To light the candle is to cast a shadow
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2019年夏
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Available: 2019年夏

 

Recent updates View all (7)

January 22

Devlog Optimization LUNA For Players With Colorblindness



Hi everyone! It's Beidi here. When I was young, I read the story about John Dalton who described his own color blindness in 1794. In common with his brother, he confused scarlet with green and pink with blue. This story has always fascinated me, because with ‘normal’ vision, it’s hard to unsee the color you’ve seen or simply imagine seeing the world through a completely different color palette. And I’ve often wondered how can I ever be sure that the color “yellow” I see, is the same “yellow” as everybody else’s.

My childhood wonder had quickly been forgotten until many years later, when we started working on LUNA. After sending out an alpha demo to players, we suddenly realized there was a particular level in the game, in which a small group of people become seriously stuck where most other players usually wouldn’t.

In the puzzle, players are required to pick one particular color (the correct answer) among six different colors. To my eyes, these six colors were distinctively different from one another, however I later on found out that not everyone agreed with me. Finally I came to realize that the players who had difficulty completing this puzzle simply did not see the same color as me, either aware or unaware of their color weakness.

Working as an illustrator for many years, I am so used to selecting various shades of similar colors just to make a drawing perfect to my eyes. I will easily get frustrated when prints come out just a bit darker or bluer. I actually never really truly realized how different the experience can be between people with normal vision and those with limited color recognition. Until now!

To inform my actions, I did a bit of research about the different types of colorblindness, really wanting to find a solution to a color themed puzzle that everyone could play without struggling.

From the research, I learned there are commonly three main different types of colorblindness. Each of them has a restricted color vision within certain range of colors. Some are not sensitive to blue and green, others find it hard to differentiate from red and purple (see image below).



I realized that almost all sufferers experience issues with the color green. This was the problem with our level in LUNA, a lot of greenish colors were associated with the color picking step.

If we wanted our players to be able to pick a green tone color as the correct answer to complete the puzzle, deuteranope and protanope groups of players would have difficulty figuring out the right answer. To their eye, there were other colors that appeared to be the same (see example below).



Now we knew what the problem was, the next step was to redesign the colors for this puzzle. But the challenge, even now we were aware of the situation, was that there would still be no way for us to know which group of colorblind players would be playing this game. As all are sensitive to different rage of colors, simply changing from one color to another might just cause the problem for another group. We needed something for everyone.

First of all, we decided to avoid putting any green tones together in the design, as all three groups of colorblind people would have issues here. Secondly, we tried to avoid primary reds and greens in the same group, next to each other, as they often appear to be very similar as well. To help colorblind players, we added a bluish tint on the original design. By doing this, it knocks them into a different color range . Now, after the changes, players can distinctively tell the difference from A and B.



Last step, we re-designed the choices pool. From the previous six color choices we had before, three of them appeared very similar for colorblind players. Instead of changing the red color we wanted to use for the correct answer, we changed the other five, to make sure that all the other choices can still appear varied enough for colorblind players to distinguish within the range they can see. Although the final colors lose some of their original color tone, the answer color now looks different from the rest of other choices, and can be picked out more easily.



That’s how we attempted a more color-friendly redesign! We still have to test it with players to see if it actually works as intended, and also how much it might affect the original puzzle difficulty. We hope this will make everyone’s gaming experience more enjoyable. It was a very valuable lesson we learned from the feedback we received from our recent exhibitions and shows. You guys are helping us make the game better and better.
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January 22

Devlog January Update Hello 2019!

Hello LUNA supporters!

Happy New Year Everyone!

Hope you all had a wonderful Holiday Season, relaxed and well fed, and now fully boosted to welcome wonderful adventures in the brand new 2019! We can’t believe time passes so quickly - this year will be one of the most important for LUNA, because we are aiming complete production and deliver our final release!

Game production and level gameplay optimization

Right now, these pieces of work are all going ahead together. While Betty works on the last few bits of animation and UI design, Susie is beginning the musical composition for our cutscenes. Fox and Guan, meanwhile, are full on with coding and optimization. Aside from all this, we are also continuing to work on our own real-time gameplay tests for LUNA, before moving towards external QA. In a nutshell, we will play the completed 25-level game ourselves from beginning to end countless times, to ensure it is smooth and well balanced.

Gameplay testing is vitally important. Over the past few months of initial proofing, we received a great deal of important pieces of feedback. As a result, we rearranged some of the levels to make sure that the puzzle order is nicely structured. Our original design might have looked good to our eyes, but at the end of day your enjoyment of LUNA is the most important aim for us. Third-party viewpoints are incredibly valuable!

