A place where I, the Great Zamazu, discuss and provide updates on both my current University Venture, as well as the development of my Current Project, 'Tresillo's Grand Adventure.'
Don't wanna be here? Send us removal request.
Text
Highway To Hell: Gameplay
The Group Uni Project of 'Highway to Hell' continues to be developed. The Game (in hopes of eventually getting some play-testing) has been tested back and forth amongst the group to slowly build upon the game to the point its actually playable. With the new and improved disaterous driving that is 'Highway To Hell'. Here is (finally) some gameplay.
The game continues to be developed, with plans to implement a Level 2, Weapon System, and Game Over Menu that allows for a degree of fun gameplay for any player. Though we'll on our way to providing some product, it requires a bit more time to cook and prep before it can be delivered.
Apart from that, the game is shaping up to be pretty fun, though the development product has been a bit difficult to make due to having to post changes to a group section, so someone else can copy the work made into their own version of the product. Despite this, it still lands itself to be fun, since the vision for the game was clear and direct enough to make steady changes require little interpretation.
I hope we can actually provide this as a full product, but for now I'm just having fun. Until next time mortals, Zamasu.
1 note
·
View note
Text
Log 5: We Have A Menu
Sorry it’s been a while, but Tresillo’s Grand Adventure is back in development. I’m getting some help from some friends who’re giving me a hand with creating designs and music for the game. And with their help, I’ve created the first Alpha Version of the Game. Here’s a short clip of it.
I’m so proud of the game, and I wanna see it grow into something bigger. It’s also helping me get the practice I need to make this game bigger than it can ever become.
If you’re interested in alpha testing the game, let me know and provide some feedback. It’s well required for this game. Have a good day and I wish you all the best.
From, Zamasu.
1 note
·
View note
Text
Assignment Project: ‘Highway to Hell’
The next step of my Uni Venture brings me to joining forces with some of my Student Friends in order to help finalise a solid project into a (sort of) reality. Introducing…
Highway to Hell is a Game Project made by one of associates who were been tasked with turning into a larger project.
The Game is a mix of Doom & Top-Down Racing, where in the midst of a hellish apocalypse, people have turned on each other in the efforts for surviving. In hopes of making it itself, you must brave the new elements of both man and disaster alike to survive.
By avoiding upcoming traffic and using dropped artillery, will you be able to survive the Highway to Hell? Or will you fall to the newly savage humanity?
1 note
·
View note
Text
Collision Course - An Overview
Hello Mortals. Today I bring to you an overview into Collision Course, as I present the general gimmicks and mechanics of the game through these handy dandy posters I’ve created for your own spectacle. Take a look.


Collision Course continues to be developed with hopes of providing gameplay and maybe some play testing to those interested.
These posters were created for a Uni Assignment, and required me to look deep into how the mechanics of the game would eventually overlap with each other to create an overall amazing gaming experience.
Otherwise, have a good day and stay morral!
1 note
·
View note
Text
Collision Cosmic - A Base Update
The Racing Prototype, made as to provide experience toward Game Development has some progress made!!
Being a Game of Ducking and Weaving with a Spacey Twist, you have to have the base functionality of the game to work. Having the game spiral off into this shooter-racer hybrid requires the racing foundation to be laid first, so that's what I did.
Below is a short video of the Game's Base Experience, where you race along a road as the level (though endless for the moment due to the game's transitioning nature) gets harder and harder.
With this comes with updated and a complete rehaul of the game's graphics to make it more pixelated and styled after the Arcade Era with a Modern Twist.
This Game will be explored a lot further in the coming weeks as I wish to fully implement some form of Level System, and the Shift between the Land & Space Landscapes.
Apart from that, have a great day and I wish you the best. From, Zamasu!
1 note
·
View note
Text
Uni Project 2 - Collision Cosmic
Hello mere mortals, the next Uni Project I'm to make a prototype of is a Driving Style, Obstacle Game, with a twist. Through my godly interpretation, I present Collision Cosmic.
Beginning as a regular avoidance game, soon a rip in space-time will force you to dawn regular shooting artillery to take down an intergalactic threat, the Kakarions. Avoiding both lasers and oncoming traffic may be difficult, but for this man, its a regular Tuesday.
This Game and Sugar Subjugation are in conjunction to be made into bigger projects as per a larger Uni Assignment, so be sure to look out for that, as well as gameplay footage on a more concrete version of Collision Cosmic.
On top of this, TGA will return into development soon, as I hope to begin finalising Animations for the Battle Scene soon. Stay tuned!
1 note
·
View note
Text
Sugar Subjugation - Gameplay Post
Presenting the technical side of this project, Sugar Subjugation (SS) is a Galaga inspired shooter, replacing space elements with that of delectable sweets and candy.
So far, the game has the basics of this kind of game, consisting of having a controllable ship, shooting projectiles and shootable enemies (ice cream boulders). A gameplay segment of the game is posted below:
So far, the game shows a built UI for Health and a Super Meter, but the Mechanics behind them aren't finished yet. I'm hoping you'll be able to shoot a massive 'Blueberry Beam' from the ship for a bit after the meter is built.
