Thursday, 24 November 2011
Monday, 21 November 2011
Monday, 7 November 2011
Wednesday, 28 September 2011
Monday, 15 August 2011
It's great to see the game with beautiful Japanese characters replacing the speech bubbles and the puzzle's English words.
One big challenge with translating the game has been how to translate those puzzles which used English text (the clues in the books for example). So we've developed a whole new puzzle in one case, which we think you might like. I think we prefer it to the old one now!
We are also pleased to say that Luke and I will be travelling to the Tokyo Game Show alongside PLAYISM to showcase Lume. Not only will you be able to play the game, we are also bringing along the original model set over from the UK, and will be displaying it, miniture lights and all, so you can see the Lume world up close! If you are heading to the event be sure to come along and say Hi, it will be great to meet you.
Wednesday, 20 July 2011
" Lume takes the best of point and click gaming, sprinkles on a dash of room escape-style puzzles, and layers on that amazing visual presentation that must be seen in motion to truly appreciate." Jay is Games
"wow!...... the effect is breathtaking" Rock, Paper Shotgun
"Unfurl the bunting in celebration of State Of Play's charming addition to the scene.....what is undoubtedly one of the most unique-looking games around" Eurogamer
"a beautiful, funny and entirely charming little adventure" Games TM
"The style is beautiful and captures the world magnificently" The Indie Game Magazine
Thanks to everyone who enjoyed the game, and who have let us know. Thanks as well for the feedback, it's going to be a great resource when we come to develop the next installment of the game.
In other news, we spent the weekend giving our studio the proper spruce up it deserved, an even better place to work now. Look closely and you can spy part of the Lume set in this picture.
Friday, 1 July 2011
Good news to tell. For a limited time only Lume is part of The Steam Summer Camp Sale, you can grap a copy here and save 66% off the price. Go get it!
Monday, 23 May 2011
Thanks to everyone who's been in touch with comments on the game, it's great to hear feedback and it'll all help to improve future instalments!
We've had a fantastic response to the music too, and there have been people wondering how they can get hold of it. So we've decided to offer the Lume Soundtrack as a free mp3 download.
Wednesday, 11 May 2011
At the height of promoting the game yesterday and us beavering away at State of Play towers. We had a power cut across the entire row of studios. Now, I find that quite strange that we make a game about turning the power on, and we are plunged into darkness! It looks set to continue for a few days while the electricity company digs up the road....Now if only there was a simple solution........!
In other news, Lume now has it's own facebook page that you can find here.
Tuesday, 10 May 2011
It's the moment we've all been waiting for. You can now buy Lume on Steam, Direct2Drive and GamersGate.
Steam has a 10% discount for one week only, so get on over and fetch yourself a Lume-shaped bargain while it lasts.
We really would love to hear what you think of it, so let us know any comments here or via our website.
There will be more posts here very soon, with reviews, interviews, walkthroughs and feedback. In the meantime, happy puzzling!
Monday, 2 May 2011
We're nearly there, just a few more publishing details to thrash out and you can get your hands on it.
The trailer's now up on Vimeo too http://vimeo.com/23154447
Watch this space, will give you all a shout soon with details of where you can download it.
Tuesday, 5 April 2011
Way back, before the game even had a name and the plot wasn't written, we developed a little test to see if our little character would sit nicely in a model scene. We made this little video to make sure the idea was workable...
We also created a few other miniature sets which we photographed and filmed:
Once we were happy that the style was going to work, and we'd developed the plot outline, we set about the design of the house. This developed alongside the game design, as all the puzzles had to neatly fit into this space. You can see how we went from something more traditionally house-like, to the more intersting wedge shape, which made the roof a logical place for solar panels, and would also make it easier to make in one section. At least, that's what we thought. After some hefty measurement work and many checks to make sure the angles were right when cutting, we discovered that perhaps there's a reason most houses are squarer.
Next post we'll look at how we went from this to a proper model, with lights and all that jazz.
