- Patch 0.0.1.0 - 30 April 2017
Hello everyone, Just a quick patch following our battle update addressing some issues and bugs reported so far. Fixed rain chance probability Fixed doors not aligning correctly Fixed a bug preventing a battle from starting when the character is about to level up What would you like to see in the next update? Now that we got the combat mechanism out of the way, we will focus on adding a more variety of Ludoroms. Besides that, we plan on adding small villages that are randomly generated and populated with NPCs. Villages will have shops were you can sell and buy items, as well as a recharge station where you can place your Ludoroms to recover their stats. We also plan on adding some sort of portals. Since the world is huge, you may want to go back to your base after a long exploration trip. Using portals you can instantly teleport to different places/villages. Please feel free to leave you…
- Patch 0.0.1.0 - 30 April 2017
Hello everyone, Just a quick patch following our battle update addressing some issues and bugs reported so far. Fixed rain chance probability Fixed doors not aligning correctly Fixed a bug preventing a battle from starting when the character is about to level up What would you like to see in the next update? Now that we got the combat mechanism out of the way, we will focus on adding a more variety of Ludoroms. Besides that, we plan on adding small villages that are randomly generated and populated with NPCs. Villages will have shops were you can sell and buy items, as well as a recharge station where you can place your Ludoroms to recover their stats. We also plan on adding some sort of portals. Since the world is huge, you may want to go back to your base after a long exploration trip. Using portals you can instantly teleport to different places/villages. Please feel free to leave you…
- Battle Update - 29 April 2017
Hello everyone! We are very thrilled to announce the release of our first big update, the battle system! In this update we implemented the foundation of combat in Ludoria, every Ludorom has a set of special skills, stats and leveling system. https://www.youtube.com/watch?v=D9Lu2aJpwO8 We tried to think about the best suitable combat style that will fit the game genre, and we came up with this design. It makes the fight more focused. You start off with a starter Ludorom (Drago), and then you fight your way to collect more creatures. Collecting monsters requires that you win the fight. After each battle, your Ludorom is awarded with exp and game coins. Ludoroms have 3 main stat bar: Timer bar: The timers allows you to stay transformed for a period of time, if it is depleted, you wont be able to transform to that ludorom, and you will need to charge it in a LudoCell. Hp bar: Main health ba…
- Battle Update - 29 April 2017
Hello everyone! We are very thrilled to announce the release of our first big update, the battle system! In this update we implemented the foundation of combat in Ludoria, every Ludorom has a set of special skills, stats and leveling system. https://www.youtube.com/watch?v=D9Lu2aJpwO8 We tried to think about the best suitable combat style that will fit the game genre, and we came up with this design. It makes the fight more focused. You start off with a starter Ludorom (Drago), and then you fight your way to collect more creatures. Collecting monsters requires that you win the fight. After each battle, your Ludorom is awarded with exp and game coins. Ludoroms have 3 main stat bar: Timer bar: The timers allows you to stay transformed for a period of time, if it is depleted, you wont be able to transform to that ludorom, and you will need to charge it in a LudoCell. Hp bar: Main health ba…
- Upcoming Update - 18 March 2017
Greetings Ludorians, After about a week and half of hard work, we want to share with you some of the progress we made for the upcoming battle system! Many of you were interested in a battle system, so we decided to make that our top priority and tackle it as fast as we could. The battle system is one of the core gameplay updates, which adds a lot more fun to the game. Of course it wouldn't make sense to have all those tempting creatures without some action! Capturing Ludoroms With the battle system in place, scanning a ludorom will first initiate a combat between it and the first Ludorom in your inventory. If the player wins the fight, then he will be able to capture that monster. New stats system Your Ludoroms will now have their own leveling system, Timer, Health, and SP. Timer has now increased to allow you to stay transformed for a longer time. Timer will not decrease while in comba…
- Upcoming Update - 18 March 2017
Greetings Ludorians, After about a week and half of hard work, we want to share with you some of the progress we made for the upcoming battle system! Many of you were interested in a battle system, so we decided to make that our top priority and tackle it as fast as we could. The battle system is one of the core gameplay updates, which adds a lot more fun to the game. Of course it wouldn't make sense to have all those tempting creatures without some action! Capturing Ludoroms With the battle system in place, scanning a ludorom will first initiate a combat between it and the first Ludorom in your inventory. If the player wins the fight, then he will be able to capture that monster. New stats system Your Ludoroms will now have their own leveling system, Timer, Health, and SP. Timer has now increased to allow you to stay transformed for a longer time. Timer will not decrease while in comba…
- Patch 0.0.0.3 - 8 March 2017
Greetings everyone, Today we are releasing patch 0.0.0.3 fixing several bugs and improving gameplay. Speaking of gameplay, here is our video showcasing Ver.0.0.0.3 on how to build your first base. https://www.youtube.com/watch?v=K-9WJ9HW-kw Changelog: When using builder panel for the time time, scrolling is now properly functional. Wen placing main base, player sometimes fall through the ground if near enough, this was fixed by implementing a new system that would always keep the player on the surface. Fixed an issue allowing windows to be placed on top of Tv's, inventories. Fixed an issue where placing windows on main base would make them disappear. We improved player controls by increasing turn speed, increasing run speed, and tightening up the controls. We improved building mechanics by re-writing some of the placement rules. Deleting building objects is now improved. Atomic fuser is…
