Tuttle's Legendary Travels
Development Blog
Comments for New Screens & Such
Hikari - November 1st, 2012 - 08:13 am UTC
Even if it's not going to play a major part in the story, it sure is nice to have Gold City back in some way.

Your work is very impressive. In my opinion, the Tuttle model you've made is the definitive version of him. It's perfectly perfect, if I may say so. I want to do the voice-over :)
Karimn D.K.I. - November 1st, 2012 - 05:15 pm UTC
This looks great guys. I have a few questions though.

Would the lighting affect tuttle too? In the final screen he shines like a lightbulb in contrast to everything else. I'm guessing you'll also want to add lightposts, and light inside people's houses and such... All of that sounds so hard to make by code.

fAB - November 1st, 2012 - 07:27 pm UTC
@Hikari Thanks very much! We've had several people mention wanting to do Tuttle's voice already... Whoever does do it, it's going to be a highly demanding role...

@Karimn My tests didn't get as far as including Tuttle. Technically speaking we won't want the light to affect him, though we will have a method for adjusting the brightness of his and other NPCs' textures. Very observant to think about the lighted windows as well. We plan to handle that by using separate textures for windows that will remain unaffected by lighting and have a shader applied that allows them to cut through the fog that we use to restrict visibility in the night.
Nick - November 1st, 2012 - 09:57 pm UTC
The building models and night colors look great. Very impressed. I still think his ears and height of his hat should be a little smaller. Also I think his hair strand and belt should be slightly bigger.

How much time do you guys put into this a week cause its impressive. (I'm not expecting too much time cause we all got lives outside of the megamans.)
fAB - November 1st, 2012 - 11:32 pm UTC
Thanks for your comment, Nick. We've made a fair number of tweaks to the Tuttle model over the past few months. Blyka works with the updated version in the actual engine development but these two screens are from my own testing environment where it's still the same Tuttle model that everyone saw the day we announced the project.

In regards to time spent, it's really impossible to even guess. We try to keep at it as often as possible, schedule and stamina permitting. Some weeks one or the other of us may not even find the time or energy to put a full hour's work in, and other weeks we may be so engrossed in our progress that we let stuff slide and put more time into the project than we really should.
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