Tuttle's Legendary Travels
Development Blog - All Posts in Category "General"
Posted by Blyka on July 25th, 2017 - 03:00 pm EDT

We're fast approaching three months since the last demo release, and any dedicated followers of the project may have noticed that progress has been pretty minimal since then, with tweets strictly limited to #TLTuesday and often echoing much the same content as the previous week. This is because we have been very, very busy since the last demo, and with a demo just launched TLT just hasn't been a high priority lately. It also hasn't helped that some big obstacles are up next on the features list, making it all the harder to make headway--especially when you can only snag a few minutes each week.

As things have been so slow and tweets have been fairly repetitious, I thought it might be good to let everyone know of the situation and provide a little roadmap of sorts with the main features planned for the next demo.

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Posted by fAB on May 22nd, 2016 - 04:00 pm EDT

Posted by fAB on July 7th, 2014 - 09:44 pm EDT

Greetings, loyal TLT followers! Let's face it, you have to be a loyal follower to still be visiting the TLT site after this progress drought. As always we apologize for the slow pace but as we say to our volunteer staff, do what you can when you can, and that goes for Blyka and myself as well. And lately, what we can and when we can hasn't amounted to much.

Whenever I do manage to grab a bit of time, I'm putting it toward a pretty major element--Tuttle himself. I've been working on him off and on ever since we announced that we'd be changing the look to a dynamic cel-shaded style. As I've mentioned in the past, the Tuttle model was the first thing created for this project, which means my modeling ability still had a ways to go, and so did our entire vision for the game. We knew there'd eventually be changes, and now we're making them.

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Posted by fAB on March 1st, 2014 - 09:00 pm EST

While Blyka has been busy grabbing what time he can to enhance TLT on the technical side, it's my job to keep things moving graphically with new models and whatnot. This post is more about the whatnot. Back when the project first started, we were pretty much newbies in the realm of 3D game creation. Some of the decisions we made at the time have needed revisiting, the latest of which is the execution of the graphical style.

Rather than keep you in suspense while I outline the ins and outs of the decision, I'm just going to say it up front.
Tuttle's Legendary Travels is shifting from hand-shaded textures to dynamic toon/cel shading!
Visually we should be able to stay pretty true to our established style with this change, so you don't have to worry about the game suddenly looking totally different. The development advantages are numerous though, so if you're interested in how this benefits the project, read on.

Golbesh reaverbot with dynamic lighting

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Posted by Blyka on December 30th, 2013 - 01:40 pm EST

I don't think we did any sort of roundup post for 2012, but seeing as progress has been pretty sparse most of this year and morale is probably pretty low among everyone, we thought a post that looks back on what TLT did accomplish in the past year might be nice before 2014 hits. This is also a good time to comment on the current status of each category, so read on!

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