Road Map Update – Spring 2017

Progress Report | Screenshots | Video 0 No Comments

We’re back with another Road-Map update for you. A lot of exciting stuff is going on with Treasure Adventure World right now and I’m happy to share some of what we’ve been up to.

Before moving on to the road-map I want to thank our publisher, Chucklefish Games, for hosting us in London for EGX Rezzed. It was a fantastic opportunity for us and we were in great company all weekend.

C8KJI8EUAAIzMqZ.jpg-large

As we’re inching ever closer to “content complete” we’ve also taken some time to polish assets we weren’t happy  with. As part of this polish work we “renovated” the art for UI, menus and title screen – including an updated logo!

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Our title screen is still a work-in-progress, but the logo is finished!

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We’re back with another Road-Map update for you. A lot of exciting stuff is going on with Treasure Adventure World right now and I’m happy to share some of what we’ve been up to. Before moving on to the road-map I want to thank our publisher, Chucklefish Games, for hosting us in London for EGX Rezzed. It was […]

Road Map Update – Winter 2017

Progress Report | Screenshots 1 1 Comment

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 […]

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 […]