Progress Report – March/April 2015

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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. […]

Progress Report – January 2015

Progress Report | Screenshots | Video 11 11 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 […]

Progress Report – September 2014

Design & Development | Progress Report | Screenshots 5 5 Comments

Hello friends,

I wanted to give you a run-down about the progress we’ve made on TAW in the past month. Let’s get right into it.

Options Menu Re-haul

Revamping the options menus (particularly the control setup) has been on my list for quite some time. The previous menus (as you saw in the demo) were a bit clunky, ugly and disorganized.

The new options menu is now split into 3 tabs: “Game”, “Screen” and “Audio”. This gives us some breathing room to add more screen resolutions, and game options which I plan to include (like the ability to turn off screen flashing etc).

But, the real meat of the re-haul was in the control setup menu.
control_screen

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Hello friends, I wanted to give you a run-down about the progress we’ve made on TAW in the past month. Let’s get right into it. Options Menu Re-haul Revamping the options menus (particularly the control setup) has been on my list for quite some time. The previous menus (as you saw in the demo) were a […]