Posted by fAB on July 30th, 2019 - 11:30 pm UTC
Work on the harbor environment continues, inching toward completion. The boat's textures were recently finished up and it's been added to the playable scene. There's also going to be a little interactive segment between Tuttle and a bunch of Sturmbots who refuse to let him pass (lower right of image). Programming for that is well underway, with them angrily converging on Tuttle if he invades their space. Also worth noting, we've been in touch with TLT's lead composer to see where things stand. Although it's been a few years he says he's still on board and intends to get actively working on the soundtrack again soon!
Posted by fAB on May 1st, 2019 - 12:28 am UTC
Posted by Blyka on March 31st, 2019 - 07:22 pm UTC
And here we are again with another Monthly Tuttle after a month of no Tuttle--on the dev blog, anyway. I have been picking away at the evil input customization throughout March, and of course it's been an intermittent battle since January. And hey, what's this? It's actually ready this month! Bugs and such may crop up down the road like they tend to do, but I'm delighted to say it's presently good and working. At long last, the rogue gamepads that mapped walking to the trigger buttons will be forced to succumb and obey your every configuration whim. Meanwhile in the graphics department fAB has primarily been constructing the harbor assets, touching up old models from 2012 and crafting new ones. And that's pretty much it for March, so until next time.
Posted by fAB on March 1st, 2019 - 04:58 am UTC
It wasn't/isn't our intention to do regular monthly roundups, but the timing and circumstances just seem to fit. First things first, as you can clearly see, Denise has reached completion! Model, textures, facial expressions, animations, everything. I would have liked to have more to show for February, but still, I'm pretty happy to mark that off the list. On the contrary, Blyka didn't manage to finish anything big, but his work was more spread around. Efforts for customizable input is moving steadily forward, he inserted some improved music looping functionality, and he cleaned up and consolidated a number of things at the code and component level that will allow for much easier creation and maintenance of game scenes. Onward we go!
Posted by Blyka on January 31st, 2019 - 09:50 pm UTC
With the release of our latest demo we announced the cancellation of #TLTuesday in the hopes to "work on the project less often but in stronger, more productive bursts", and this blog would then "reclaim focus with more fleshed out write-ups and progress summaries". As you might assume, I haven't followed through on the latter because I've yet to really follow through on the former. With no weekly commitment to keep, "as time allows" can be a dangerous schedule. Post-#TLTuesday my new minimum goal was to achieve a "stronger, more productive burst" of progress at least once a month. It could be a full day's inspired work or it could be spread across weeks, but either way I wanted to have something tangible and substantial to blog about on a monthly basis. Intentions to put this into effect last year fell through, so what better time to start anew than a new year? Unfortunately, January was pretty bleak for me and did nothing to assist my endeavors. So here we are at the last minute with nothing more than The Monthly Tuttle (because pretentious names are fun) to round up what's happening. It's not complete, but I have been working hard on customizable input. A seemingly simple concept on the surface, this has been a veritable nightmare of considerations and complexities and has eaten away much time over the past week and a half with more work to go. But it is getting there, so here's hoping I'll have that and more to talk about next month. Aside from that, fAB's been hard at work in Gold City, fleshing out details both visual and technical, and just today we got it all inserted into the project. Gold City is almost there as well. And there you have it. Not the most exciting way to kick off the monthly minimum, but it is something. And something is better than the last half-year's mostly-nothing.
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