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Showing posts from February, 2018

Teleportation Play

Teleportation PlayHere's a quick and fun update from the developer perspective...

The most exciting changes are the addition of trolls, teleportation, and combat polish.

units flicker red when taking damageunits make a sound effect when taking damageTowering Troll implemented – tips towers, can't be picked up, high health, slow, easily confusedif you haven't completed the chapter yet, sleeping will restart it instead of going to the next chapternumerous room polishes and performance improvementsupdated locomotion to have better booster functionalities and include teleportationbegan to implement cannons that fire goblins to get them across the table – in the future, trolls will put goblins in cannons, instead of goblins only getting fired when they happen to collide with onefixed multiple unit spawning issuesthe Footmen units now spawn on all of the Greedy Goblins chaptersfixed a physics issue with the calculatorfixed a tracking issue with the bubblegum piecesadjusted unit c…

Behind the Scenes: Scaling Improvements

Hunter Bobeck | Gameplay Programmer Hello imaginative players! Today I'm bringing an update on scaling in Imaginarium (our new working title!)...

While playtesting, we have received two complaints related to scale in the game. The first was that the curves being used for shrinking and unshrinking the player during the tower interaction were a bit off. The second was that the proportions of toys on the table felt wrong when the player shrunk themselves down.

We already mentioned the shrinking complaint in the previous update for 1-17-2018, but I'd like to begin by explaining it further. To handle this issue, I first updated my Virtuality Controls plugin (available for anyone to use here on Git Hub) to provide built-in interpolation curve options when performing interpolations. As you may remember from the previous post on Context Changing, interpolation values must be calculated over the course of the shrinking and unshrinking interactions to both reposition the player and sc…

What we are working on: 2/7/2018

What we are working on... Design:
Toy unit designs and environment sketches continue!We are playing with a name change to 'Imaginarium' to highlight the unique magic of your toys coming to life, and not just inert towers, but toys of all imaginations (towers, goblins, bricks, action figures, spacemen, etc.).

Chapter Switching and the Room

setup preliminary tilesets and units for the 3 Greedy Goblins chapters and the first Abducting Aliens and Plundering Pirates chaptersbedtime announcement audio when chapter endssky changes to darker evening sky when chapter endsfixed holes in the windowsadded window screensimplemented Greedy Goblin Goons and Greedy Goblin Thieves boxes as whirligigsadded die whirligig

Welcoming New Members

Hi all! We made it through the shark tank as you may have heard from Hunter. Today (on the blog) a long overdue post, we are welcoming our new members that have been absorbed into Towerscape. They all worked very hard on their respective game so we are ecstatic to have them work along side us.

Griffin Park:  Team Manager / Designer Bryce Burdue: 2D Artist / Character Designer Sebastian Ruvalcaba: Designer
In addition to these staff additions, we had some small shifting around of existing positions. I have moved structural modeling for our game and retained my role as project owner. Hunter and Alex continue to be our dynamic duo of everything programming wise. And finally our star character modeler Julian is focusing on bringing designs to life.