Robit Devs #3 – Preparing and Importing Assets

Design & Development | Video 0 No Comments

The black hole that is known simply as “the holidays” is over and I’m back with another episode of Robit Devs. This time I give a glimpse into the process of developing, preparing and importing visual assets for the game. Hope you enjoy!

 

 

The black hole that is known simply as “the holidays” is over and I’m back with another episode of Robit Devs. This time I give a glimpse into the process of developing, preparing and importing visual assets for the game. Hope you enjoy!    

Robit Devs #2 – New Animation System

Design & Development | Video 2 2 Comments

In this episode Robit Devs episode I talk about our newish animation system for the player. I show off the tool we use, explain how it works (poorly) and create a new animation from scratch. Hope you enjoy!

 

 

In this episode Robit Devs episode I talk about our newish animation system for the player. I show off the tool we use, explain how it works (poorly) and create a new animation from scratch. Hope you enjoy!    

New YouTube Series – Robit Devs

Design & Development | Uncategorized | Video 2 2 Comments

If you follow our YouTube channel (and why wouldn’t you) you may have noticed I started a Let’s Play series called Robit Plays. I’ve been having a lot of fun with it! But, life can’t be ALL fun. So, to create balance and harmony I created another series called Robit Devs where I’ll give you a behind the scenes look at some of the development of Treasure Adventure World. In Episode 1 I explain how I’m building the underwater levels and provide a time-lapse showing the entire process. Hope you enjoy and make sure to subscribe to the channel for more development and gameplay videos!

 

 

If you follow our YouTube channel (and why wouldn’t you) you may have noticed I started a Let’s Play series called Robit Plays. I’ve been having a lot of fun with it! But, life can’t be ALL fun. So, to create balance and harmony I created another series called Robit Devs where I’ll give you […]

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 […]