Ludoria cover
Ludoria screenshot
Genre: Role-playing (RPG), Adventure, Indie

Ludoria

Patch 0.0.1.0

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 your suggestions and ideas, we love to build this game the way you guys want it to be, this is the reason we chose Early Access route. Thank you.

Battle Update

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 bar for your Ludorom, decreases as you take damages. When depleted, you loose the fight.

SP bar:


Skill points are used when performing attacks, each attack consumes a different number of points. Skill points are automatically regenerated.

Hit Combos


When performing successive attacks, hit combos will accumulate, making your SP regeneration faster.



In game startup objective system:


A simple objective system was implemented to guide you through the first steps of the game, such as starting your first battle, and building your first base. Once each objective is completed, you will be awarded with exp and coins.

In game currency:


We introduced game currency in this update, however it still has no use. In the next update we will have small villages and shops implemented, then you can use your ingame currency to purchase items.

Ludoroms spawning:


Spawning is still diverse at this time due to the fact that we still don't have enough Ludoroms. But we are already working on a full set of new creatures to be added soon.
Wild ludoroms level is increased the further you move away from the center of the world.



New Ludoroms:


We have finished the concept of 5 new Ludoroms, and are now being modeled and animated. We will post concept art in another announcement.

Steam Achievements:


We implement steam achievements with a few ideas that we had, however expect to see more added soon.

Building mechanism:


We updated the building mechanism since we felt that the previous method was really limiting the imagination and freedom to build custom structures. We removed the pre-built structures such as the main capsule, and we added barebone components for you to build freely.
We added floor tiles, roofs and walls all standalones to be pieced together.
We think this way everyone will be able to build their custom base the way they want, and it solved several building bugs we had with the old system, so its a win win. We also added a ramp object to easily access your base when over a hill.

World generation:





The world generation was updated to allow for overhangs and more 'atmospheric' landscape. We also added more details to the terrain surface.

UI:





Improved inventory menu with a better visibility. It also has new panel to preview your Ludorom skills.

Day/Night cycle:


We adjusted the day/night cycle to shrink the night period and extend day light. That way you wont spend a lot of time waiting for the sun to rise up again.

Bugs/performance:


During the update process we fixed as many bugs as we could, however we know that there are still a few left, if you encounter one, please report it on the forums so that we can fix it right away.

Note


This update made changes to database structure, and therefore a new game save data is required.

Upcoming Update

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 combat.

Health will decrease in combat mode when damage is received.

SP (Skill points) are consumed when a ludorom uses a specific skill. Each skill has a different SP consumption, damage, and proprieties values.
SP bar will recharge itself periodically during the combat and outside it.

When your Ludorom reaches a new level, its damage power will increase accordingly.

Hit Combos



The player will get Hit Combos points when inflecting successive attacks. Combos point are used to recharge SP faster. The more Combos points, the faster SP will recharge.

Achievements



Another big update we are working on is steam achievements. Once you capture your first Ludorom for example, you will unlock a specific achievement. More details about how to get each achievement will be posted soon.

Steam Cloud



We are also working on integrating steam cloud in Ludoria. That way you won't have to worry about your save files being lost, they will stay synchronized on the cloud.

In-game Objective



Many were having difficulties figuring out what to do in the game, therefore we decided to implement an in-game objective system that will guide you through.

Those are just some of the things we are preparing for the next update, once we have that out of the way, we will start on procedural village generation, side quests, fast teleportation portals, and of course more Ludoroms!

Thank you, and until then, take care everybody.

Patch 0.0.0.3

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:

  • [Fixed] When using builder panel for the time time, scrolling is now properly functional.
  • [Fixed] 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] Fixed an issue allowing windows to be placed on top of Tv's, inventories.
  • [Fixed]Fixed an issue where placing windows on main base would make them disappear.
  • [Improved] We improved player controls by increasing turn speed, increasing run speed, and tightening up the controls.
  • [Improved] We improved building mechanics by re-writing some of the placement rules.
  • [Improved] Deleting building objects is now improved.
  • [Added] Atomic fuser is now craftable.
  • [Fixed] When using bed, eagle view is now fixed, and should fast forward time properly.



As always, if you have any feedback or suggestions, please let us know!
Thank you for being part of the team.

