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"Lumo Journal: Week 98"

Posted: 07 July, 2025

Lumo Journal

07.07.2025

2umo sailed through console certification. Not that I had any doubts. Unreal Engine makes shipping simpler than any other engine I’ve used, and Pocket Sized Hands are excellent. But yeah, it’s officially “done”. Except for the bit that isn’t.

In total, 118 bugs logged. Roughly 60 gameplay bugs, nearly all of which were instant one-line-fixes, or little tweaks in the editor. Perf was essentially fine on all platforms; a few things turned off on Playstation, Xbox upscaling a bit more agressively, and Switch doing its best to keep up.

Far and away, the smoothest, simplest end to any game I’ve ever worked on. Which is slightly scary.

The bit that’s not finished…

2umo’s going onto the Epic Game Store, which means supporting achievements on yet another platform. I think I managed to get over the hump of it this morning, but I’m not entirely happy. Epic’s documentation is as Epic’s documentation does (as usual), so I’ve sorta soft-branched the PC sku. The build I pushed to Steam (last week) is using the Online Services Steam plugin, and the EGS build I made this morning is using the Online Services EOS plugin. I could swap the Steam build over to using EOS, and go through all the uploading and testing cycle again, or, live with making two different builds every time the game needs updating.

At this point, cos I’m kinda done with it, I’ll probably go with the latter option, and then learn how to do things properly on Gilby’s World.

Last minute swapsies…

Wil Overton was caught in the lastest round of Microsoft Redundancies, so he’s suddenly able to do the key art. This is real last-minute-Larry stuff, given all the storefronts are live, with art, and the console builds are submitted, and will need patching. Numskull agreed to push back the release by a couple of weeks to give Wil some time, but ooo, it was close.

So thank you, Microsoft! I guess. You bloody stupid gets.

I’m a very happy panda. The whole band got back together!

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