Progress Report – July 2015

Design & Development | Progress Report | Screenshots | Video 3 3 Comments

The end of summer is quickly approaching and instead of hanging out at the beach we’ve designed and coded another boss! This Drill-Bot boss also doubles as another player mechanic later in the game (as seen in the video below). I implemented an inverse kinematics animation system to rig this guy and what I learned in the process will be applied to future bosses.

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The end of summer is quickly approaching and instead of hanging out at the beach we’ve designed and coded another boss! This Drill-Bot boss also doubles as another player mechanic later in the game (as seen in the video below). I implemented an inverse kinematics animation system to rig this guy and what I learned […]

Progress Report – June 2015

Progress Report | Screenshots | Video 3 3 Comments

We’re living in a post-demo world now which means we’re back to adding content and building levels. This is my favorite part of development and I’m excited to show you what we’ve been working on this past month.

Christine is working on NPCs, enemies and other assets for the Jungle and Crystal Cave and Mine-cart levels, including this frog-baddie:

frog jump WIPfrog Jump

 

Speaking of mine-carts, I’ve been coding and building the mine-cart levels and even though this still has some work left I want to show you a tiny bit of how this sequence is shaping up.

(Watch in fullscreen for 1080P 60FPS)

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We’re living in a post-demo world now which means we’re back to adding content and building levels. This is my favorite part of development and I’m excited to show you what we’ve been working on this past month. Christine is working on NPCs, enemies and other assets for the Jungle and Crystal Cave and Mine-cart […]

Progress Report – March/April 2015

Progress Report | Screenshots | Uncategorized | Video 5 5 Comments

Sorry we’ve been on the quiet side lately. But, here I am to give you all an update on what we’ve been up to.

For the last month our work has been mostly focused on getting the new public demo polished and ready for release. It ended up taking us longer than expected, but we’re just about there. We expect to launch the demo to the public in the next week (the backers have already been given access).

“So, what did it take to get the demo ready?”, you ask. Good question, let me explain.

We want the new demo to be more than just a vertical slice of gameplay. It’s meant to be an extremely close approximation of how the first few hours of the final game will play. Therefore we had to upgrade many aspects of the game into a high level of polish.

Christine (our artist) needed to reassess all the sprite work, animations etc. She ended up with a substantial list of assets she wanted to tweak or re-draw before we went public.

new_vs_old_sprites

Robert (music and sound) has been working mostly on sound effect design. Using a combination of foley recording and stock-media editing he knocked out every sound effect required for the demo. He also produced some stingers for quests and chapters (which I’ll talk more about below) and an THXesque stinger for our new company logo splash screen.

Speaking of the new company logo, something that I’ve been up to (and has unfortunately taken up some development time) is boring legal/business stuff. To keep it short – we’re officially a LLC in the State of New York! I know, not very exciting, but it’s something I put off for too long and had to be done. During the process I decided to change the company name from Robit Studios (a legacy name from when we made T-shirts) to Robit Games, LLC. I think the new name will ensure that people will get right away what we do.

http://hd1jump.com/robit-games/

Sorry we’ve been on the quiet side lately. But, here I am to give you all an update on what we’ve been up to. For the last month our work has been mostly focused on getting the new public demo polished and ready for release. It ended up taking us longer than expected, but we’re […]

Progress Report – February 2015

Design & Development | Progress Report | Screenshots | Video 3 3 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. […]