Posts Tagged ‘Lunar Pack’

Lunar Pack on Steam

Sunday, March 24th, 2013

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http://store.steampowered.com/sub/26391/

Well that’s crazy isn’t it! It wasn’t what I was expecting at least.

Late last year I was inspired to tidy up the Lunar Pack games. I wasn’t happy with them. Around that time (I forget) Indie Royale asked if they could use them. “Sure!” the last Indie Royale bundle we were in was great for us. So to be nice I thought I’d hurry the updates along and give them those games. I expected a bit more of an announcement that they were the only place to get the new games, but oh well! They were both pushed to a place I was very happy with.

But the bundle didn’t do as well as the first one we were in. It happens, even with Serious Sam 3 (great stupid-fun game by the way!).

So I just casually asked Valve if they wanted The Lunar Pack and they casually agreed to take them as a double-pack. Which was nice.

 

If you picked up the Indie Royale bundle you’ll be getting your Steam key soon :) or if you didn’t (or just want to support the next BB game) it’s currently 20% off and £3.19.

The only difference with the Steam version is the built-in screenshot taking by pressing the Left bumper using an Xbox controller (or equivalent on Aldi Discount Controllers), and both games have their full FLAC and MP3 soundtracks – something that was only available to IR bundle owners in the past.

The Lunar Pack, 2013

Thursday, February 14th, 2013

Let’s try and be candid yo!

In 2009 I made Lunnye Devitsy. Born on the ride over to my girlfriend’s (and 50% of Boss Baddie) university graduation as I drove over the bleak moors.

It was the start of a little idea I wanted to mess around with, something I could call my own. The idea of having simple controls, simple interactive gameplay but housing a complex, puzzle-like world. It’s something you can see in Lunnye, Wake and Really Big Sky (and Infinity!)

In 2010 I either started or finished work on Wake, which was unashamedly inspired by watching the Poseidon film!

 

I was flown out to GamesCom to demo Big Sky Infinity, along with Nicklas (off Nifflas fame). At that time we were coming to the end of Infinity. There were plans for the next big project(s) but I wanted something I could do myself. Around this time Indie Royale had asked if they could run any of my other games, so it just seemed like a good idea to create huge updates for both games.

 

The big thing I wanted was widescreen support, and a big bug fix. Whilst playing them and updating lots of little ideas happened. I wanted to make Wake more dynamic, so I added a ship-randomisation feature that would block off entire paths for each “round” you play.

And we’re also working on making Big Sky Infinity just a little bit better too :)

 

So all in all it’s been a hugely massively intensely busy past few weeks.

WAKE 2013

New Boss Baddie logo
Tweaked story elements
Auto detects controller if connected
New controller code
Added widescreen support
Added higher resolution scaling
Added keyboard support for the torch
Darkened the in-game map
Fixed the custom keyboard text not showing up on some buttons
Final score grows as points are displayed
New randomisation system to create more unique play throughs
New obstacle – electricity! Cripples movement above water, quickly causes death under water
Updated ship rotation effect to make it central
Added vibration when water is getting close
Redesigned some areas of the map slightly
Added bonus stuff for completionists
Fixed a but when opening health boxes
Lowered strength of bloom
Remastered music
Fixed control bugs on option screen
Added embers to rooms with fire
Lengthened the life of the flare from 15 seconds to 60
New flare effect
Increased value of meteor bits from 100 points to 200
Fixed bug on title screen preventing menu selections
Oxygen is now instantly refilled
More airpockets added
New airpocket graphic
Change swim animation behaviour
New water colour shader
Handrails added to the airvent tunnels (not on Hard mode)
Added quick-guide when starting Easy mode
Added in light sources to make finding key slots easier
Added pop-up help text
New deep water effect
Added a waterline marker on the map display
Improved lighting system (scaled to difficulty)
Removed the grain effect
Fixed a bug where some key doors couldn’t be opened underwater
Added highlights for key slots and flares when the power’s out
Disabled Hard Mode’s climbing bonus in the vents
Halved the amount of starting keys on Easy mode
Increased visibility in smoke
Fixed a looping death bug with Realism activated
New medal sound

 

LUNNYE DEVITSY 2013

Widescreen support
Improved visuals
New controller code
Redesigned some areas
Remastered original songs
Added loads of new songs
autosaves when you collect any item
Fixed a music bug where music would fade in incorrectly
Added more end-coins
Tweaked story elements
Rumble based on how far the character falls
Updated foliage/wind system
Extended beach area
Fixed slope sliding bug
Made it easier to get out of water
Toned down the storm effect
Updated sound processing
Added option to disable new post-processing effects

Now… next for 2013…

Lunnye 2013

Monday, January 28th, 2013

I think I mentioned this before. I must have! Or if you didn’t know-

Last year I went to GamesCom and whilst there became hugely inspired to tidy up my older games, to bring them up to scratch and fit in with the Boss Baddie style. Lunnye was the first to be updated. It’s been great going through the old code and music.

I’ve done 4 or 5 passes on the new soundtrack. I’ve tripled the number of songs by remixing and tweaking each song 3 times. The original tracks are there, remastered to boot. It took me 4 days to make the original OST, this one has so far taken me 3 weeks. I’ve sampled it through regular JBL stereo speakers, Sony 5.1 surround, built-in iMac speakers, crappy iPhone headphones and some medium-range Sony headphones. In a way it was great doing that, grading each song out of 5 and listening to it nonstop. Some of the new tracks are pretty mental (there’s a brass band one, a banjo one and one that sounds like the song on South Park when Jared is sad whilst walking through a basketball court).

I’ve styled it to look a bit more dream-like. And it’s in 16:9!

Another super important thing was to get controllers working flawlessy, and as transparent as possible. I’ve done this by using a proper XInput extension (used for XNA no less!), and controllers now have no on/off option – keyboards will always be useable but if you have a controller it will also use that too (player 1). So the only option in the settings now is fullscreen or windowed!

It will also be fully compatible with your old saves.

There will be more stuff to announce, and then Wake! (whilst we also work on the new Boss Baddie stuff)

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Lunar Pack 2013 should be out this month.

A long long time ago

Wednesday, September 14th, 2011

We did a little sale for the Lunar Pack, a collection of Wake, Lunnye as well as bonus OST’s for all games PLUS a chunk of Tormi’s OST. And it did really well. But we were limited by tech, or rather our skills with tech, so the sale had to end.

But yeah man! Indievania came along and did a well good job of being great! They’ve given us a platform to bring back the Lunar Pack in Pay What You Want form, permanently!

So http://bossbaddie.co.uk it is!
or http://bossbaddie.co.uk/lunarpack for a better link.

 

We’ve also slightly updated Lunnye for this. Ever so slightly.

A casual reminder

Sunday, May 30th, 2010

The Lunar Pack pay-what-you-want sale is still on, so there! I’ve also added one of those fancy twitbook social networking button things so be sure to click.

That’s all I can think of for now.

Lunar Pack – Pay what you want

Thursday, May 27th, 2010

http://satansam.co.uk/bossbaddie
Well there’s a minimum of £1 to cover various fees but there you have it. The top payees will be listed anonymously once we get some sales in (and my main computer is done with its marathon scan disk session).

The pack also comes with 6 extra Tormishire songs, 3 by me (cover your ears!) and 3 by MrPineapple. It’s a coalition.

Nothing to report on Lunnye 2 for now. I’ve spent the past few days making that above website!