And for those who are eager to start playing, rest assured we're working hard to get the best publishing and distribution system in place, and we're nearly there.
Friday, 25 March 2011
Monday, 21 March 2011
Thursday, 3 March 2011
Tuesday, 1 March 2011
As the beady eyes will have noticed, the Lume world is a real-life model you can walk around, created entirely out of bits of card. It's also wired up with all sorts of miniature lights, which, as you'll eventually see, is an important element to the story and the puzzles. Each light is a dolls-house light, adapted and fitted to the model so that (hopefully) you can't see the wires when it's all lit properly. We'll post some more making-of bits and bobs soon, there's video of us testing the lighting in the dark for the first time, as well as lots of early sketches and the like.
Friday, 25 February 2011
Lume is now in Beta, if you can call ‘Beta’ a state where it needs a good bit of spit and polish. The important thing is that the gameplay is pretty settled, the graphics are in, sound is there, as well as cutscenes.
The music was the final thing we sorted out. It’s always left until last, which is a pain but just a necessary evil, when there’s always more pressing things like bugs to fix. The music was always going to be a bit tricky for this, as it is in all adventure games – you want it to have some character, but also to be in the background and not intrude on the player’s consciousness too much – they’re trying to solve puzzles fer pete’s sake. The end result is a sparse-ish loop with some tinkly guitars and piano, hopefully matching the twinkling lights you’ll see in the game.
Ideally I’d love to make this music interactive, so each scene in the game has its own character, but that might be something for the future. It might not even be necessary, we’ll see once we look at it and hear it afresh.
We’re pretty excited about it now, the next stage is of course to start getting this out there for people to play. We’ve a few strategies in mind, and we’ll keep you updated with how you’ll be able to get hold of it.
The screenshot above is how it’s looking at the moment. We'd love to show more so I’ll upload a preview video soon, keep a beady eye out.
Tuesday, 15 February 2011
At State of Play we've wanted to make a Puzzle Adventure game for a while, since we started out in fact. The roots can be traced back to my own love of 80s and 90s Puzzle Adventure games, and with Usbourne Puzzle adventure books.
The combination of a story, lovely illustrations and great puzzles, kept me amused for hours. If you are unfamiliar with these books, the general vibe was two children going to visit a relative and then realising that the nearby village/house/lighthouse/jungle was haunted/had vanished/had been taken over by pirates etc, you get the idea. This was combined with intriguing puzzles on each page, usually involving visual clues, code breaking or maps. The puzzles always seemed the right side of difficult which you had to solve before turning the page.
This had a natural progression on to Puzzle Adventure computer games. My first dip into this I guess was the Dizzy Series, although maybe more of a platform game, but it still had the magic of collecting items and puzzle solving in an exciting landscape.
Day of the Tentacle was another amazingly addictive puzzle adventure game. It got my brother and I completely hooked, and if I remember it clearly it was so difficult, but in a good way, every little bit of a story we managed to figure out was so rewarding. It also had historic elements, and how things were resolved were so random, things like having to freeze a hamster and then warming him up with a jumper you made small by washing it! Someone has uploaded a Day of the Tentacle Speedrun on You Tube - 21 minutes is very impressive.
I think there is a lot of criticism that stories and games don’t mix. But I remember being so involved in these stories, and no book managed to get me as excited as these games did.
More recently, The Professor Layton series on the DS was another huge surprise for me. The stories were great and the effortless way the puzzles were integrated with it really was inspiring. The twists and turns of the narrative made for a real sense of anticipation, a “What’s going to happen next?” factor.
This is where my love of the puzzle adventure has come from, and where the seed was planted, which has led to the tree of ‘Lume’.
Other reasons? Well, there are a couple of other games called Switch out there, and we didn't fancy any contrived suffixes like 'Switch: Contrived Suffix'. And Lume just sounds friendlier to us. Less like the word 'itch' anyway, and that has to be a good thing.