Progress Report – Spring 2016

Design & Development | Progress Report | Screenshots 1 1 Comment

It’s been a while, so here’s a new Progress Report/Road Map Update. This is just some of what we’ve been up to since the last update.

 

Factory – Daunasal

In the last update we talked about our work on Daunasal Island which houses the biggest city in the game. The depths of Daunasal also contains one of the biggest “dungeons” as well: the GloboCorp Factory. A significant amount of our work has been on getting this area complete and we are just about finished with it. There are a lot of new mechanics in the factory and luckily our engine was able to deal with them without any major issues. We still have a few things left though: coding the main boss and a couple background and foreground assets.

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It’s been a while, so here’s a new Progress Report/Road Map Update. This is just some of what we’ve been up to since the last update.   Factory – Daunasal In the last update we talked about our work on Daunasal Island which houses the biggest city in the game. The depths of Daunasal also contains one […]

Robit Devs #4 – Building Baddies

Design & Development | Video 1 1 Comment

Work in the “factory” continues and that means new enemies! Three to be precise. I decided to take this opportunity to record a dev-video showing the my process in building and animating one of them.

 

 

Work in the “factory” continues and that means new enemies! Three to be precise. I decided to take this opportunity to record a dev-video showing the my process in building and animating one of them.    

Road Map Update – Winter 2016

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A few people have reminded me that the road-map hasn’t been updated in a while so I decided to take some time to do just that. After putting this together I’m actually very impressed with how much progress we’ve made since the last update. And it’s encouraging to look at the full road-map and see just how far we’ve come. I hope you’ll agree. Here’s a quick run-down of all the updates made to the road-map today.

 

NPC Design & Assets

NPCs animations were one area that was really slowing us down. We still have a significant amount left to do (and a lot of them complex). Ultimately we decided to bring someone else on to the team and I’m happy to say that Allison Frank will be helping finish up the NPC animations and hopefully some other stuff too.

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One of Allison Frank’s wonderful contributions to TAW.

Allison has worked at Titmouse as an assistant animator and she worked on Hiveswap. We are very happy to be working with her!

70%

(previously 60%)

 

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A few people have reminded me that the road-map hasn’t been updated in a while so I decided to take some time to do just that. After putting this together I’m actually very impressed with how much progress we’ve made since the last update. And it’s encouraging to look at the full road-map and see just […]

See us at MAGFest 2016!

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