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 […]

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 […]

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 […]

Progress Report – August & September 2015

Progress Report | Screenshots | Video 6 6 Comments

Whelp… I’m late on this August’s progress report (and after doing so well lately). The team has been working full-tilt as I finally set some internal deadlines for us to hit. So far we’re actually ahead of schedule. Let’s hope we can keep that up!

Here are some quick updates on what we’ve been up to:

Let’s start with a biggie – we have a new system for doing the player’s animations. We’ve changed from frame-by-frame animations to a custom bone system utilizing forward and inverse kinematics. While there are some animations that won’t translate 1:1, overall this new system will allow us to do a lot of cool things.  First, adding new animations is now a breeze. We’ll be able to do some custom animations for cut-scenes, for example. We can also do things like change the character’s expression on the fly. So when health is low we can have a concerned expression or when enemies are near, an angry face. The player’s head can also now turn to look at important objects or enemies, which will help give clues for puzzles and add more life to the character. There’s even more exciting things we can do with this system, but we’re going to wait to share that when we have more to show. We also still want to make some general improvements to the system before launch.

new_player_anims_crop player_anim_editor

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Whelp… I’m late on this August’s progress report (and after doing so well lately). The team has been working full-tilt as I finally set some internal deadlines for us to hit. So far we’re actually ahead of schedule. Let’s hope we can keep that up! Here are some quick updates on what we’ve been up […]