## [Alpha] Lucidity

Show off your games, demos and other (playable) creations.
Relazy
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Joined: Thu Jul 10, 2014 11:10 pm

### [Alpha] Lucidity

I am proud to release the alpha version of my game, Lucidity.

Lucidity is a combination of a 2D platformer and turn-based strategy.

Story:

You follow the story of Yume, a girl stuck between the old and new reality at some point in time where time itself is a contrary concept.

You must find a way out of this unnatural state and return back to wherever you came from. If you can remember that is.
Along your journey you will find others who share your fate, it will be your duty to decide either to help them or to lead them to misery and most importantly to decide if you truly wish to come back.

Why release here?
I have decided to release Lucidity here first, not only get some feedback but to thank the Love2D community.
There are only a few levels available, despite this I want to release lucidity in alpha stage to help me trace bad practices as early as possible.

If you find a bug or an error, heres how to report it:

If you crashed press enter
OR
If the bug doesn't crash you; enable the console in options and press "" to open it, then use the DUMP button.

This will open the directory of the LOG file, post the most recent of these files here alongside the steps to reproduce the bug or any other information you think may be useful.
pgimeno
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### Re: [Alpha] Lucidity

I've tried to run the Linux version, but there's no game.love.
Relazy
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Joined: Thu Jul 10, 2014 11:10 pm

### Re: [Alpha] Lucidity

pgimeno wrote:I've tried to run the Linux version, but there's no game.love.
Sorry, my bad, here it is:
Attachments
lucidity linux.zip
pgimeno
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Joined: Sun Oct 18, 2015 2:58 pm

### Re: [Alpha] Lucidity

Thanks! I'm not the right person to give feedback, as I'm not a big fan of platformers. I loved the character's graphics and animations. I find taking small steps difficult, which is somewhat frustrating to me (I'm not good at reflexes, which is one of the reasons I'm not much into platformers).

I've found a problem: sometimes, trying to take a small step causes the player to keep going without pressing anything. That adds to the frustration of the difficulty of small steps, since it can move without being your fault.

I don't know if the lack of visible ground is intentional.
lucidity-screenshot.png (7.11 KiB) Viewed 3621 times
I get to a part that says "I am here forever" and I don't know what else to do. I picked up that annoying radio in one of the tries, nice detail!
Relazy
Citizen
Posts: 51
Joined: Thu Jul 10, 2014 11:10 pm

### Re: [Alpha] Lucidity

Yeah the lack of ground is intentional, it is supposed to cause you to doubt what you are doing, you are supposed to think outside the box.

Go LEFT directly opposite to the green arrow and DO NOT listen to the text on the walls, it will purposely deceive you.
The radio is supposed to guide you as it mentions quite a few times to head left, don't be afraid of falling.
pgimeno wrote:Thanks! I'm not the right person to give feedback, as I'm not a big fan of platformers. I loved the character's graphics and animations. I find taking small steps difficult, which is somewhat frustrating to me (I'm not good at reflexes, which is one of the reasons I'm not much into platformers).
Yeah thats true, but this is a part of the design, you aren't supposed to make small movements, this game isnt one of those hardcore platformers and the lack of precision controls is supposed to be one of the clues that you shouldn't be collecting the coins.

Thanks for the feedback, I think I will enable precision controls in 0.2
pgimeno wrote: I've found a problem: sometimes, trying to take a small step causes the player to keep going without pressing anything. That adds to the frustration of the difficulty of small steps, since it can move without being your fault.
This one isn't part of the design, will add it to to do list.
pgimeno
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Joined: Sun Oct 18, 2015 2:58 pm

### Re: [Alpha] Lucidity

Sorry for my dumbness. That made a huge difference! It got me hooked trying to see what was next.

