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Happy New Year! We are excited for what 2019 has in store for Taddie’s Tales! The recent focus has been on refining textboxes, refining existing mechanics, and creating new mechanics. I hope to share more about the story of Taddie’s Tales, more artwork, more music, more everything in 2019! The process of making a game is in interesting one as you are constantly learning. Problems sprout up, solutions emerge, you live and you learn.

The textboxes in Taddie’s Tales have been reworked. The previous process of having a conversation with two characters involved creating several objects. The textboxes were made in a manner that I could produce quickly before the demo launch. The plus side to the previous textboxes were they made it into the demo, the downside was every textbox required several objects to be made. The textboxes now consist of a much leaner set up. The previous set up can be observed in image below. The mess of objects was just to facilitate the use of textboxes in World 1!

There is now ONE object that controls textboxes, this is obviously a big improvement compared to the previous system. The object calls character portraits, box frames, and the text object itself. The object also has ten cases which determine how many textboxes are called and in what sequence.

I have refined several mechanics that are present in the game. Below is a screenshot of some movement on sludge (pink) and ice (blue). I had previously worked out the movement on ice and sludge but had to refine it so that it would accommodate the sliding mechanic. Being on sludge limits the players jumping height as well as slows down horizontal movement. Ice causes the player to lose their control of the player. You can slide on the ice, movement is slightly accelerated, it feels slippery!

I have refined several mechanics that are present in the game. Below is a clip of some movement on sludge (pink) and ice (blue). I had previously worked out the movement on ice and sludge but had to refine it so that it would accommodate the sliding mechanic. Being on sludge limits the players jumping height as well as slows down horizontal movement. Ice causes the player to lose their control of the player. You can slide on the ice, movement is slightly accelerated, it feels slippery!

World 2 level designs currently sit at 7/8. We are still finalizing the look of some enemies. World 2 feels much different than World 1 as it introduces elements that are used in video game jungles. World 2 feels different than the robotic city that plays host to World 1. Below is a flying snake that is featured in World 2.

If anyone would like to contact the team you can email us at hello@taddiestales.com. Make sure to follow us on social media or check out this wonderful website to stay up to date with the latest happenings. 2019 promises to be a big year for Taddie’s Tales and we look forward to sharing the progress on the project with everyone!