Tuttle's Legendary Travels
Development Blog
#TLTuesday & Gold City
Posted by fAB on September 16th, 2015 - 12:05 am UTC

If you missed Blyka's mention of it some days back, #TLTuesday is a thing. I came up with it as a memorable way to try and work TLT into my routine.

The ideas behind it:
A. Make sure to work on the project at least once each week (even if it's only 10 minutes) and report on it.
B. Keep the project actively in the front of my mind and hopefully inspire more work throughout the week.

Traffic Cone

My summer's been busy, so there hasn't been as much of Point B as I'd like, but some weeks it's worked. Point A on the other hand has been a great success, with new little bits of TLT coming together and shared on Twitter every Tuesday since the beginning of July! Blyka has also joined in the effort to get things moving and keep them moving. That said, we'll be away from our computers and unable to work on TLT for the next two weeks. So I thought I'd go ahead and do a quick summary of some of the progress I've been making, for those who haven't been watching Twitter.

Gold City Streets

In addition to lengthy discussions and hands-on feedback with Blyka's engine work, I've also done a bit with sub-screen and interface items. Most of my effort though has gone into Gold City. I've been focused on it because as you may know, this is the game's first environment where Tuttle's adventure will begin! It's been a tricky process trying to recreate a place from the original games, maintaining its essence while upping the graphics and not pouring too much time into making it perfectly accurate, and also dealing with scale, since Gold City in The Misadventures of Tron Bonne was designed with a Gustaff-sized player in mind.

Gold City Looking Better

I'm really excited about how it's coming together though, and I hope everyone's enjoyed watching it come together with me. All the major elements are in place now, it's just a matter of tweaking and cleaning up the details and mostly updating early models (like the houses) from their shadeless textures so that they'll look good in actual lighting.

 Gold City Almost There! 


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