Tuttle's Legendary Travels
Development Blog - All Posts in Category "Programming"
Posted by Blyka on May 10th, 2016 - 03:00 pm EDT

Seeing as this makes only the fifth post about programming in this project's lifetime... I probably should have posted more often throughout the years. I guess the main reason I haven't is because there's never been much good progress to report. Until just recently of course, with the release of Demo v0.2 marking a turning point in the project. So I figured now would be a good time to look back on some of the hurdles in the years between v0.1 and now--a summary of sorts outlining the major obstacles and setbacks, and how we've dealt with or are still dealing with them.

Read Full Post

Posted by Blyka on September 10th, 2015 - 11:58 pm EDT

While our Twitter has been more consistently active the past couple months thanks to #TLTuesday efforts, the blog has definitely dragged this year. So, with the recent completion of the new player camera functionality I figured now would be a good time to say a few words about it and where the engine is going.

Read Full Post

Posted by Blyka on April 28th, 2013 - 03:24 pm EDT

Followers of TLT have probably guessed at there being some setbacks with the engine, made obvious by my complete lack of tweets or blog posts in recent weeks. I always hesitate in voicing such setbacks as some may find it discouraging, but seeing as this project is all about open development I decided it doesn't get much worse than not saying anything one way or the other.

So, about those setbacks...

[Tuttle facepalm]

Read Full Post

Posted by Blyka on October 26th, 2012 - 06:05 pm EDT

It's been a long wait, but I've finally gotten a video up to show some of the engine progress that's been made in the past few months! Personally I would have preferred to write up a post about it, but the only way to show an engine in action is, well, in action.

Hope you enjoy!

Posted by Blyka on June 19th, 2012 - 07:12 pm EDT

Or rather a lack thereof. Watchers of TLT may have noticed that updates have been minimal since our month summary video, which was already over 10 days ago. Try as we might to keep TLT progress flowing rapidly, life has been dishing out a lot of setbacks lately, and substantial TLT time for both fAB and me has been pretty scarce.

On the topic of programming, I have been working with Unity every day, however I still haven't managed to really get an engine off the ground yet. Suffice to say Unity has some annoying issues that aren't readily apparent until you dig a little deeper... Plus, another unexpected setback occurred with the project's scripting language. As pretty much all of the volunteer programmers we've had get in touch with us use C#, I decided to abandon Unity's JavaScript in favor of learning C# myself. In the long term this will certainly help the team work better and the project's code flow smoother, in addition to some other perks.
So, in addition to juggling Unity issues I've been getting up to speed on a new programming language. When I put it that way I guess things aren't going that badly. s-squint.gif

Anyway, as there isn't much exciting to report I'll keep this short. Rest assured we are working on the project every day- if not in actual development then in planning or corresponding- and we're more excited than anyone for the day that we finally get the engine up and running and release the game's first demo.

So please be patient, and while you wait for further development progress be sure to take part in the game's Events! The first and current one ends on the 25th; still time to participate!