Patch/Update 0.0.0.2

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:

    <*>[Improved] Eagle view mode now has 3 levels, near, far, and world map.




    <*>[Improved] 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.


    <*>[Added] 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.

    <*>[Improved] Monsters are now easier to target because we improved their hitbox sizes.
    <*> [Improved] Some world resources have also been improved to ease targeting.
    <*> [Improved] When placing atomic fuser, the terrain is automatically adjusted to create a flat surface around it. Now the radius of this surface has been reduced. Previously causing a problem by creating unwanted steep hills.
    <*>[Fixed] Player level and exp is now persistent.
    <*>[Fixed] Player does not randomly fly in the air anymore.
    <*>[Fixed] Fixed an issue where placing a ludocell near walls would cause them to disappear.
    <*>[Fixed] Inventory items and props are now properly saved and persistent.
    <*>[Fixed] Fixed an instance where placing a large window would cause it's adjacent wall to disappear.
    <*>[Fixed] Fixed an issue where removing a ludorom from it's ludocell would not update the database.
    <*>[Fixed] Sometimes re-joining the game would spawn a female character instead of male, this was fixed.
    <*>[Fixed] We have increased the speed of the camera zoom in/out, we also capped it's limits.
    <*>[Fixed] There was an issue when pressing M (Toggling eagle view) while in collect or target mode, this was fixed by only allowing eagle mode while not using the menus.
    <*>[Multiplayer] Fixed a crash caused by joining a host that has a ludocell occupied.
    <*>[Multiplayer] Fixed an issue where some items would get duplicated when joining a host.
    <*>[Multiplayer] Fixed power lines not displaying properly while in multiplayer mode.

    We recommend that you start a new save to eliminate any potential issues.

    As always, if you have any suggestions, bug reports, or feedback, please let us know on the forums, we actively monitoring your requests and we do our best to add them in the game, after all, we are developing this game with your help, and we appreciate that you are part of the team.




    Day one patch

    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:
    [List]
    <*> 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 the first time.
    <*> Improve hitbox for resources items, making it easy to aim and collect.
    [/List]

    As always, you feedback and bug reports are appreciated, you can post your feedback here http://steamcommunity.com/app/432420/discussions/2/
    and you bug reports here http://steamcommunity.com/app/432420/discussions/1/

    Roadmap and what's coming next!

    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 you can have a friend illuminating your path.

    PVP



    Monsters will be equipped with a variety of skills, and when talking about skills, it's obvious that you may want to challenge your friend for a dual!
    We still did not decide about the PVP protocols, if you have suggestions, please feel free to let us know!

    Character customization



    Character customization will be done in iterations, first we will allow the players to change haircuts and clothes, next we will add more models, perhaps different races? Let us know!

    Localization



    Finally but not least, we plan to add more languages in the near future, such as Russian, German, French and Chinese.

    That's all for now, if you have any feedback or suggestions, please comment bellow of use our feedback forum here http://steamcommunity.com/app/432420/discussions/2/

    Thank you and we will see you soon!

    Ludoria released and "How to" Guide

    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 in order to craft one.
    To collect resources, right click->Collect then place cursor on top of world resources and start collecting.

    Place the atomic fuser somewhere you like, and access it by pressing "R"
    The atomic fuser has two tabs: General and elements.
    Select Door, then click "Craft item" to make it.

    Crafted items will be placed on your props Inventory. Again use the building UI, select your freshly made door, and point to the base wall to place it there.

    Voila! you have successfully finished your first step in the world of Ludoria.

    We will write a full and detailed guide soon to get you started.

    Make sure to report any bug you find here http://steamcommunity.com/app/432420/discussions/1/ your feedback is appreciated!

    And again thank you all for being part of this :)



    Hotfixes 2

    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
    • Ludocell UI panel reflects your monster's energy level accordingly
    • Fixed an issue with tethered energy cables not conducting power
    • Ambient light at night was improved
    • Spamming skills won't stake up anymore causing performance drop
    • Removed some admin hotkeys shortcuts
    • Fixed potential underwater crash caused by some graphic cards
    • Improved collect effects


    Thank you again to all of those that helped us with their feedback, much appreciated. And thank you guys for being patient.

    Quick fixes

    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.