Tuttle's Legendary Travels
Development Blog
Posted by Blyka on July 28th, 2012 - 02:19 pm EDT

TLT's second Event and first Mini Event ended a week ago today, and after careful review we've selected seven winning entries! Check out the full post to see what balloons you'll be faced with in the new Balloon Fantasy!

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Posted by Blyka on July 7th, 2012 - 10:02 pm EDT

No doubt anyone who played the original Mega Man Legends remembers the Balloon Fantasy mini-game, played at the KTOX TV Station. It's a rapid-paced game in which you must blast away all of the red balloons within the time limit while avoiding the time penalty dealt by accidentally hitting the blue balloons. The most memorable aspect of this game may have been the balloons themselves, with their ridiculous faces bouncing around, taunting you as the clock ticked down and the failure music sounded.

Although Tuttle lacks a buster to blast the balloons with, this game will be returning in his Legendary Travels- and we want you to draw up faces for the balloons!

Head here to visit the Event's official forum thread for all rules and entry submissions!


Posted by fAB on July 7th, 2012 - 12:45 am EDT

It's official, we've finally added some new staff members to the TLT development team! Of course we've had interested volunteers trying to hop on board since the day we launched the site, but in the interest of finding people both talented and dedicated we've held off expanding the staff until there were some solid results to show.

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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!


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