Good Luke The Game — Progress Update 🚀
Sup Goodies! We’re getting closer and closer to launch, and the progress has been intense!
We’re giving it everything we have to deliver version 1.1 packed with new features, improvements, and a huge leap in overall quality.
🎨 Art
We improved the Kush Store exterior, making it feel much more alive and naturally integrated into the city world.
We also reworked the inside of the herb shop, preparing it for active gameplay use. The entrance now connects smoothly with the exterior, and both the counter area and storage space were redesigned to feel more immersive.
We’ve started developing new animations that you’ll soon be able to experience directly in the game.
We also created a brand-new character: Helena, Henk’s sister.
Her base poses and sprite foundations are now ready, which means she’s fully prepared to start being integrated into story scenes and quests.
We also began developing secondary and background characters. After all, this is a city — and cities need people. Very soon, the world will feel much more alive and populated.
We’re incredibly excited about the development progress. A little nervous too because there’s still so much left to do, haha, but we know everything is reaching the level of quality you already know from us — or even better.
So yes… you can expect a massive jump from version 1.0 to 1.1 ✨
💻 Programming
Nancy Access Route Expansion
We significantly expanded Nancy’s access route, adding new story acts connected to the introduction of Henk and Helena, as well as new content involving the motel and Shawna’s phone events.
This strengthens how characters, quests, and progression all connect together.
In simple terms: Nancy’s story now has more important scenes and deeper connections to the main narrative.
Phone and Motel Story Integration
We added new acts tied to the phone system and motel flow, making the mobile system even more central to story progression.
The phone is increasingly becoming a hub for unlocks, interactions, and character progression.
In simple terms: the phone and motel now play an even bigger role in the story.
New Interactive Component – Donna’s Binoculars
We implemented a new interactive binocular component linked to Donna, expanding exploration possibilities.
Depending on story progress, time period, or context, Donna may or may not be in the room, making the world feel much more dynamic.
In simple terms: players can now use binoculars to observe the room, and Donna’s presence changes depending on the moment.
Phone, UI, and Asset Flow Improvements
We refined the flow between the phone system, UI, and narrative assets, improving transitions, unlock consistency, and visual presentation.
In simple terms: the phone, interface, and story scenes now work together much more smoothly.
Phone Settings Bug Fix
We fixed a bug where the phone settings app wouldn’t open properly.
We also disabled rollback inside the phone, preventing state issues between mobile screens and making everything far more stable.
In simple terms: the phone is now much more stable and bug-free.
Herb Shop and Sprite Visual Improvements
We updated the herb shop environments with newer versions and improved visual consistency.
We also refreshed the sprites for Donna and Stephanie, aligning them with the newest visual standard of the game.
In simple terms: the shop looks better, and the characters are more polished than ever.
Responsive UI System
We implemented a responsive scaling system for different device types and resolutions.
This greatly improves readability and keeps the experience consistent across multiple screen sizes.
In simple terms: the interface now adapts better to different devices.
HUD Visual Feedback
We added grayscale feedback to map and time buttons when blocked, and also fixed the HUD hover behavior.
This makes progression feedback much clearer and the interface much more intuitive.
In simple terms: buttons now clearly show when they are blocked and respond properly.
Cinematic Scene Improvements
We introduced subtle new character positioning variations, improved scene staging, and refined transitions for more cinematic presentation.
We also simplified the current Kush Store placeholder scene flow while the final content is still in production.
In simple terms: scenes now feel smoother, more natural, and much more cinematic 🎬
