Tuttle's Legendary Travels
Development Blog
Posted by Blyka on July 25th, 2017 - 07:00 pm UTC

We're fast approaching three months since the last demo release, and any dedicated followers of the project may have noticed that progress has been pretty minimal since then, with tweets strictly limited to #TLTuesday and often echoing much the same content as the previous week. This is because we have been very, very busy since the last demo, and with a demo just launched TLT just hasn't been a high priority lately. It also hasn't helped that some big obstacles are up next on the features list, making it all the harder to make headway--especially when you can only snag a few minutes each week.

As things have been so slow and tweets have been fairly repetitious, I thought it might be good to let everyone know of the situation and provide a little roadmap of sorts with the main features planned for the next demo.

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Posted by Blyka on May 6th, 2017 - 01:00 am UTC

[Fifth Year, Fifth Demo!]

Today marks five years since TLT officially launched, and with it comes Demo v0.2.3! Averaging a demo a year doesn't sound too bad now... Never mind how early the project still is after half a decade. Progress has certainly picked up from the couple years that I was practically on an unofficial hiatus, so hopefully we can keep the pace until TLT delivers a fuller experience.

As for what's new this time around, there's quite a collection of things building towards a more solid experience:

  • Introducing the Pause Menu! This includes the new zenny and playtime readouts, as well as a working Options tab (presently mouse only).
  • A small ruin expansion features new inner-ruin doors and a new Reaverbot, Amistal!
  • Amistal also brings the big multi-explosion, and advancements made to the core enemy engine.
  • Tuttle's cane combo can be started from running or airborne attacks, making for much smoother attacking!
  • Sound effects are now in 3D space, and audio has been implemented to allow volume tweaking in the Options.
  • Screen resolution system is vastly improved, and with it comes new resolution options and better mouse functionality when letterboxed.
  • Camera wall clipping system was improved, allowing you to see better in the ruins.
  • Improved facial expression system has Tuttle blinking.
  • Polished up Tuttle's cane swipe effect.
  • Green harbor crate joins the others in the main area.
  • Etcetera...

Enjoy!


Posted by Blyka on December 31st, 2016 - 03:10 pm UTC

[Milestones Reached In Demo v0.2.2!]

While it seems commonly agreed upon by many that 2016 was a less than stellar year in many regards, at least for TLT it was actually a pretty exciting year with two new demos officially rebooting the project so to speak and many other important advancements made. So it seemed only appropriate to go out high with one more demo!

With ruins to enter, reaverbots to fight and a number of other polished aspects, Demo v0.2.2 finally feels like we're escaping the super-simple tech demo phase and moving into actual gameplay! Changes from last time include:

  • Ruin entrance added to demo environment; can enter and exit a new ruin area.
  • Orudakoitan reaverbot is finished and fightable, complete with fireballs and explosions.
  • Fully functioning energy bar, complete with upgrade functionality (not in demo) and working enemy radar.
  • Tuttle's damage-taking reactions are now in place, both the slight recoil from standard hits and the full knockdown+brief invincibility from powerful attacks, when hit in the air or when a hit takes you to zero health.
  • Game Over is encountered when your energy runs out.
  • Hit sparks appear when attacking enemies or terrain.
  • Zenny and energy pickups (total zenny amount not viewable in this demo, but energy properly restores lost health).
  • The slow walk button can now interact with things (doors in this demo).
  • Camera wall clipping system in place for ruins (may want to improve in future).
  • Slightly polished the temporary title screen with sounds and a separate controls space.
  • Lots of engine stuff like proper fader and music systems and other improvements.
  • Game now remembers your screen size preference.
  • Unity seems to have fixed the Windows mouse issue from last time, and the splash screen is much shinier.
  • Probably more, but you get the idea.

As always thanks to all who have stuck with us. It's been a long road but we hope this glimpse into what the game may become is worth the wait, and here's to more TLT progress in 2017!


Posted by Blyka on October 10th, 2016 - 03:00 pm UTC

[A Striking New Demo!]

With the release of Demo v0.1 back in 2012 we stated "new releases with additional features and polish should become more frequent", but of course that never happened in the four year gap between 0.1 and 0.2. So, we're more than happy to say we're finally making some good on that intention with the release of Demo v0.2.1! This version finds Tuttle able to attack with his standard cane-swinging moveset, and we feel it contibutes greatly towards a more polished gameplay experience.

Other changes include:

  • Environment now includes Zakobon dummies (Smackobon) for whacking and wooden crates among the previous metal kind.
  • Mouse, joystick and arrow keys can all work the camera simultaneously (mouse can still be disabled with F5).
  • Holding the slow-walk button will also slow down the camera movement.
  • An 'Enter' key equivalent has been assigned to the gamepad for the title screen.

* And beyond the temporary nature of things at this stage, a "known issue" exists in that the mouse on Windows will continue spinning the camera even when outside of the game window. This is something that Unity broke in an update since the last demo, and at this point we can only hope they'll fix it eventually.

As always thanks for sticking with us and we hope you enjoy the latest release!


Posted by fAB on July 6th, 2016 - 06:30 pm UTC

Lilly

Lilly's model has been updated in the gallery!

(as always, please note that the web player previews are lower quality and can't cast shadows, so things will appear different/better in the actual game)

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