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Post by Buster Cannon on May 12, 2017 8:19:50 GMT -5
Ah, glad it wasn't just me that spend an embarrassing amount of time trying to reach that little guy. Also found myself trying to break boxes along with trying to actually destroy the little Horokko dummies. The game plays really well, hopefully, the next build will have customizable pad/stick controls as well.
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Post by Dashe on May 12, 2017 12:02:47 GMT -5
I'd like to see a secret area to make it look like we're exploring and found something cool that other people overlooked, but I'm not sure requesting a secret area really works like that. It seems to defeat the purpose of a secret area.
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Post by Blyka on May 13, 2017 9:45:36 GMT -5
Ah, glad it wasn't just me that spend an embarrassing amount of time trying to reach that little guy. Also found myself trying to break boxes along with trying to actually destroy the little Horokko dummies. The game plays really well, hopefully, the next build will have customizable pad/stick controls as well. Customizable controls is definitely the top priority at this point, but has unfortunately been waiting on Unity for their new system (which is due out this summer, so I'm hoping it will be ready by the time our next demo is). In hindsight I probably should have searched harder for a good third party solution from the start, but if Unity keeps to their schedule I figured I'd wait and see how it goes rather than invest a bunch of time into another system just for this release. At any rate, thanks for checking it out and glad you're liking it so far! I'd like to see a secret area to make it look like we're exploring and found something cool that other people overlooked, but I'm not sure requesting a secret area really works like that. It seems to defeat the purpose of a secret area. Haha, there may be some truth in that. There hasn't been much point in expanding the demo environment for that kind of thing as there really isn't anything "secret" to tuck away what with the limited enemies and such, but maybe when treasure boxes, NPCs and the like become a thing we'll see about making things less linear. Speaking of which, the dialogue system (which is rather important for said scenarios) is a top priority alongside customizable input, so here's hoping the next demo sees some fun advancements.
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Post by Dragge on Jan 12, 2018 23:27:20 GMT -5
Just wanted to drop in and say that I like the small amounts of progress! The treasure chest looks nice and I've always been a fan of the wrap around sky for the Legends series. I don't get a chance to catch the updates as much as I used to but when I do it's cool to look back on a month's worth of work and see the progress you two are putting out. Keep at it!
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Post by fAB on May 6, 2018 9:32:43 GMT -5
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Post by silverhuntern on Jul 31, 2018 13:35:28 GMT -5
Hey guys and girls
I tried out the new demo 0.2.4 (still got the old one on my hard drive, XD )and I really like the progress so far!
I'll be honest, I would give it a 8 out of 10 so far.
Graphics - Very good! Because I'm playing it on pc, it looks very good when graphics are set to 3/3. its nice and bright so you can see everything so far.
Story - Surprisingly enough, I never played TMOTB, so I don't know much about Tuttle. But I'm happy enough that he's getting his own game, especially since this is something Capcom would never do. So I wonder what kind of story Tuttle will have?
Music - I have heard some of your original music. Its good so far, but most of it isn't included in the demo...
Gameplay - This is a big one. Everything works pretty well so far. Collision detection is very good, the dungeon feels very legends 1 like. You actually made the ?? very tricky to fight against, and I realised you need to use a bomb, and lure it into it to kill it. The only thing is I had to use a controller and keyboard at teh same time because I couldn't pan the camera on my controller very easily.
Difficulty - I noticed health pickups are quite scarce, so it was pretty hard to, ya know, not die! I think for the next update, let Tuttle have a fuel tank in possession so new players can use it to survive! Or make the damage values be less.
I did a test run and I recorded myself playing the game with OBS studio and it works pretty well.
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John
Fritto
Posts: 64
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Post by John on Jul 20, 2021 22:47:49 GMT -5
I have two questions here. How is Tuttle going to get any points to score if his only weapon is a cane? This Balloon Fantasy minigame is meant for using a buster gun not a cane. Another thing Tuttle doesn't stand a chance against revaverbots like Amistal when he uses a cane he would easily get killed. What this game needs is Tuttle have a long range weapon buster gun to deal with Balloon Fantasy and reaverbots.
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Post by Blyka on Jul 25, 2021 11:05:36 GMT -5
I tried out the new demo 0.2.4 (still got the old one on my hard drive, XD )and I really like the progress so far! Three years too late here but thanks for playing and glad you liked it. XD
How is Tuttle going to get any points to score if his only weapon is a cane? This Balloon Fantasy minigame is meant for using a buster gun not a cane. I suppose the original rules do state "your job is to see how fast you can shoot and pop the red ones", but I don't see why a cane wouldn't suffice, so long as they pop.
Tuttle doesn't stand a chance against revaverbots like Amistal when he uses a cane he would easily get killed. Tuttle can totally no-damage Amistal right now, in the current demo, with nothing but clumsy cane swipes.
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John
Fritto
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Post by John on Sept 20, 2021 15:55:10 GMT -5
Here is an idea for the next demo of TLT in the near future. Can we have Mega Man Legends 2 style game play mechanics as optional for those who prefer to play the game that way?
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Post by fAB on Aug 31, 2023 18:58:44 GMT -5
Way, way, WAY past due status update on Tuttle's Legendary Travels.
