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Lorn's Lure News

Something New!



Last time I mentioned that I put together a bunch of 3D model kits for quick level design. Today I will show off some of the newest level that I've built with these kits!

[previewyoutube][/previewyoutube]

You may notice that in the video there are different sounds per ground material. This is a new feature! The video shows off the metal and concrete sounds, but there are two more materials supported as well.

Another detail you may miss from the video is that walking is now toggled instead of a button held down. Since there are so few segments that require walking, and when you do it requires being held for a long time, I felt it fitting to make this minor change. Moreover, interiors will automatically slow down the player so you don't have to press anything when exploring small rooms.

I also wanted to mention that Lorn's Lure was featured in PC Gamer! This is a personal milestone as I've never had a game featured there. This was even unsolicited, meaning it was picked up by a writer naturally.

Pretty exciting stuff, so here's a link to the article: [PC Gamer Article]

Stay tuned for more!

No More Boring For Now!

This one is a short announcement, but thought it worth mentioning that I'm no longer working on the boring stuff - as I'm kinda done for now. There are probably minor things I'll have to add or revisit later in development, but it's now time to begin the next chapter!

[h2]Here's a rundown of the last few things I've knocked off:[/h2]
  • UI cohesion (including scanning)
  • UI window now closes with the same button as dialogue skipping
  • Tutorial dialogue changes based on your custom button mapping
  • Button mapping now works when you use a controller
  • In-game cutscenes are now skippable


I've also been making environment kits to bash together for level design. It's nice and relaxing, and non technical - so I've been enjoying it.

If you're curious, here's an untextured pipe kit for example (that small dot is the player's size):



Exciting stuff I know ːsteamhappyː

Anyways, as usual, stay tuned for more!

Boring Update



I've been working on boring stuff for a while now, BUT I have a lot to show for it now, and the boring is almost completely done.

[h2]What I've Been Up To[/h2]
  • Controller support
  • Redone main menu, with level select!
  • Level select shows high scores for each level
  • Redone stats summary at end of level, with broken record diffs
  • Fully functional options menu, that can be accessed while playing as well
  • Saving / Loading with multiple levels
  • New in-game HUD - now with crystals + scans, including total possible in the level
  • Bunch of bug fixes


[h2]Gameplay Video[/h2]
[previewyoutube][/previewyoutube]


As you can see, I've been very busy. And with a lot of this out of the way, soon I can focus on the fun stuff - designing the main campaign!

Stay tuned for more

Cheese Mode


As usual, I've been hard at work on the mechanics plus bug fixes and now have an update for y'all.

[h2]Here's the condensed list:[/h2]
  • Finalized grappling
  • To respawn, you now press T (for "try again"). This was done to avoid accidental R presses
  • Bug fixes with the sliding mechanic
  • Audio bug fixes
  • Terminal velocity is now cancellable if you grapple, or double jump
  • Fixed a bug where sliding past terminal velocity let you live, until jumping and landing on anything
  • Added a Cheese Mode (not available in the live demo) where I can integrate the mechanics into the production area for testing
  • Added a testing sandbox to the demo where. Press T at the main menu to enter a small area where you can test all the new mechanics (beware it destroys your saved files)


I'm looking for feedback on the dashing, so let me know what you think! Read below the video for controls.

[h2]You can see all the features in action in this Cheese Mode speedrun[/h2]
[previewyoutube][/previewyoutube]

Apologies if the video is a bit dark, not sure why that's happening...

[h2]Below are the controls for Test Mode[/h2]
Double Jump:
  • Press space in mid air
  • Also works if you walk off a platform
Grapple
  • Click where you want to grapple and it will pull you towards that point
  • You can move around while grappling to swing. I recommend doing this for better results.
Dashing:
  • Run until your reticle flashes and press Shift while on the ground to perform a long dash
  • If you're in the air and your stamina is low enough, but non zero, your reticle will flash, and you can press shift to dash in mid-air
Flares:
  • Grab them with E
  • Throw them with F
Wall Kick (Tic Tac):
  • Jump into a wall
  • While facing a little over 90 degrees away from the wall, press the jump button again, and it will kick you off the wall
  • Tip: imagine your leg kicking off a wall while moving forward. The wall has to be to your side, and a bit behind you
Blue Crystals:
  • Just walk into them to automatically destroy them
Moving Platform:
  • There's one moving platform. If you stand on it, it will move on a predetermined path until it stops at the end


That's all for now!

Enjoy, and looking forward to your feedback!

Spoiler Alert...



OKAY! Lot's of updates this time, so I condensed it into a single video recorded in my test area.

All these gameplay abilities will be unlocked while playing the game, so SPOILER ALERT!

  • Better dash sounds
  • Double jump
  • Glowing crystals for dark sections of the game
  • Better blue crystal destruction
  • Moving platforms
  • Tic tac animation showing you're pushing off from the wall
  • First version of the grapple hook
  • Improved air control
  • You can't see it, but fixed Coyote jump


[previewyoutube][/previewyoutube]

I'm way ahead of schedule it seems, but this is a good thing! The sooner I finish raw gameplay elements, the sooner I can focus on orchestrating the main campaign.

Also, here's a rough digital painting of the android I did on my iPad just for fun. Finally came of use!


As usual, stay tuned for more!