Progress Report – February 2015

Design & Development | Progress Report | Screenshots | Video 2 2 Comments

Looking back at this past month, I’m amazed at how much we got done. Development has been really smooth and rewarding lately. Many areas of the game are getting really close to being 100% done and they look and play better than ever.

Here’s a breakdown of the more significant progress we made in Feburary.

 

Zip Lines

Temp2 2015-03-07 09-39-50-12

Zip lines! What else do I need to say? I always wanted to have zip-lines in TAG, but for reasons I have forgotten it didn’t happen. Because we’re adding some new levels to TAW, I thought we should also introduce some new mechanics.  We think mechanics like the zip-line are great, because the don’t fundamentally change the core gameplay of TAG, but rather evolve from the mechanics already there (like grabbing onto chains, ledges etc).

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Looking back at this past month, I’m amazed at how much we got done. Development has been really smooth and rewarding lately. Many areas of the game are getting really close to being 100% done and they look and play better than ever. Here’s a breakdown of the more significant progress we made in Feburary. […]

Progress Report – January 2015

Progress Report | Screenshots | Video 10 10 Comments

It’s 2015 – and as someone recently pointed out to me in an email – our FAQs page said we were aiming to release the game in 2014 (It has been updated since). So, let’s talk about why this happened and then I’ll give you a breakdown of what we’ve been working on for the past month or so.

Release Date

Why didn’t we hit our 2014 deadline? I think it comes down to a couple things.

1. Predicting a release date on any game is difficult. And making a game like ours (content heavy, open world metroidvania) is particularly hard to predict. Some days I work on a particular aspect of the game for  8 hours when I thought it would only take 1. And the opposite is also true sometimes – I get lucky and something takes much less time than I predicted (but its usually the former).

This is a common issue that occurs in the Indie-Games scene. Out of 16 games that I’ve Kickstarted in the past few years only ONE of then has hit their predicted deadline. And don’t get me wrong, I’m not saying that “everyone does it, so it must be ok!”. If anything, it’s a lack of experience, or blind optimism.

Indie’s have the benefit of not being beholden to a publisher and therefore can take as long as needed to make their game as great as possible. But even AAA studios making sequels often run into this problem (and often have to push an unfinished game out the door).

2. I mentioned “blind optimism” before and I truly think that many Indie Developers (including myself) under-estimate how long their game will take to complete as a coping mechanism. I started TAW in June 2012. If I knew then that I’d still be working on it 3 years later, I probably would have convinced myself it wasn’t worth it. It’s much easier to rationalise “It’s going to be less than a year to release”.

So, ultimately, my point here is that there was never any sinister intention in our original prediction of 2014. Call it inexperience, blind optimism, a coping mechanism or the nature of the work.

That said – we all believe that 2015 is our year (and I just hope I don’t have to write another post like this in Jan 2016).

Progress

Now let’s get to some positivity. The progress we’ve made on TAW in the past couple months has been fantastic. We’ve been motivated by the upcoming convention season and our plan on updating the public demo in the near future. So here are just a few things that we’ve done in the past month or so.

NPCs Now Have Talking Animations.

One issue we have run across while up-scaling the resolution and fidelity of Treasure Adventure Game is that NPCs who were once made up of a few dozen pixels now look strangely lifeless. This was especially noticeable when you were actually interacting with them. So, we looked into what it would take to give all NPCs a simple talking animation. We determined it wouldn’t be very difficult to implement and then result is definitely worth the trouble.

NPC Talking Animations

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It’s 2015 – and as someone recently pointed out to me in an email – our FAQs page said we were aiming to release the game in 2014 (It has been updated since). So, let’s talk about why this happened and then I’ll give you a breakdown of what we’ve been working on for the […]

Treasure Adventure World OST Now Available!

Announcement 4 4 Comments

Treasure Adventure World OST Now Available on BandCamp

The complete soundtrack for Treasure Adventure World is now available for streaming/download on BandCamp. Robert Ellis has created the perfect soundtrack for an epic adventure game like TAW. He has re-mixed and re-mastered all the tracks he originally composed for Treasure Adventure Game, and wrote some brand new songs.

But don’t take my word for it – go listen for yourself at BandCamp and take yourself on an auditory adventure.

You can download one track, Of Mice and Monkeys, for free! Or buy all thirty-three tracks – over an hour of music – for just $5 and support development of the game.

 

The complete soundtrack for Treasure Adventure World is now available for streaming/download on BandCamp. Robert Ellis has created the perfect soundtrack for an epic adventure game like TAW. He has re-mixed and re-mastered all the tracks he originally composed for Treasure Adventure Game, and wrote some brand new songs. But don’t take my word for it – go listen […]

A Look Back – The Evolution of the Glooskap

A Look Back | Design & Development 3 3 Comments

 

 

One thing we decided early on was that the upgrade in fidelity of the game would mean we’d have to think about a new design for the, nameless, boat from TAG.

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As a starting point for our new boat’s hull design we looked at a lot of examples of toy boats. Plastic boats like these influenced the initial design of the boat quite a bit.

modern-kids-toys

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    One thing we decided early on was that the upgrade in fidelity of the game would mean we’d have to think about a new design for the, nameless, boat from TAG.   As a starting point for our new boat’s hull design we looked at a lot of examples of toy boats. Plastic boats […]