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Post by Dashe on Sept 1, 2023 13:17:45 GMT -5
Well dang, I'm glad I didn't make that bet that this would be a cancellation video, I'd have lost big! Honestly, it's a bit of a relief, considering a lot of us have been kicked in butt by life over the last decade. If you've been following the way I've been following fan projects lately, it's been a lot of "literally do anything BUT remakes, especially remakes of Legends 1, especially-especially remakes of specifically Ocean Tower" and "Better done than anything." If you haven't, that about sums it up, and it stands here. That said, I think the biggest snag you've hit with TLT is ultimately a social one--by adopting the Devroom formula, you're going to have some degree of moral obligation to see through to what you asked, at least from the contest winners. I'd imagine a lot of us who did the contests are pretty chill (read: jaded and busy and extremely likely to have forgotten we won anything), but if it were my project, I don't think I'd personally be able to sleep easy knowing I solicited work from contests and then never delivered on it, especially from a fandom who experienced the same at the hands of Capcom and probably developed a lot of trust issues. I wish I had more useful skills, aside from speaking coherently in the voices of various Legends characters, typing in comprehensible, complete, grammatically-correct sentences, and enduring an absurdly large amount of hits from various banhammer bludgeon recipients, considering the scope and target audience of the community we're dealing with, but alas. If it were me, I'd actually run more low-resource contests to build hype, like, really, REALLY low-resource ones that won't impact the work you're doing on your end, then without thinking too hard about the difference between what you knew when you started and what you know now, just steamroll forward at about the quality you were at in 2012 or whatever it was. It will go much, much faster than it did in 2012. At least, that's what I'd do on the art and writing side. It is, in fact, a thing I have done on the art and writing side in real life concerning abandoned projects I started when I was a small child. Nobody needs to know I didn't finish that stuff in 2001, don't tell anyone. I'm not so sure about the programming side, but I've also seen JMC start over the code for his project over and over and over and over for almost twenty years now, so I'm also not sure it's practical to reset everything under the hood that many times. Technology is going to always outpace you and make you feel like you need to rip out the entire engine and start over from scratch, it looks like. But again, no experience, just a witness here. Boy oh boy have I seen some things in this fandom with regards to fan games. No opinion on whether to storyboard or not to storyboard here, either. Do what you've gotta do. Flip a coin if you need a nudge. I'm rooting for you either way, and you know it!
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Post by Blyka on Sept 2, 2023 15:52:46 GMT -5
That said, I think the biggest snag you've hit with TLT is ultimately a social one--by adopting the Devroom formula, you're going to have some degree of moral obligation to see through to what you asked, at least from the contest winners. [...] but if it were my project, I don't think I'd personally be able to sleep easy knowing I solicited work from contests and then never delivered on it, especially from a fandom who experienced the same at the hands of Capcom and probably developed a lot of trust issues. That's quite true. However, if an athlete intending to run a big marathon gets sponsors to help with travel costs and free shoes, etc. then gets hit by a car and loses a leg, the "moral obligation" to run the marathon is kind of out the window despite other people having pitched in. The runner would surely feel terrible that the sponsors' contributions never went anywhere, but their pain/anger/frustration would be nothing in the face of the runner's own disappointment in having to abandon that dream marathon after all their hard training and sacrifices made along the way. In the same way, we very strongly want to come through for our supporters, but the amount of effort that our Event winners have put into TLT is a micro-fraction of what our staff members have put into it, which is a micro-micro-fraction of what fAB and I have put into it. So, if the day comes that we do have to cancel TLT, no one would be hurt more by the decision than us. Because more moral obligation is exactly what this precarious project needs at this point. Seriously though, by the time you clear the steps of conceptualizing a contest, deciding its rules and what you want from it, writing up its post, spreading word that it's happening, monitoring it and responding to any questions or comments, closing it down, judging its entries, and finally announcing its results, I don't think there's such a thing as a low-resource contest, haha. And these days, we'd be lucky to get more than one or two entries. TLT needs to be well-revived long before we ask for any more community input at that level, I think. When considering an engine rewrite, new technology is only relevant in its relation to determining if it's legitimately harder to proceed with what you have now, than it would be to start over with a more experienced approach. As it happens, TLT does qualify here, given its engine is, um... many years old now. An even more pressing reason to rewrite, however, is when your current engine feels like dirt and is just no fun to play--something I kind of gathered people felt after our last demo release. While "better than nothing" might be viable to some among the Legends fanbase, I'd argue that "nothing" is preferable to pouring years of our dwindling lives into finishing an epic project, just for a few shrugs and comments along the lines of "not really fun tho, what a shame, oh well." We really don't need more of that. With a project this big, that'd be about like flipping a coin to decide where and how you'll live for the next several years. XD There's really no such thing as an easy rush to the finish in game dev, at least in my experience. At any rate, thanks for your support, as always. Here's hoping the next word from TLT--whenever that may be--is more encouraging.
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Post by Dashe on Sept 4, 2023 12:12:51 GMT -5
That's all really fair, yeah. Not what I'd do, but it's certainly not news we're very, VERY different, and different projects led by different people with different skillsets would've led to a different outcome from the outset anyway. Probably a different format entirely, comparing apples to bowling balls. You know yourselves best, and you know each other (probably) second-best. Go get 'em and make something you're proud of, alright?
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John
Fritto
Posts: 64
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Post by John on Sept 8, 2023 23:48:49 GMT -5
I have a question for you Blyka. Is it alright with you and fAB permission I can make articles on the Tuttle's Legendary Travels Devroom entries on Mega Man Fanon Wiki?
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Post by Blyka on Sept 11, 2023 17:49:59 GMT -5
Hey John, you're quite welcome to.
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