Road Map Update – Spring 2017

Progress Report | Screenshots | Video 4 4 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 2 2 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 […]

Halloween Game Expo – Times Square, NYC

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The Haunted Islands of Treasure Adventure World will be playable at the Halloween Game Expo in Times Square, NYC – this Saturday!
Plus, there will be over 100 other games by local indie developers, pizza and candy. If you’re in the NYC area I hope you’ll come check it out.

halloween_expo

The Haunted Islands of Treasure Adventure World will be playable at the Halloween Game Expo in Times Square, NYC – this Saturday! Plus, there will be over 100 other games by local indie developers, pizza and candy. If you’re in the NYC area I hope you’ll come check it out.

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 […]