fixing (like the level select borders and the results screen), but I'm very happy with the progress :3
Oh yeah, I almost forgot! While I was at it, I also made sure this time that the level select doesn't fall apart on ultra-widescreen displays :]
Also something we worked on stream: in an effort to finally make everyone see the light and accept that the Food levels are great, I decided to make them levels look even more tasty for 1.1 (also because the contrast is better and platforms don't vanish into the muddy pink background from before💦)
So... since I had to remake the level select menu from scratch anyway, I thought that I might, you know, maybe just update it a teeny-tiny bit for 1.1? 🥺👉👈
Heyo! Big important update about Lunistice incoming! Didn't want to put it in a giant thread, so have one of them there image posts!
Okay i haven't worked a whole lot on Lunistice 2.0 those last few weeks, but I can explain...
What an interesting Humble Bundle. Wouldn't it be funny if Lunistice was part of it? 😏 www.humblebundle.com/games/playfu...
Very angry lion lady on her way to beat up the moon. ...this is *very* likely going to be the protagonist for the next... thing after Lunistice 2.0. Wanna go with more of a PS2/Gamecube style with this one!
Colors are not final and there's still some detail missing on the face, but I feel like I'm in a pretty good spot with this character now. Can't wait to get started on textures 🫠
Definitely not me working on a character design for my little prototype instead of working on Lunistice 2.0, haha... ha... 🫠
I'll probably not be able to join the Metroidvania jam because my framework won't be quite ready in time, but that won't stop me from prototyping some fun stuff! Working on a lock-on camera (kinda inspired by Kingdom Hearts 2) and implemented motion warping for root motion animations!
I call this thing "CharacterActionSystem". It's a fully stateless way for handling characters! Meaning instead of setting up rigid connections in a finite state machine, I can define independent actions that handle their own logic and output their own desired velocities.
Okay, so I haven't talked about it much, but I think the gameplay framework I've been working on is close to being in a usable state! And while it may not look like much it does some really neat things, especially for its character controller! A little 🧵 with some details.