Road Map Update – Winter 2017

Progress Report | Screenshots 0 No Comments

It’s time for another RoadMap Update. As per usual we’re cranking away at the game, desperate to hit content complete ASAP. Based on the work we’ve done in the past few months, we’re happy to share the following details with you all.

 

Player Mechanics

100%
(previously 90%)

We’re finally comfortable with calling the player mechanics finished. Taking the feedback we’ve gotten at playtest events and conventions we’ve tweaked a lot things, including running/attacking speed. When we bring TAW to these events lately we’ve been getting very positive feedback on the how the main character controls.  We also added the last few “hats” to the game (some aren’t technically hats, as seen below), each of which have a special function.

arcade

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It’s time for another RoadMap Update. As per usual we’re cranking away at the game, desperate to hit content complete ASAP. Based on the work we’ve done in the past few months, we’re happy to share the following details with you all.   Player Mechanics 100% (previously 90%) We’re finally comfortable with calling the player […]

Halloween Game Expo – Times Square, NYC

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The Haunted Islands of Treasure Adventure World will be playable at the Halloween Game Expo in Times Square, NYC – this Saturday!
Plus, there will be over 100 other games by local indie developers, pizza and candy. If you’re in the NYC area I hope you’ll come check it out.

halloween_expo

The Haunted Islands of Treasure Adventure World will be playable at the Halloween Game Expo in Times Square, NYC – this Saturday! Plus, there will be over 100 other games by local indie developers, pizza and candy. If you’re in the NYC area I hope you’ll come check it out.

Road Map Update – Fall 2016

Progress Report 6 6 Comments

Now that we’ve set an internal date for release (still not ready to announce to the public though, sorry) we’re in super crunch mode. Therefore, I’m going to keep this post brief so I can get back to work. We’ve made so much progress in the last few months that I thought it was definitely time to refresh the RoadMap. Here we go:

 

Enemy Design & Assets

90%

(previously 70%)

Knocked out the last few complex enemies. The only ones left are a few for the underwater levels.

 

Boss Design & Assets

90%

(previously 50%)

Spent about a month finishing up the bosses. Except for the final encounter (and some testing for balancing) the game’s bosses are complete.  This is a huge weight lifted off of us, for sure.

 

NPC Design & Assets

100%

(previously 75%)

We brought on a couple more animators to help us finish up the NPC animations and they’ve done a fantastic job. We’re officially wrapped on the game’s NPCs – a huge milestone.

 

Quest Progression

70%

(previously 50%)

Getting more levels, NPCs and bosses done had a allowed us to weave the main and side quests further into the game.

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Now that we’ve set an internal date for release (still not ready to announce to the public though, sorry) we’re in super crunch mode. Therefore, I’m going to keep this post brief so I can get back to work. We’ve made so much progress in the last few months that I thought it was definitely time […]

Robit Devs #5 – A New Level from Scratch

Design & Development | Video 1 1 Comment

Treasure Adventure World is getting close to beta and I thought now would be a good time to share a bit of my process when it comes to designing a level of the game from scratch. As you’ll see in the video, this level was not originally in Treasure Adventure Game. It features a new power-up, a new mechanic and a cameo from a beloved character (not revealed). This could be considered spoilers, so watch as your own risk.

 

Treasure Adventure World is getting close to beta and I thought now would be a good time to share a bit of my process when it comes to designing a level of the game from scratch. As you’ll see in the video, this level was not originally in Treasure Adventure Game. It features a new power-up, […]