Responsible Combat
Having spent years managing ADHD and PTSD – and with a professional background in Use of Force – my intention is to incorporate a responsible combat system that lends itself to the morality/mindset of the story, maintaining that it must be anxiety-friendly and trauma-informed.
There will, necessarily, be some combat challenges in Luna’s story. The player will sometimes have the option to navigate around dangerous encounters, although not all combat can be avoided.
Story dialogue between Luna and Cora leans heavily on Use of Force concepts common in most of the western world. Rather than mindlessly mowing down zombie hoards, for example, the story explores the moral justification for using violence.
DEV NOTES:
I feel this is important: Defeated enemies DO NOT drop loot or rewards of any kind. And since it’s all light and shadow, there is no blood or gore (read more, below).
Welcome to Lux Casting!
Early testing, anyway.
This is Luna’s primary weapon and tool in her story – the ability to cast powerful rays of light from the palm of her hand. She uses this ability to paint the world around her with light, healing the last of the Sentinel Trees. She also uses this ability in combat, against violent, corrupted shadows.
DEV NOTES:
It will take a bit more time to dial in the effects, but I wanted to get back into posting by sharing my progress with developing this ability, since it is central to Luna’s character, her story, and the philosophy behind it.
Nothing too creepy (hopefully).
I’m staying away from common phobias (e.g. spiders, snakes, tentacles). I actually chose some of my favorite critters to be these corrupted beasts that Luna must overcome.
Conjuring the Lux Spear!
This is one of Luna’s power moves – an ability she will acquire as she progresses through her story. There’s also a sneak peek at some of the health regeneration animations.
DEV NOTES:
One thing that might make this game unique is that the player is actually rewarded for slowing down. I’ve tried to create massive pay-offs when the player engages Luna in meditation and breath-work.
Honestly, I’ve been holding off on this one. There’s a part of me that really wanted this move to be a surprise. But part of getting people excited about this game means showing off some of the cool stuff, right? Hope so.
Anxiety-Friendly & Trauma-Informed
Find out how my journey grappling with late-diagnosed ADHD, anxiety, depression, and PTSD has impacted the many facets of storytelling and gameplay in the world of Luna Light Stitcher.
Behind the Scenes:
Individual Elements
Take a spoiler-free look at Game Development so far, including Character Creation, Concept Art, Soundtrack Composition, Effects, Philosophy, and more....