I got to the forest. Went all the way left up to the statue, then clicked the pack of cards, then the tab marked 2, and the game crashed:

Code: Select all

stack traceback:
main.lua:259: in function <main.lua:255>
hump/gamestate.lua:98: in function '__index'
playmap/cardp.lua:30: in function 'OnUpdate'
playmap/play.lua:241: in function <playmap/play.lua:188>
hump/gamestate.lua:99: in function 'update'
[string "boot.lua"]:442: in function <[string "boot.lua"]:413>
[C]: in function 'xpcall'
[string "boot.lua"]:1501: in function <[string "boot.lua"]:1496>
Error: playmap/cardp.lua:30: attempt to index field 'card' (a nil value)
stack traceback:
hump/gamestate.lua:98: in function '__index'
playmap/cardp.lua:30: in function 'OnUpdate'
playmap/play.lua:241: in function <playmap/play.lua:188>
hump/gamestate.lua:99: in function 'update'
[string "boot.lua"]:442: in function <[string "boot.lua"]:413>
[C]: in function 'xpcall'
[string "boot.lua"]:1501: in function <[string "boot.lua"]:1496>
Error

playmap/cardp.lua:30: attempt to index field 'card' (a nil value)

Traceback

main.lua:300: in function <main.lua:255>
hump/gamestate.lua:98: in function '__index'
playmap/cardp.lua:30: in function 'OnUpdate'
playmap/play.lua:241: in function <playmap/play.lua:188>
hump/gamestate.lua:99: in function 'update'
[C]: in function 'xpcall'
`
May I suggest that at the end of the dead end, rather than just a platform, you put something that resembles a jail and a text that insinuates more directly that the player fell into the trap? Like "Now you'll be mine forever" or the like. Just to let the player get used to the mechanics of the game.
Relazy
Citizen
Posts: 51
Joined: Thu Jul 10, 2014 11:10 pm

### Re: [Alpha] Lucidity

pgimeno wrote: Then clicked the pack of cards, then the tab marked 2, and the game crashed.
I just managed to replicate this.

See if the attached version has it fixed.
pgimeno wrote: Sorry for my dumbness. That made a huge difference! It got me hooked trying to see what was next.
I feel that its mostly my fault though, it is likely that this will draw many players away from the game

pgimeno wrote: May I suggest that at the end of the dead end, rather than just a platform, you put something that resembles a jail and a text that insinuates more directly that the player fell into the trap? Like "Now you'll be mine forever" or the like. Just to let the player get used to the mechanics of the game
You're right. I am going to redesigning that level, I feel that it doesn't quite draw the player into the world very well and it doesn't explain the controls either so It is probably a good idea to re-do it with added graphics and context rather than cheap invisible stuff.
Attachments
lucidity linux.zip
fix?
pgimeno
Party member
Posts: 2598
Joined: Sun Oct 18, 2015 2:58 pm

### Re: [Alpha] Lucidity

Yes, that fixed it for me, thanks!

Next I tried walking right. I saw the scene with the guy talking to his father (lovely scenario, by the way), then continued right. While walking, something appeared and apparently hit me, then got a new crash:

Traceback

main.lua:302: in function <main.lua:257>
hump/gamestate.lua:98: in function <hump/gamestate.lua:96>
[C]: in function 'assert'
battle.lua:579: in function '__NULL__'
hump/gamestate.lua:49: in function 'switch'
playmap/play.lua:395: in function 'OnBattleMode'
inbuilt_maps/ErisIntro/modules/NPC/src.lua:1104: in function 'HCol'
playmap/play.lua:779: in function 'HCol'
playmap/play.lua:97: in function 'on_collide'
hardon/init.lua:200: in function 'update'
playmap/play.lua:244: in function <playmap/play.lua:188>
hump/gamestate.lua:99: in function 'update'
[C]: in function 'xpcall'
Relazy
Citizen
Posts: 51
Joined: Thu Jul 10, 2014 11:10 pm

### Re: [Alpha] Lucidity

Forgot that xcopy ignores empty folders T_T

Sorry about the volume of crashes, I should have tested it after I fixed a few of the newest bugs.
Attachments
lucidity linux.zip
qubodup
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Location: Berlin, Germany
Contact:

Fun TSP theme!