Tuttle's Legendary Travels
Development Blog
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!

Posted by Blyka on June 8th, 2012 - 12:19 am EDT

Hard to believe it's already been over a month since we launched the TLT website on May 5th. Despite a lot of setbacks in our personal lives we've managed to keep progress flowing at a pretty steady rate, so we thought this would be a good time for a video that casually summarizes the progress that's been made so far. In addition to a summarizing the month's progress it also shows some pretty sweet new stuff that we've been working on, so be sure to check it out!


In other news, fAB has done a wonderful job with the Mammoo reaverbot model and a viewer has been added to the Model Gallery.
Also, five new images have been added to the Preview Screens.

So, I guess that's it for the first month. If all goes well there should be even more exciting developments in the second month, so stay tuned for more updates and be sure to submit your Event entry by the 25th!

Posted by fAB on May 25th, 2012 - 03:32 pm EDT

TLT's first community participation Event is here, and it's a chance to leave your mark on the game in a pretty big way! Before jumping into what you have to do to take part, let's learn a little about what this Event focuses around, the game's islands.

Map of the Quint Islands

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Posted by fAB on May 19th, 2012 - 09:21 pm EDT

I don't think Amistal qualifies as a fan favorite, but we decided to include it in TLT given it's history with Tuttle. For those who don't know, it was featured in Tuttle's Little 5-Island Adventure (where some even referred to it as the boss). Anyhow, I've finished the model and textures for both the small and large units. Have a look.

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Posted by Blyka on May 10th, 2012 - 02:12 pm EDT

While fAB is producing awesome model work, some may be wondering what I'm doing for TLT if the programming hasn't started yet. So, I figured I should blog about another aspect of the project that I've been working on: the "Game Design Document"

The GDD covers every aspect of the game in great detail, from the full story to the names of items. This is something I haven't focused on too much in my past projects, as Classic-series Mega Man fangames are naturally small-scale in the sense that they're side-scrolling shooters; not grand RPG-style games like the Legends series.
So for a game this large and epic I feel having a comprehensive GDD before starting the actual programming is very important, for both keeping track of what exactly needs to be done and for avoiding nasty surprises mid-development.

That said, I think this would be a good time to throw out a few tidbits about the game. Nothing ground-breaking or spoilerific this early in development; just some simple facts that fAB and I have confirmed through the GDD:

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