Some screenshot from the cutscenes animations

Susie’s working progress for one of the animation cutscenes

Player friendly hint and guide

We have thought a lot about how to apply a hint system in LUNA. Different games do this in various ways, so there is really no golden rule here. We don’t wanna take away the challenge and fun for puzzle lovers, but at the same time, we have to consider what will happen if players actually do get stuck.

The trend nowadays for many games is to rely on a step by step guide, which some say is helpful for players to understand quickly, but in our opinion, sometimes it dulls the experience of the game itself. LUNA’s fundamental core is point and click gameplay. The player explores their environment with the cursor. Above all, we really need to make sure when player focuses on an interactive area, they receive clear feedback that points towards the result, a direction or a solution. One of the key reasons we all love indie games is the freedom to break away from standard game industry design rules - if rules make our game less fun, why should we follow it.

In response to this, we’ve improved some of the mouse functionality and the appearance of interactive objects, so that the player doesn’t feel like they are just hunting for pixels! We’ve also designed a new loading UI/system to help people find their location inside the game better.

The improved cursor designs (arrow/hand/feet) for a clearer interactive experience in the game.


New loading screen, also serve the purpose as an in-game map, level selection page


Colorblind friendly optimization



In testing, we learned a very important lesson when we realized that one of our levels might appear to be particularly difficult for colorblind players or those with similar visual impairments. During the past few weeks, we redesigned some parts of the offending level to allow all players to see it clearly.

We also wrote a devlog about it, explaining how we attempted a more color-friendly redesign! We’re now testing this level again with players who might have found it confusing before. If you’d like to volunteer to help with this, please contact us - it will be very much appreciated!

Next few weeks plan

Professional QA will be invited to help us debug, meanwhile we are working on ways to size down LUNA for final distribution. Last but not least, visual effects will help create an even better atmosphere for the game. How can magic be magic without pretty particle effects! *Lumos Maxima!*

By end of January, we’re aiming to finish all the cinematics and in-game animations. So the third milestone will hopefully soon be reached.

A new demo will be released soon in the first Quarter of the year, available for everyone to play.

So that’s all for this update, LUNA will be waiting for everyone very soon in 2019!

See you guys very soon with more news!

-Lantern Studio Team
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About This Game

To light the candle is to cast a shadow.



Behind the veil of reality, lies an enchanted world. When the world lost its balance, it fell upon a boy to take on an unexpected journey. Until the moon rises again, the order of the world will not be restored. One cannot go back in time to correct his mistake. Whatever happened is irreversible…or is it?
Together with our main character and his mystery friend, players will experience a unique adventure that requires both courage and determination. Enter the ancient tower that stands at the edge of the world, help the character bring back his lost memories and find out the darkest secret beyond the tower itself.



LUNA - The Shadow Dust is a story driven point & click adventure puzzle game
  • Game Platform:
    The game will be available on PC / MAC / Linux.

  • Traditional frame by frame character animation
    Who can resist not using this time consuming, expensive and bonkers animation technique in a game?! People might say we are crazy. We agree.

  • Single player mode with Dual character control
    How many things can go wrong when you need to control 2 characters at the same time? Yes, a LOT. But double the difficulty means double the fun... and... double the difficulty.

  • Think outside of the box of the box
    In order to solve the puzzles, not only your logic will be challenged but also your reaction speed, music sensibility and, most importantly, your imagination.

  • LESS reading, MORE cinematics
    We replaced the dialogue system with a series of stylized cinematic animations. No matter where you're from, human or Martian, you will have fun playing this game!

  • Interactive Original Music
    We are so serious about the music that our musician has sold her soul to the game music devil.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 7, Windows 8, 8.1, Windows 10
    • Processor: Intel core i5 2557M
    • Memory: 4 GB RAM
    • Graphics: GeForce GT440 or HD5570
    • Storage: 4 GB available space
    Minimum:
    • OS: Mac OS X 10.9+
    • Processor: 1.2 GHz
    • Memory: 4 GB RAM
    • Graphics: 1024MB VRAM
    • Storage: 4 GB available space
    Minimum:
    • OS: Ubuntu 16.04+, SteamOS+
    • Processor: 1.2 GHz
    • Memory: 4 GB RAM
    • Graphics: 1024MB VRAM
    • Storage: 4 GB available space

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