Hey everyone! Happy new year! As I've mentioned before, ITTA is releasing later this year, and I thought; what better way to celebrate than with a brand new trailer? It features all-new footage, and some original animation by Adam deGrandis. What do you think? It also nicely pairs with the announcement that ITTA is coming to Nintendo Switch as well!
At this stage of ITTA, it's all about bug fixing. What that means is working with the QA team to find more ways to break the game so it doesn't break on you, and a lot of time mucking about in the game's proverbial guts. So, while I don't have a release date for you at this time, I hope to have some news to share with you soon!
In the meantime, I wanted to thank you all for all your support. Whether you've wishlisted the game, shared it online, or just liked something I've tweeted, it means a great deal to me. I've been working on ITTA for years now, and being able to share it with all of you later this year is both exciting and a little scary... but mostly exciting!
Thank you again, and see you soon!
ITTA Development Update #5
Hey everyone! I've been hard at work on ITTA, polishing and balancing the game for its 2020 release date. At this stage of development, you take a step back from your game and look at areas that can use some additional enhacement, and so today I want to talk to you a bit about ITTA's new character portrait art. Previously, ITTA's dialogue was handled via simple text boxes. While ITTA isn't a story-centric game, I still felt that the dialogue being presented this way made the player feel more removed from the experience, so I started thinking of small ways to change that. Enter artist André Rodrigues! For the past few months, André has not only been revamping the cutscene art for ITTA, but also giving each and every character you meet, including Itta herself, a portrait that displays during dialogue. It's a way to pull the NPCs into the experience a little more... plus, and admittedly I'm biased, André's art is really, really beautiful, and fits the game like a glove. Check out some of the examples below! You can follow André at https://twitter.com/undrerodrigues to see more of his art. Which you should, because as I mentioned, it's beautiful! As always, thank you for all your support for ITTA. I can't wait to share more of the game with you! Next update, I'll talk a bit about the boss battles, and how those have changed to be more intense. Follow me at https://twitter.com/ittas_gun for more updates, and don't forget to wishlist the game here on Steam!
ITTA Development Update #4
Hey everyone! Today I wanted to talk a bit about the place that inspired a lot of the visuals and tone in ITTA; Italy's Gardens of Bomarzo, also known as The Park of the Monsters, or Sarco Bosco... "Sacred Grove". "The Sacred Wood" is located in Northern Italy, realised in 1552 by Vicino Orsini. His purpose for the garden was "only to relieve his soul" after the death of his wife. Wikipedia says the park was created, "Not to please, but to astonish", and with all the unusual and non-idyllic, otherworldly sculptures among the greenery, I can promise you that it does exactly that. It's a very eerie but beautiful place, and when I started work on ITTA, I pulled a lot of inspiration from photos I'd seen of it online. I was fortunate enough that when I told my publisher this, they decided to send me there to see it in person. I think, seeing these photos, you can probably understand a bit of where ITTA's aesthetic comes from. That surreal atmosphere and sense of strangeness and wonder is something I wanted players to experience. Itta, the heroine, is displaced, and it's my hope that I managed to communicate some of the strange beauty and menace she's seeing and feeling. These screenshots are taken from the first area of the game, which comes the closest to the Gardens of Bomarzo in terms of design and feel, "The Old Garden". While the other places Itta visits are a lot different in other ways, these gardens will always hold a special place in my heart. I hope that, when you play ITTA, I've managed to communicate even just a taste of how incredibly special places like this in our world are, and maybe inspire you to visit them yourself. Follow ITTA on Twitter: www.twitter.com/ittas_gun Thanks for reading, and don't forget to wishlist the game!
ITTA Development Update #3
Hey folks! It's been a while since we updated here. We've been hard at work adding a lot of extra love and polish to ITTA. Some of this is cosmetic, but some of it represents a lot of different tweaks and enhancements to how the game plays. Here are a few of them.
Lore and Legends - Seek out mysterious tomes to get clues about the history of this strange new world, and learn more about Itta's ghostly kitty companion, Koki, as well.
Secrets - Hunt down hidden areas and blow up certain walls for secret rooms. New Faces - The dialogue system has been upgraded with portrait art to represent whoever you're speaking with. So long, plain ol' text boxes!
The Cartographer - A big part of ITTA is wandering around the world and exploring. To make sure you don't get lost, the cartographer will fix up any old, decayed maps you find of new areas, so you can easily see where you've been.
Temporary Health - If you need a bit of extra help during boss battles, you can seek out the strange ghostly creatures that inhabit the world for a limited amount of extra health.
Overload - As you dodge enemy projectiles during combat, Itta's anger will begin to rise. When the percentage tops out at 100, she'll gain temporary strength that can help turn the tide.
Control Remapping - Play the game in the way that's comfortable for you by rebinding the keys or buttons to what you see fit.
Projectile Overhaul - Every boss now has a unique series of bullets to slay you with that add some character to the encounter.
In addition to major items like these, we've been rebalancing combat, adding a bunch of extra detail to areas, and revamping some of the art, and a few other surprises.
What does this mean for ITTA? Well, it means the game is moving to early 2020 for release. But we'll have exciting news and new footage for you very soon. In the meantime, watch this space for more announcements and updates, and follow the game on Twitter!
Here are a few sneak peeks at some of the changes!
TWITTER: www.twitter.com/ittas_gun (I post frequent updates + gifs and try to answer every question I can) WEBSITE: www.ittagame.com (Be sure to subscribe to get any important info directly.)
"The Old Garden" Progression!
Hi everyone! As ITTA nears its final form, I thought it would be neat to see the progression of its aesthetic over a few gifs! For this post I'm focusing on the opening area, "The Old Garden".
TWITTER: www.twitter.com/ittas_gun (I post frequent updates + gifs and try to answer every question I can)
TWITCH: www.twitch.tv/ittas_gun (Development stream Mon-Thurs starting at 2:30p.m. EST)
WEBSITE: www.ittagame.com (Be sure to subscribe to get any important info directly.)
2019 ITTA UPDATE!
Hey everyone! ITTA's development has been chugging along smoothly and with the start of the new year I'd like to share some of my favorite gifs from ITTA's development so far! If you're interested in following the game more closely (or just want to see more gifs) please follow the links below!
TWITTER: www.twitter.com/ittas_gun (I post frequent updates + gifs and try to answer every question I can)
TWITCH: www.twitch.tv/ittas_gun (Development stream Mon-Thurs starting at 10:30a.m. EST)
WEBSITE: www.ittagame.com (Be sure to subscribe to get any important info directly.)