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.
Posted by fAB on December 31st, 2018 - 06:48 pm UTC
Greetings, ye devoted few! As you've probably guessed by now, 2018 has been another not-so-great year for TLT. Back in May with the release of the latest demo, we announced our intent to make future updates more blog-oriented, and to make future demos more official in their content. That's still the plan, we just haven't had the time to actually make it happen. And yes, that's something we say a lot, but this time our lives were literally turned upside down. We had a 10 week stay with our poor-health grandmother and aunt during which we helped them with all kinds of things including cleaning and organizing decades of accumulated clutter throughout their entire house. At that time, I also received an offer to do some heavy commission work and that will continue to be an ongoing thing on top of everything else in my life for the next several months. Then there was naturally a lot to catch up on after returning home, and the next thing we knew it was the holidays, a hectic time of year as always. Early on in 2018 I hoped people would be playing around in Gold City by the end of this year. Later, my goal shrank to having all Gold City's assets completed. By the time December hit, I just wanted to have Denise and her car done. By the time December ended, I'm happy to share that Denise's car is done! Yeah, it's been like that. Maybe 2019 will be better. Keep believing!
Posted by fAB on May 6th, 2018 - 03:50 am UTC
Tuttle's Legendary Travels has grown one year older, always a good time for talking about where the project stands and where it's going. But first things first, the new demo! Each new 0.2.x release introduces a lot of important new functionality and features, and 0.2.4 is no exception. Here's a quick rundown of all the good stuff. - The biggest new addition is the dialog system, meaning Tuttle can now interact with characters! This represents loads of work with 3D models, 3D textures, 2D UI elements, camera, and text all working together. As an aside, extra effort went into making sure Tuttle wouldn't be standing on people's heads. As for who you can interact with, a reachable Sturmbot has been added, as well as Lilly. Her inclusion in particular required a great deal of updating to her model, textures, and animations.
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