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šŸŒ NOVO NEWS #04: The Language of Novo and how it came to life!



Tiai amodi!

It’s Klas again, writer and co-director of Planet of Lana. Today I thought we’d dive into an aspect of Novo we haven’t really revealed much of yet, the language of Lana and the rest of its human inhabitants. Now be warned; as the origins of the native Novo-ites play a part in the story and wider world building, I can’t really go into too much detail of the origins of the language itself, but rather I’ll focus on our internal process for concocting it.

Originally posted by author
Disclaimer 1: Neither myself nor anyone else on the team are linguists and definitely don’t claim to be. At the end of the day our goal was to make up a fantasy language that felt pleasant to listen to, and sounded like it could have evolved on an alien planet.

Disclaimer 2: While we did our best during the language process to come up with unique words and make sure they didn’t overlap with phrases in existing languages (especially potentially offensive ones), there are over 6500 languages spoken on earth. So please know that any such instances are wholly incidental and not intentional by any means.

Now, let the transparency-vs-spoiler-tight-rope-act commence!

The Language of Lana

As my co-director Adam wrote in the first edition of Novo News, the creative process that birthed Planet of Lana goes back to the very first key art that he painted almost 6 years ago:



What really struck me the first time I saw this image was all the questions it provoked in my head; ā€What is this place? Who is this girl and her little fur-ball friend? And what is the strange robot doing up on that rock? It doesn’t look like it belongs. Why isn’t the girl hiding in the grass or running for her life? Is that a subtle look of defiance in her body language? Curiosity?ā€

For a writer of course, that kind of visual provocation is gold. In my last post I touched briefly on the minimalist mindset that shaped the narrative of the game, but thinking back on it now, it really was the equal parts of ā€œsaidā€ and ā€œunsaidā€ in that picture that inspired this approach from the get-go.

For the first year or so of writing and pre-production that very approach meant that we planned on not having our characters speak at all, but rather just communicate with body language and perhaps some subtle grunts and noises. As the story grew in complexity however, we quickly realized that we would need one more layer of expression to tell the story effectively. Enter; The Novo-language.



The first part of building the language was to figure out who the people are that speak it. The planet’s inhabitants lead simple, and by modern standards, rather primitive lives. This in combination with the fact that we decided early on we would not include any subtitles but instead infer meaning from context and allow players to figure out key phrases to slowly piece together the language themselves, it felt logical to keep things fairly simple.

The easiest place to start was of course the one word we already had:

Originally posted by author
ā€œLanaā€

There is nice simplicity in the name of our heroine; A melodic consonant vowel consonant vowel structure that felt as good a place as any to start building on. From there we allowed ourselves the luxury of the inverse as well-meaning vowel consonant vowel etc. etc. So, we moved on with the words we knew we had to come up with to make the game work; The commands that Lana uses to control Mui. After a lot of just saying random words according to our arbitrary rules, the first one (that just felt right) ended up being:

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ā€œImaā€ = Stay/Stop

And:

ā€œOlaiā€ = Come here.

And then a slight variation on both, but still in a way that made sense with the foundation we had:

ā€œKialoā€ = To do something/Perform an action

And finally:

ā€œPama Kiā€ = Go there.

Moving on from the Mui mechanics, we decided a natural next step would be a greeting phrase, that we just found melodically pleasing, positive, and something that would be hard to say without smiling (go ahead and try!).

Originally posted by author
ā€œTiaiā€ [tee-aye] = Hello

To begin laying a cultural foundation for the people and their language, we then added a more colloquial title that could be used to address a stranger in an affectionate, respectful manner. The idea being that there is an underlying cultural assumption of kinship/friendship with whomever you encounter:

Originally posted by author
ā€œTiai lang noā€ = Hello stranger/someoneā€

And then a simple introduction phrase,

Originally posted by author
ā€œOna Lanaā€ = I’m Lana.

Now, with these basic phrases at our disposal, we already had a pretty solid foundation to start building on. Throw in a couple of filler words for ā€œandā€, ā€œforā€, ā€œinā€ etc. and it’s amazing what you can start constructing. I was personally surprised how just coming up with a few basic phrases really opened the door to develop more. It felt almost like a musical exercise where once we had found the basic melody and rhythm, the rest came easy.

There is also something to be said about language and inferring meaning from sounds on a human level. Some words just seem to sound like what they mean, even if you don’t know the word per se. The word ā€œImaā€ turned out to be a perfect example of this, as someone pointed out in the comments of the first gameplay footage we released, that ā€œImaā€ actually means ā€œstopā€ in Zulu language. Of course, we had no idea, we just instinctively thought it sounded appropriate. Who knows, perhaps there is something innate to language that we don’t fully understand? 🧐



The Voice of Lana

So having found our basic language structure and sounds, we quickly discovered that we needed an actress that spoke an earth-language with a compatible melody to our made up one. We tried out a couple of very talented young Swedish actresses but to no fault of their own, there was just something in the two languages that didn’t gel. The accents were simply not compatible.

Luckily, our talented sound designer Francesco Ameglio lives in a land with a language so melodic you’d think Vivaldi himself wrote it. You guessed it, Italy šŸ‡®šŸ‡¹. So, one day Francesco strapped a field recorder on and went to the Liceo Coreutico Teatrale Germana Erba in Torino to hold some open auditions. And wouldn’t you know it, the geographical change was just what was needed! Listening to voice after blessed voice had us wondering if Fran had actually just gone to Novo itself to hold auditions. While everyone who participated did extraordinarily well, one young lady named Bianca Zoe Mantelli stood out for us.



