Posted by fAB on March 1st, 2015 - 11:50 am EST
Oh my, it has been a while hasn't it? Well as I tweeted some days ago, it's time to get my head back into this game and hopefully start making some steady updates again. Starting off simple, I converted another model from the old style shading to the new, the minor Ruin Entrance.
As usual, progress was helped by listening to tracks from the incredible TLT soundtrack. Speaking of which, we neglected to report in January that after months of technical issues Mr. Oni Foetus sent us three new tracks, one revised track, and one that's still a WIP, so things are moving musically again as well!
Posted by fAB on October 14th, 2014 - 11:59 pm EDT
To recap since it's been a while, we announced in July that we would be doing some design revisions on our main character based on issues that became apparent during the development process. It was great to see all the community comments voicing approval over the intended direction--even with the tiny preview we gave. Now, as I recently tweeted, Tuttle's overhaul is finally complete!
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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. Read Full Post
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.
Posted by fAB on May 5th, 2014 - 09:15 pm EDT
Only the most observant and devoted fans are likely to know that today is the 2-year anniversary of Tuttle's Legendary Travels going live on the web, but Blyka and I have been painfully aware and hoping to have something big for the occasion. At the risk of sounding like a broken record, we've just been too busy to manage anything grand. However, setting a more realistic goal I was able to bring together a new model in recent days.
Hopefully you all remember the winning entry for the Malt Island Sub-Gate entrance, designed by avallon1! Now you can check it out in the model gallery. It seemed a good choice for today, bringing forth another event winner and an early-game asset to boot. Unfortunately you can't really appreciate it in its full glory just yet, but it ought to look incredible in-game with the surrounding landscape in place and especially at night when the reaverbot eye glows and rotates to act as a lighthouse. We hope you all keep sticking with the project and look forward to seeing it then!
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.
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