The Thing 2 RPG – v3.0

It’s been two years since the last post and I’m going to skip the pleasantries and dive right into it.

Previously, I was experimenting with a v2.6 build where I added new features and content to the game but unfortunately it turned out to be a mess. I’ve been on and off it for a while a bit unsure of where to go with it and ended up scrapping it. You can still play this version via my discord server here.

For a long time, I’ve been mulling over remaking the game in RPG Maker MV but the cost and time offsets the worth of doing it for me as I know I can’t really manage it. I also though a lot about how the game could be better and learning a lot since 2011 when I started, I know there’s a lot of messy mechanics, story elements and content just stitched in all over the place.

Eventually I decided to remake the game in the same engine, recycling what I can and cleaning things up. The v3.0 as it will be known is essentially a soft remake of the game and I’ll go over a few key points below.

Story

This may be a point of contention but there will be cut content. My overall goal this time around is to focus on the 3 major story beats and I’m hoping to provide full voice acting for all of them. The game menu will be cleaned up and just show the 3 options for Natalie, Blake and the Captain’s stories respectively. I feel like focusing on these does them more justice and is a more achievable goal in the long run. I do also intend to give “The Captain” a fixed surname this time around, ala commander shepherd sort of deal so characters can interact with them more organically.

I do intent do rewrite the stories (which sadly means scrapping the current prequel mode voice acting) to make them more cohesive, to freshen them up and to iron out some of the kinks. Story mode is likely to benefit from this the most as it had a lot of added on side stuff that I hope to integrate though I will be cutting the mercenary outpost stuff as it got a bit ridiculous. Another example is in the Prequel Mode where the timer forced players to wait around, I intend to going forward provide an in-game time system and allow the players to short/long rest to pass time and recover some of their health and injuries.

Another prominent note is that I do intend to cut “Marathon Mode” and change the way Original Mode ends which will be a lot darker than before.

Characters

So, I had a lot of characters before, especially in the story mode and I have cut them down this time around. There are now 50 characters per mode (57 in Story as it was hard to cut them) which increases the challenge more and lets me put more focus on the characters. I’m intending to provide a bit more personality to them and interactivity to the sections they are in. With full voice acting I intend to provide more passive chat / commentary for them and am looking into chat reactions during combat though may forgo this if it turns out to be too annoying.

There will be more of a focus on a ‘main’ group of characters like Natalie had Irvin, Harding and Perkins for example I intend to up the roles of characters like Black and Bashford to provide a bit more exposition and dialogue options to scenes. I’m also hoping if budget allows to provide more still art images like we did for Prequel Mode.

I’ve also done some work to manage the larger party a little better. The party menu is no longer available in combat and can only be accessed from the menu in your ‘safe area’. You’ll still be able to take stuff off characters not in your party that are not following you (though I see this as more of a convenience) but you’ll no longer have your 50 characters available at once.

I’m also experimenting with a 6-character team instead of 7 which gives more display in combat and doesn’t squash things up as much though balance will need to be considered for this so it may remain as 7 though there is sacrifice to icon display in battle.

Another big change is that I am going to use larger more realistic sprites going forward as well as actual faces so while this will no doubt take extra time I think its worth it to ditch the chibi aesthetic.

Classes

The classes have been reworked completely. There are now six distinct human classes and the attack dog. From playing a lot of D&D in the last few years I’ve set the level cap to 20 and had classes learn their abilities at set levels. Skill Features such as “Accuracy +5%” and the like make a return but are greatly expanded and the 20-level cap has been taken into consideration and now 2 points are awarded per level up to spend on the passive features for classes.

The roles should be better defined this time around as each class has key growths in an area and key abilities, they unlock which leans into certain playstyles though the flexibility is there to still use any weapon and play how you like.

The key attributes have also been reworked each class has particular growths in each one. These attributes provide bonuses to each of the other stats in the game and aside from the passive features that buff these the skills that provide status effects give temporary but large boosts to these stats. Skills that provide buffs are now also instantly used and no longer take up an action.

Items & Equipment

I’ve essentially changed the entire balance and formulas for weapon attacks and equipment stats to accommodate the new changes. Many items return but I’ve made some cuts that make sense such as the near infinite supply of anti-venom in the arctic that wouldn’t be useful against alien poison but I’ve still had to add ‘video gamey’ sort of things to allow the player to cure various effects.

