Development

Lucent Bounds started as an experiment in developing a fluid and fun character controller. One with tight controls and immediate feedback. I was having such a fun time just running and jumping around that I decided to develop it further into a short game.

Took a break from my #lividaea today to make a third person controller using Feel by @_moremountains and Deformer by @keenanwoodall. Super fun just running around with this little cube pic.twitter.com/zlTpA2zzBE

— peartree games (@peartreegames) June 26, 2021

Once the mechanics were fleshed out I started to work on level design. I used ephtracy's MagicaVoxel for the level construction, as I'm most familiar with it from Return of the Lividaea. I felt the limitations worked well and kept things consistent and focused.

A couple areas are starting to take shape for this short 3d platformer. Still really fun to just run around as this little cube.
Ocean from @crest_ocean's amazing and flexible ocean system. Very powerful tool with minimal resource requirements.#IndieGameDev #3dplatformer pic.twitter.com/ffo99QZ8oT

— peartree games (@peartreegames) July 17, 2021

In the end though it turns out I need a lot of improvement in level design, as it was slow going and very difficult. I'm happy where the game ended up, but I think if I do make a sequel I would like to consult with a level designer.

Tools and Assets

Lucent Bounds would never have been possible without Unity and many of the free and paid tools and assets from the gamedev community. Here are some in no particular order.

  • Unity
  • MagicaVoxel by Ephtracy
  • Deformer by Keenan Woodall
  • Feel by More Mountains
  • Crest by Wave Harmonic
  • Voxel Importer by AloneSoft

A huge thank you to these developers and all the gamedev educators and content creators.

You can purchase Lucent Bounds on Steam here.


twitter: @peartreegames email: bgk@peartree.games