- Patch 0.0.0.3 - 8 March 2017
Greetings everyone, Today we are releasing patch 0.0.0.3 fixing several bugs and improving gameplay. Speaking of gameplay, here is our video showcasing Ver.0.0.0.3 on how to build your first base. https://www.youtube.com/watch?v=K-9WJ9HW-kw Changelog: When using builder panel for the time time, scrolling is now properly functional. Wen placing main base, player sometimes fall through the ground if near enough, this was fixed by implementing a new system that would always keep the player on the surface. Fixed an issue allowing windows to be placed on top of Tv's, inventories. Fixed an issue where placing windows on main base would make them disappear. We improved player controls by increasing turn speed, increasing run speed, and tightening up the controls. We improved building mechanics by re-writing some of the placement rules. Deleting building objects is now improved. Atomic fuser is…
- Patch/Update 0.0.0.2 - 6 March 2017
Greetings Ludorians, In our continued efforts to improve the game, we have fixed several bugs, improved gameplay, and added new game features thanks to your feedback and reports, we greatly appreciate that you are part of the team! Without further ado, let's dive right into it: Eagle view mode now has 3 levels, near, far, and world map. Information about scanned monsters is now represented in a new UI located at the right of the screen. It holds a preview of the monster's skills as well. This new method is more elegant and allows you to see the information in a better way. We added a seed option to randomize the world generation. Now if you start a new world, you will be presented with a seed input box. Multiplayer is also synchronized depending on the host's seed. Monsters are now easier to target because we improved their hitbox sizes. Some world resources have also been improved to e…
- Patch/Update 0.0.0.2 - 6 March 2017
Greetings Ludorians, In our continued efforts to improve the game, we have fixed several bugs, improved gameplay, and added new game features thanks to your feedback and reports, we greatly appreciate that you are part of the team! Without further ado, let's dive right into it: Eagle view mode now has 3 levels, near, far, and world map. Information about scanned monsters is now represented in a new UI located at the right of the screen. It holds a preview of the monster's skills as well. This new method is more elegant and allows you to see the information in a better way. We added a seed option to randomize the world generation. Now if you start a new world, you will be presented with a seed input box. Multiplayer is also synchronized depending on the host's seed. Monsters are now easier to target because we improved their hitbox sizes. Some world resources have also been improved to e…
- Day one patch - 4 March 2017
Hello Ludorian! We listened to your suggestions/feedback and bug reports, and we prepared our day one patch for you. Here is the list of changes on Ver. 0.0.0.1: Added a mouse sensitivity option under "controls" setting. Now you can adjust how fast the camera moves, allowing for a more precise aiming. Fixed the press "R" to interact message being sometimes stuck on screen. Fixed Glatus falling through floor when going steep hills Fixed a performance issue where transforming to a ludorom would cause stuttering. Fixed a performance issue where placing your ludorom in a ludocell would cause stuttering. Fixed some items being duplicated in the database. Updated version to 0.0.0.1 Upcoming fixes: Fix player randomly jumping in the air Improve Ludorom spawn distribution according to biomes Save in-game user settings Inventory items lost when re-loading. Ludocell Interact option not working th…
- Day one patch - 4 March 2017
Hello Ludorian! We listened to your suggestions/feedback and bug reports, and we prepared our day one patch for you. Here is the list of changes on Ver. 0.0.0.1: Added a mouse sensitivity option under "controls" setting. Now you can adjust how fast the camera moves, allowing for a more precise aiming. Fixed the press "R" to interact message being sometimes stuck on screen. Fixed Glatus falling through floor when going steep hills Fixed a performance issue where transforming to a ludorom would cause stuttering. Fixed a performance issue where placing your ludorom in a ludocell would cause stuttering. Fixed some items being duplicated in the database. Updated version to 0.0.0.1 Upcoming fixes: Fix player randomly jumping in the air Improve Ludorom spawn distribution according to biomes Save in-game user settings Inventory items lost when re-loading. Ludocell Interact option not working th…
- Roadmap and what's coming next! - 3 March 2017
Hello Ludorians! We hope you have been enjoying this exciting journey as we did! in this post I will go over all the great features we have planned for next couple weeks/months! Villages Yes! we have been working on randomly generated villages for a while now, and we will focus on finishing it up as soon as possible. Villages will spawn randomly on the world, and will have an icon on the minimap indicating it's location. They consist of pre-generated buildings, with AI NPC's wandering around to chat with get freebies. We plan to have shops that you can use to buy and sell items. Since we are talking about commerce, we will introduce game currency. Caves! Spooky! We experimented with caves generation and we achieved some good results, caves will have valuable minerals, new elements to discover, and possibly some new Ludoroms wandering around. They are great to explore as a group because…
- Roadmap and what's coming next! - 3 March 2017
