
Dev Log 20: Fixing the First Two Minutes of Luminids
The first two minutes of the game, rebuilt: Astra's face fixed, a flat teal rectangle turned into a proper doorway, and a guide who now goes through first.
Browse all posts tagged with 'Design' in our Luminids development blog.

The first two minutes of the game, rebuilt: Astra's face fixed, a flat teal rectangle turned into a proper doorway, and a guide who now goes through first.

Wild luminid bands living out on the island, first contact as shyness rather than taming, and the morning one of them chooses you.

An infinite procedural world goes on forever and is never anywhere in particular. So we replaced it with one island you can walk across.

Deleting the behaviour tree, giving a luminid's life a beginning and an end, and building the ceremony that notices when you walk up.

Moods you can read at a glance, caring for a Luminid by name, and the first bonds forming between them.

Fixing a dusk that fell off a cliff and moonlight that turned the grass grey, plus sunless storms, softer fog and a proper night sky.