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 5 5 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, […]

Progress Report – Spring 2016

Design & Development | Progress Report | Screenshots 3 3 Comments

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.

factory_small

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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 […]