As the team’s first foray into a team-based game creation project, Lumino went extremely well. The entire team got along famously and has become fast friends that continue to prefer each other’s company for future projects. The project scope was extremely well-managed by our producer, Carrie Cole, which allowed us almost two full weeks at the end of the project purely to add polish to the features we’d already implemented. Most importantly, the entire team was able to hold the same vision for the project for nearly all of development, which contributed to a player experience that felt very coherent and focused.
While some games are centered on a mechanic, or a story, Lumino was built to deliver an aesthetic. Throughout the project, the entire team knew that we wanted to deliver a game that felt ethereal and dreamlike. We started with that concept, and worked to integrate story, mechanics, and controls outward from that point. This focus paid off, as our peers honored Lumino with the TC445 Best Aesthetics and (a tie) Top Game awards.
My contributions to Lumino included the dynamic light-coloring system that was applied to both the game world and the player character, as well as the logic behind the crystal puzzles that are spread throughout the first two levels of the game. The lighting system, in particular, was a useful experience, since it gave me a reason to learn how to use Unity3D’s coroutine system, which has proved to be extremely useful in subsequent projects.
This is a segment of code from the world and character dynamic lighting script. Since the character's light level is dependent on health level, this script doubles as a health management script.