Taking what I've learned from developing Karma I decided to begin another platformer project. This is the project page for that game; "Treasure Adventure Game".
Here is the basic idea:
Expansive non-linear world where you are guided by treasure maps that you will collect along the way.
I've been working on TAG for nearly two years but the end in sight. Best prediction is that the game will be finished in August 2011.
Here's an updated list of what the final game will have to offer:
Huge non-linear world
In-game clock - day and night, calendar based on moon phases
NPCs have schedules depending on time and day.
Total overworld size: 45,000 x 12,320 pixels
At least 18 islands to explore
Ability to dive anywhere and explore the ocean depths.
Use lock-picks to break into doors and open chests
Real time weather - rain, wind, snow
12 artifact treasures to discover
18 maps to find and use to locate treasure
12 usable items to find - shovel, cannon, compass etc.
6 wearable hats
6 hearts to increase max-health
24 different baddies (so far)
63 NPCs (so far)
6 bosses (at least)
Original music score
Story line with many mysteries to discover
You will have a sail boat that will allow you to travel between islands
You will be able to dig treasure using a shovel or dive for treasure using a dive helmet (both items will have to be located first)
The main character has a hook hand which will be a part of the game's story as well as influence gameplay elements.
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First, I finished the final trailer for TAG. It's now available on YouTube:
But, even better than that: I have a public beta available for download. I've had about a dozen people play-testing the game for about 3 weeks. And while there are definitely still bugs and small issues, I think it's ready for a larger audience.
I'm looking for feedback of all kinds: general feedback about the game-play, difficulty, etc. And I'm also hoping to weed out any additional bugs or glitches.
Treasure Adventure Game is almost finished! All the content is in the game, and there's been continuous play-testing going on for about 3 weeks. There are still small bugs here and there but they are really winding down, overall. I'm hoping to have a true public release (most likely still a beta release) in the next 2 weeks. If you want to know when it's available check back here
Part of finishing TAG, was, of course, finalizing the sound-track. Robert stayed right on schedule and finished the last song for the game this week. Fittingly, the last song he made was the final boss music, which is absolutely phenomenal. It sets a great mood and incorporates many themes from other parts of the game. If you want to read more about how the soundtrack to TAG was put together, Robert Ellis updated his blog ( http://betaredrecords.blogspot.com ) with a look back at his process.
To continue the theme of looking back. I found some really early screen shots of what eventually became TAG. No one has ever seen these before. They date back to 2008, and I'm comparing them with that part of the game today.
Most of the dialog is finished. I still need to add some tutorial type dialog. Robbie (http://twitter.com/beta_red ) gave me a very nice compliment and said that he laughed out loud in a couple of places. That's more than I could hope for as I don't think I'm a particularly funny writer.
I've done a full play through of the game which revealed that there were a lot more bugs than I had realized. Based on everything I've read about finishing a video game, that shouldn't have surprised me, but it did. I've worked out almost all of them, luckily. But, I know there are more lurking under the surface ready to wrap their sticky tentacles all over TAG and pull it deep into the sea. Speaking of which:
I'm confident that I will have a finished version of the game available this fall. I'm going to have a beta version available for play-testing in a couple weeks. I'm going to set-up a forum so that anyone who tests the game can post their findings and get updated builds, etc.
Tomorrow I'm heading to Florida for a week of sun, fishing and relaxing. As soon as I get back, I'll be ready to push TAG to completion. Thanks for everyone who's been following the development of TAG. You've all been very motivating. If any of you want to play-test the game, leave a comment here or hit me up on Twitter (http://twitter.com/robit_studios )