Ludo's Quest

Dev Log

January 29, 2016

  • Renamed Ludo's Quest to Ludo's Quest. The apostrophe causes problems. Also added the Super prefix to the game.

January 23, 2016

  • Added Dutch translation.
  • Android Alpha version released. Game is functional.

December 17, 2015

  • Release of Xmas version on iOS.

December 5, 2015

  • Working on Xmas version. Fixed a lot of bugs:
    • Callouts must be always updated otherwise wall door may not show callout because another may be opened.
    • Fixed bug with hero firt attack. Some button press attacks but does not fire.

December 3, 2015

  • Working on Xmas version. Improvements to engine:
    • Translated house callouts (were missing)
    • Fixed bug with character and animations

November 30, 2015

  • Start working on Xmas free release: Ludo's Quest Free Santa.

November 18, 2015

  • Added double jump and spead up characters based on feedback.

November 10, 2015

November 7, 2015

  • Added ability to mirror cave and prison in level editor. Fixed bugs with cave and improved robustness of houses.
  • Fixed bugs with adding tiles/houses in level editor.
  • As per Henri Gagnon's request following his excellent feedback.

November 4, 2015

  • App Store finally accepted the build. 15 days turnaround.
  • Released to Canada App Store for testing. Submitted new build with bug fixes (including memory leak fix).

October 27, 2015

  • App Store rejected build. I had checked "Made for kids" but according to Apple, Ludo's Quest is not specific to children. Resubmitted without that check. Waiting for review.

October 20, 2015

  • Submitted to App Store. Waiting for review.

October 4, 2015

  • Update on website. Replaced FAQ with About page.

October 3, 2015

  • Many bug fixes. More sound effects in editor.

September 30, 2015

  • Fixed crashes on iOS. Improved maker.
  • Improved website.

September 24, 2015

  • Completed integrating Maker, the user level generator and editor.
  • Added Disqus to the site to gather user feedback.

September 2, 2015

  • Locked levels and hid end-scene (you must finish the game to see it).
  • Fixed some UI bugs.

September 1, 2015

  • Integrated end cut-scene music.

August 29, 2015

  • Finally named the village, castle and mountain.
  • Integrated end cut-scene draw by Sophie Bédard.
  • Integrated intro cut-scene music composed by Zach Striefel.
  • Finalized sfx composed by Zach Striefel.
  • Improved Vandaft AI. Throws fireballs and appears/disappears.
  • Level 16 renamed to Final act. Prison and villagers now integrated.
  • Tons of bug fixes and improvements.

July 18, 2015

July 12, 2015

  • Integrated theme and in-game music tracks composed by Zach Striefel.
  • Added buttons to turn on/off music and (future) sound effects.

July 4, 2015

  • Finalized level 12 wiht Orcules.

June 30, 2015

  • Vandaft character is finalized. His robe is orange instead of blue. No horns.
  • Used canvas elements instead of sprite for fireballs Ludo throws.

June 24, 2015

  • Change how coins are counted. Total accumulated over total available.

June 23, 2015

  • Vandaft attack effect. Throws fireballs.

June 22, 2015

  • Introduced draft version of the villain Vandaft (drawn by Tiệp Nguyễn), on level 12 for testing.

June 15, 2015

  • Improved AI of fly.

June 15, 2015

  • Improved editor: automatic tile sizing and next/prev page buttons.
  • Fixed bug where dead hero slid through tiles.

June 9, 2015

  • Improved Orcules. Ludo (and others) get hurt when his hammer hits the floor.
  • Upon dying, Orcules gives up the key to complete the level.
  • Progress of the game is now saved.

June 6, 2015

  • Split the web site into multiple pages and introduced the characters.

June 5, 2015

  • Built level 11 with vertical moving platforms.
  • Properly pause play when game is suspended on iOS and in browser.

May 31, 2015

  • Skeletons come back to life 3 seconds after death.

May 29, 2015

  • Enemies are no longer blocked by artifacts.
  • Fireball can destroy breakable tiles.
  • Suspend enemy actions when Ludo enters/exits houses.

May 26, 2015

  • Level 9 - graveyard.
  • New tombstone, chest and pot breakable tiles.

May 21, 2015

  • Improved level 8 with 3 axe-throwing orcs.

May 18, 2015

  • Bounce when falling on skeletons and orcs.
  • Improved playability of some levels.

May 16, 2015

  • Fixed bug where orcs and skeletons got stuck.
  • Fixed bug with UI sliding button mis-alignment.

May 13, 2015

  • Tap works better
  • More tolerance when entering door.
  • Pressing Z does full swing attack. No longer need to hold Z to do full swing.

May 12, 2015

January 4, 2015

  • First commit. Start of development.