Hello Ludorians! We hope you have been enjoying this exciting journey as we did! in this post I will go over all the great features we have planned for next couple weeks/months! Villages Yes! we have been working on randomly generated villages for a while now, and we will focus on finishing it up as soon as possible. Villages will spawn randomly on the world, and will have an icon on the minimap indicating it's location. They consist of pre-generated buildings, with AI NPC's wandering around to chat with get freebies. We plan to have shops that you can use to buy and sell items. Since we are talking about commerce, we will introduce game currency. Caves! Spooky! We experimented with caves generation and we achieved some good results, caves will have valuable minerals, new elements to discover, and possibly some new Ludoroms wandering around. They are great to explore as a group because…
- Ludoria released and "How to" Guide - 3 March 2017
Hello Ludorians, We are very excited for you to be part of our journey and help us build this awesome universe together. Here is a quick "How to" guide to get you started: Once you spawn in your world, you will be given a main base building and an atomic fuser to craft items. If you press "I" or right click->inventory, an inventory will pop up with three different tabs: 1. Items 2.Props 3.Ludoroms On the props tab, the first 5 slots are your quick access items, anything you place there will be available on the building UI. To start building, right click->build, a building UI will be displayed on the right corner of the screen, holding the first 5 slots of your props. Use your mouse scroll wheel to navigate through it, and a preview will be projected on your mouse location. Left click and hold to place that building. The main base does not have doors yet, so you have to collect resources…
- Ludoria released and "How to" Guide - 3 March 2017
Hello Ludorians, We are very excited for you to be part of our journey and help us build this awesome universe together. Here is a quick "How to" guide to get you started: Once you spawn in your world, you will be given a main base building and an atomic fuser to craft items. If you press "I" or right click->inventory, an inventory will pop up with three different tabs: 1. Items 2.Props 3.Ludoroms On the props tab, the first 5 slots are your quick access items, anything you place there will be available on the building UI. To start building, right click->build, a building UI will be displayed on the right corner of the screen, holding the first 5 slots of your props. Use your mouse scroll wheel to navigate through it, and a preview will be projected on your mouse location. Left click and hold to place that building. The main base does not have doors yet, so you have to collect resources…
- Hotfixes 2 - 3 March 2017
Hello Ludorians! We apologies for the yet again delayed release, we know that it's impossible to have a perfect launch, but we try so hard to fix all the showstopping bugs before we pass the game to your hands. Release was planned for 03/02/17, and is now moved to 03/03/17 12:00PM PST The following is a list of fixed bugs as of 03/02/17: Light orbs are not showing behind walls anymore Fixed base building bug where objects would randomly disappear, was caused by an object collision issue. After removing doors, walls are now restored back. Fixed an issue where Ludoroms would not spawn anymore once the player transforms to a monster and then transforms back. Fixed desert biome not giving resources Placing your Ludorom in a ludocell is now consistent with your save file Transforming to a monster now reduces it's energy slowly Ludocells are now operational and recharge your monster's energy…
- Hotfixes 2 - 3 March 2017
Hello Ludorians! We apologies for the yet again delayed release, we know that it's impossible to have a perfect launch, but we try so hard to fix all the showstopping bugs before we pass the game to your hands. Release was planned for 03/02/17, and is now moved to 03/03/17 12:00PM PST The following is a list of fixed bugs as of 03/02/17: Light orbs are not showing behind walls anymore Fixed base building bug where objects would randomly disappear, was caused by an object collision issue. After removing doors, walls are now restored back. Fixed an issue where Ludoroms would not spawn anymore once the player transforms to a monster and then transforms back. Fixed desert biome not giving resources Placing your Ludorom in a ludocell is now consistent with your save file Transforming to a monster now reduces it's energy slowly Ludocells are now operational and recharge your monster's energy…
- Quick fixes - 2 March 2017
Hello everyone, First of all, I would like to say thank you to all of those that managed to help us test the game today. We listened carefully and performed the following fixes today: When placing objects, preview is now disabled when the count is zero. Fixed some monsters disappearing upon scan. When you remove an object that you previously placed, it goes back to your inventory. Main base now cannot be placed on top of player, preventing him from getting out. Sound settings are fixed Silicon item is now moved to the elements tab, and has a new icon matching the rest of the elements Fixed Glatus spring speed. Added several control hotkeys references to the menu Fixed FOV More fixes will be made as we received more feedback. Thank you again for being part of this project, and we hope to see you again soon.
- Quick fixes - 2 March 2017
Hello everyone, First of all, I would like to say thank you to all of those that managed to help us test the game today. We listened carefully and performed the following fixes today: When placing objects, preview is now disabled when the count is zero. Fixed some monsters disappearing upon scan. When you remove an object that you previously placed, it goes back to your inventory. Main base now cannot be placed on top of player, preventing him from getting out. Sound settings are fixed Silicon item is now moved to the elements tab, and has a new icon matching the rest of the elements Fixed Glatus spring speed. Added several control hotkeys references to the menu Fixed FOV More fixes will be made as we received more feedback. Thank you again for being part of this project, and we hope to see you again soon.