She had never acted professionally before but both me and Adam just knew instinctively that she was our Lana when we got the recordings. Over the coming months, we spent several studio sessions working with Bianca to record the performance of Lana and we couldn’t be happier with the results. We also learned that the studio we recorded at were so impressed with her that they hired for other jobs as well!

OK that’s it for this time! Keep an eye out for our next "Novo News" that will focus on the ACTUAL melody of Novo, the soundtrack, and its creator Takeshi Furukawa.

Till next week!
Klas


https://store.steampowered.com/app/1608230/Planet_of_Lana/

Embark on a breathtaking journey when Planet of Lana releases on PC and Xbox this month

Wishfully has provided a release date for its cinematic puzzle adventure game, Planet of Lana.

Published by Thunderful, Planet of Lana will release on May 23 for PC, Xbox One, and Xbox Series X/S. It is also a day-one release on Game Pass.

One of the most anticipated indie titles of 2023, the game tells the story of Lana and her loyal animal companion, Mui, who are on a mission to rescue Lana's sister.

Read more

Studio Ghibli-inspired platformer Planet Of Lana comes to PC and Game Pass on May 23rd


Wishfully’s scenic platformer Planet Of Lana has received a fast-approaching release date: May 23rd. Planet Of Lana has been on the RPS Hivemind’s radar since its announcement thanks to its hand-painted art, evocative soundtrack, and comparisons to Ori and Inside - two excellent platformers in their own right. The newest trailer (embedded below) is just an extra treat.


Read more

Planet of Lana will release on May 23rd!



Heya friends of Lana and Mui,

Happy Planet of Lana Release Date Announcement Day to all of you! ːsteamhappyː

Since the idea of Planet of Lana grew in my head back in 2017, all of us at Wishfully have been working really hard on realising our idea of a unique, captivating, and appealing cinematic puzzle adventure. Here we are today, and we can wholehartedly tell you that we are unbelievably happy and proud to reveal to you that Planet of Lana will release on May 23rd!

[previewyoutube][TRAILER][/previewyoutube]
That's right, from today it's only 20 days until you can set out on your own with Lana and Mui to embark on a rescue mission to save Lana's sister. Hopefully, Planet of Lana will be an unforgetable adventure for you as well - because for us it is already!

There are more issues of "Novo News" coming till the release, telling you more about the language of Novo, Lana's voice actress, the soundtrack, etc. To not miss any further updates please follow Planet of Lana and add it to your wishlist. This would really mean a lot to us! ā¤ļø

We are counting the days until the release, friends!
Adam & the Planet of Lana Team


https://store.steampowered.com/app/1608230/Planet_of_Lana/

šŸŒ NOVO NEWS #03: The Meaning of Puzzles in Planet of Lana



Hi friends,

This is Dan, and I’m the Lead Puzzle Designer for Planet of Lana. In this update, I'll shed some light on the creative process behind designing the puzzles for the game, touching on our inspirations, challenges, and design choices. Our goal has been to captivate players' imaginations while challenging their cognitive abilities in order to create a game that combines an immersive story with engaging puzzles.

Environmental storytelling is something that we are really passionate about at Wishfully, and to enrich our game's narrative and atmosphere, we designed puzzles that serve as opportunities to reveal more about the world, characters, and overarching story. To help us with this, we used visual cues, hidden details, and environmental elements to create a sense of discovery and wonder, encouraging players to explore and understand the world in which Lana lives. For the curious player there is so much to dig into here, with everything from strange creatures and plants to the language and culture that have developed on Novo.



To ensure there is a fun evolution of the puzzles, we crafted them around a core set of mechanics that gradually expand and intertwine throughout the journey of Lana. By layering new elements over existing ones, we create a sense of progression and mastery, keeping players engaged and motivated to overcome each new challenge.

I think one of the most exciting aspects of Planet of Lana is the ability to control animals and robots in fun and imaginative ways. We dedicated ourselves to creating unique interactions and mechanics that not only add depth to the puzzles but also infuse the gameplay with delightful surprises. Our focus here was on designing moments that spark joy and excitement, where expectations get turned on their head. Perhaps something that was once a deadly threat all of a sudden can become something useful and crucial to Lana’s progression in the game…



When designing puzzles, striking the right balance between difficulty and pacing is essential to ensure players feel challenged yet not overwhelmed. One could almost say designing puzzles is a puzzle in itself! Just changing the order in which one element or mechanic is introduced to the player can make a huge difference in how difficult a puzzle is to solve. Keeping this in mind, we carefully crafted our puzzles to maintain a steady difficulty curve, building on previous concepts while adding extra complexity. Our puzzles also balance logical problem-solving, reflex-based challenges and stealth sequences, catering to different player preferences and keeping the gameplay varied.

Game design is an iterative process involving constant testing, refining, and retesting. We used playtesting as a crucial tool early in the process. Using a very rough and simplified version of the game with rudimentary graphics early on in the process, we could gather feedback on puzzle design and difficulty before the real game environment was even developed. Since we built the puzzles in this more basic environment, we could also prototype more puzzles in a shorter timeframe and have a quicker turnaround between playtests. And by watching carefully how people were playing and incorporating the feedback during multiple iterations, it allowed us to fine-tune our puzzles to strike the perfect balance between challenge and enjoyment.



For me, seeing how players interact with our game has been one of the most interesting and fun aspects of the puzzle process. Everyone’s mind and experience is truly unique, and this is something I’m constantly reminded of every time I see someone play our game. And as the release for Planet of Lana is coming closer and we are about to share the game with the rest of the world, I’m eager to see even more players experience our epic adventure!

And a tiny spoiler: next weeks "Novo News" will address the language of Novo as well as the voice actor who lends her voice to Lana.

All the best!
Dan

https://store.steampowered.com/app/1608230/Planet_of_Lana/