Though for the moment, I'd prefer to get some beta testing done by some friends so I know where the game needs to be improved. Otherwise, I'll be sure to continue TGA in the future for now.
Have a great day everyone, Zamasu out.
1 note
·
View note
Text
Uni Project 1 - Sugar Subjugation
Apologies for the drought in information. Recently I've had to divert my attention to other Uni-based ideas for assignment work (since Tresillo's Grand Adventure is simply a fun project).
To help with this, I, Zamasu, bring forth a Uni Project I've been working on for University. Introducing...
Sugar Subjugation!
This is a Galaga style game, where you must shoot down the likes of Sugary Obstacles and Enemies alike to not only score big, but to make meaningful upgrades for your growing sugary ship...
This Game will be the Primary Focus for another Week or so, and footaage/gameplay will be shown in the next post.
Have a great day!
1 note
·
View note
Text
Log 4: The Battle has Started
Alright, seeing that the 'OverWorld' has a working base prototype, its time I moved onto the Battle Scene, where the game's main combat takes place. The only notable things to be added to it so far is a small set of animations, the transitions between them, and a testing area. Though no actual code has been added.
As shown, its all purely manual at the moment (with some jank), but it'll be worked on and updated as it goes.
Also... the game has MUSIC!! My friend offered to make some music for the game, so I commissioned him for two songs. One for the Battle Theme and the Overworld Theme. Shoutout to Josh for the assistance.
The goal for the moment is to iron out the rest of Tresillo's basic Battle Animations, and be able to smoothly transition them together manually for the moment. From there I'll do the same with the enemy, the code it up. No poll since there's more to be done in this area, but if you have any ideas for the game, leave a comment!
2 notes
·
View notes
Text
Log 3: It Looks Good
Tresillo's Grand Adventure has gotten a few upgrades since the last Log. This Log mainly discusses a lot of the tiny changes made to this version, as per suggestions. The main ones involve from the list below (and their solutions):
The updated textures of the tiles (some of the original tiles didn't align correctly with others, or were basic in comparison to newer tiles).
Collision has been added, so Tresillo now doesn't just phase through stuff (created a set of in-game objects collision, as well as Tresillo a collision, so he can't move when walking into them).
Tresillo's Animation has been fixed, he now remains in the direction he's facing when idle (the code for this was poorly written... so I changed it :) )
Tresillo now has a decent looking version. (Also an NPC has been added, his name is Austin). A look into what it looks is as follows:
(This is a better view of Austin if it helps)
Now, the next step of Tresillo's Grand Adventure is a top-up dependent on what's needed really. Its of course up to you what's developed next. So as per usual, the vote is up:
#tresillograndadventure#austin#rpg#turn based rpg#turn based combat#turn based strategy#gamedev#game design#game development
2 notes
·
View notes
Text
Log 2: He Can WALK!!!
Evening/Morning/Afternoons Mortals. I would like to present the next step in Tresillo's Grand Adventure... quite literally his first steps. Take a Look:
I am very happy that he can walk now! Except he still has a couple of issues when it comes to his movement, and interactions with the environment:
Tresillo's Idle Pose remains the same no matter what direction he faces (he'll always look at ya when ya stop moving him... directly into your soul...)
He walks over stuff still, there should be certain parts of the world he just bonks himself against... but he doesn't. I've tried working on it but it requires more time (and knowledge
Game Development is all about navigating around these complex problems with either innovative solutions (band-aid fixes), trial and error (banging my head against the desk), or outside help (YouTube Tutorials are my saviour).
As a Game Development, I wish to grow better at this the only way I can... which just so happens to involve trial and error and studying tutorials. Otherwise, the next step of the Game Development is of course... your choice. Should I...
1 note
·
View note
Text
Tresillo's Grand Adventure Log 1
Tresillo's Grand Adventure (for referenece) is planned to be a Turn Based RPG, similar to games such as Octopath Traveller 2 & Bravely Default 2, styled like Pokemon Emerald and the Older Dragon Quest Games.
This Project, is a (current) deep passion of my, and stems from my will to make my funny D&D Character into a Playable Game (one that works hopefully). All that's been done is the creation of a walk cycle, and some tile assets.
(Tresillo's Walking Animation, Version 3)
(Current Example of Base Walking Area for Testing)
Current Situation
For the moment, Tresillo can't walk in the Area yet (he's trapped in an animation), and the plan is every few days, I'll give an update on the game's progress... which will be slow.
To keep myself motivated, I plan on putting polls out to see what should be the next taken step on the developmental journey of 'Tresillo's Grand Adventure.'
So then...
3 notes
·
View notes
Text
An Intro?
Welcome all. This is the start of a personal project, and the start of my University Venture. Tresillo's Grand Adventure is a project (I'm Hoping) becomes what I need to grow my skills as a Game Developer. Alongside providing updates about my University Projects and Skill Development, I aim to also use this page to bring light to my growing skills. I look forward to working with you all... in some matter or another. (And yes, I am using Zamasu as an Online Identity.)
3 notes
·
View notes