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Lorn's Lure News

ChatGPTeam!



It's been over a month since the last update, and progress is still quite speedy!

[h2]Here's a summary:[/h2]
  • I've finished the Cave area to beta quality - including some very foolproof out of bounds prevention tech ːsteamhappyː
  • I'm 1/3rd the way into another area. Once this is done, that leaves 3 more!
  • I've actually used ChatGPT to create a pipe making tool! This will speed up level design given how many pipes I have to make from scratch..
  • Development might slow down in coming months, since my wife and I are expecting a new born soon!!!


[h2]And of course a micro dev-log :)[/h2]
[previewyoutube][/previewyoutube]

Hello to all the new folks, and stay tuned for more!

Explore a vast industrial hulk with your trusty climbing axes in this eerie first person platformer




Lorn's Lure, an upcoming indie from solo developer Rubeki, instantly hooked me with its free demo on Steam. This first person plstformer has you playing an android exploring the vast, industrial ruins of a lost civilization, pursuing some manner of biblically accurate angel-come-glitch in reality through the impossibly ancient rusted hulk...
Read more.

Blazing Dev Speed!



Lots of progress since the last announcement!

  • I've finished 3 chapters to beta quality.
  • Part way through finishing another one as I speak
  • I've added a crawl ability for claustrophobic gameplay in the area I'm working on now.
  • I've also added flares - Deep Rock Galactic style - so that you can see in the dark in the same area.


[h3]This time I've compiled all the footage into one micro dev-log video here:[/h3]
[previewyoutube][/previewyoutube]

I'm certainly blazing through at a decent pace, but still more to go. That said, 2023 is definitely the release year :)

Stay tuned for more!

Is Twitter Actually?



Time for the monthly progress update! Please read till the end to get contingency socials :P

Here are a few things I've accomplished since the last update:

[h3]I've completed the gameplay optimization for one of the 8 chapters. I won't show too much to avoid spoilers, but here's a sneak peek:[/h3]


[h3]Working on the second Chapter now. I've added lore, a simple find-the-thing puzzle, and made traversal more fun / challenging in certain sections. Here's some snippets from the level![/h3]
[previewyoutube][/previewyoutube]

[h3]And then there's this guy, who I've revamped the dialogue for:[/h3]


I'm very close to finishing this level. Once I'm done, it's on to the next! :)

[h3]Also what's going on with Twitter???[/h3]

I really hope it doesn't die - since I know a good chunk of you probably came from there, but just in case, here are all my socials:

Twitter TikTok Tumblr Youtube Patreon Discord Website

Anyway, Stay safe, and stay tuned for more!

Gameplay Revamps



It's been about a month, so it's time for another update!

In prep for level design, I did have to do another round of mechanic revamps. I wasn't happy with the dashing mechanic - it felt floaty and weird. Additionally, the sliding had some issues where, after reaching critical velocity and falling off a ledge, you'd die instantly.

Both have been resolved.

I've also changed the way tutorials are done! They are no longer super annoying. Still have some styling to do, but it works well imo.

You'll also notice that you can now ledge-climb even without picks :)

[h3]Here's some footage of the dashing:[/h3]
[previewyoutube][/previewyoutube]

[h3]Sliding[/h3]
You'll notice that the critical velocity is reached, but the player doesn't necessarily die since they were sliding.
[previewyoutube][/previewyoutube]

[h3]And of course, the tutorials, with pickless ledge-climb:[/h3]
[previewyoutube][/previewyoutube]

That's all for now - stay tuned for more!