Weapons have had some cuts and new additions. There is no longer a legendary variant of every weapon in the game which makes it easier for me to balance the ones that are left. There’s also some new stuff like shotgun magnum shells, player smoke grenades and cs gas that can be used. I’ve had a big rebalance around how long status effects last for so while things like fear are now more impactful than before, burning only typically applies 1 stack so you need to keep the fire on to keep the damage going. Remaking the game allowed me to clean up weapon abilities order too so now attacks only appear if you have the ammo and energy cost to use them, else they remain hidden, reducing clutter in the battle menu. On top of this weapon attacks and abilities are now all under the ‘attack’ option so class skills are kept separate. Throwing items are also under attacks when available.

I also did a change to the weapon proficiencies that give a lot more flexibility to loadouts. Now most weapons are equip-able without any sort of proficiency though certain ones will still require investment in the passive proficiencies. I’m also intending to rubber band the loot system this time around to only give you ammo if you have a weapon for it and stuff like that though I will have to find some way of not letting this get exploited.

Equipment has also changed. The five mod slots return for your weapons but now the general equipment options have been expanded. Head, Eyes and Face are unique slots but some objects do cover more than one slot when equipped. Armor, Outfits, Backpacks and Trinkets are also their own slots. Trinkets now have some uncommon variants to be found to fill the slots rather than relying on the special finds in the game.

I’ve also changed the way crafting works; I’ve essentially gutted the crafting stuff as it was complicated and bloaty. Its more basic now so Soldiers can strip weapons for ammo and parts, Medics can make items and Engineers can make ammo or strip equipment for supplies. I’ve removed the scrap metal, toolkits and scrap meds stuff and focused more on the use of ‘supplies’ in the game. Supplies are more universally used this way and feed into all the crafting menus.

Enemies

New enemies are being added, a lot of new enemies so stay tuned for that. Enemies are also going to be a little more unpredictable than before and have had a rebalance.

I’ve removed the complicated points system that for example spawned one of 3 different us troopers based on difficulty, party size and level etc and this time around there is just one of every enemy (though there are cosmetic and equipment variants still).

This should make the balancing infinitely easier for me. Difficulty changes also mean that harder enemies take less damage and are harder to hit instead of having more health which I think is a better change.

For thing enemies fire is more important this time around as from Normal difficulty onwards fire is necessary to ‘kill’ things. I’ve also added a whole bunch of extra variants and have more plans for boss fights. I’ve decided to lean more into the 2002 video games logic of an action-horror experience as I do think its more enjoyable than trying to avoid fights and the like, it also makes more sense that as its an RPG, combat is a core element.

Speaking of combat, I’ve changed the system significantly. No longer will you order all your units and watch it play out turn by turn like before. This time its ATB (Active Time Battle) and every unit has a bar that fills faster based on their speed (though I am being careful to not let dex characters dominate this too much). This makes combat more engaging but don’t worry the battle still pauses essentially so you have time to select your options (I hate being attacked while browsing menus). The options are cleaned up and easier to use but the Auto command is still available should you wish the units to act freely though they only tend to prioritize healing or high damage still.

Another combat change is that party members won’t instantly die if reduced to 0 health. Instead, they will start to bleed out and any characters “bleeding out” when combat ends will be revived to 1 HP at the end of the fight and remain in the party instead of being removed. This does make up for the reduced character numbers (though infection is still the end of a character). I’m still working on this mechanic so it is subject to some change, especially with the “Main Characters” who previously on death caused a ‘Game Over’ screen. I am leaning towards main characters automatically reviving after battle with 1 HP assuming you win the encounter as a party wipe is still a gameover and this is likely to be less annoying if they can just get back up.

Human enemies have had some slight tweaks too but the major one I’d say is that I’m intending them to drop more reliable equipment this time around, mainly weapons, armor and ammo as it’s a bit morbid to be stripping your enemies after a fight generally but I’d say body armor is fair game (assuming it wasn’t damaged too much in the fight!).

Environments

Due to the resize of characters (essentially being twice as tall) I will have to redesign a lot of the areas and have new objects. I was always a bit bummed about this as its quite a lot to do but as I do each story mode individually it’ll make it a lot more tolerable though the time toll will be there so, please be patient. Things will hopefully be better proportioned to the characters this time around and the game should look a lot more unique as I plan to abandon the default assets more or less completely.

The main benefit of this change comes in the form of the looting. Before you sort of just had to go around interacting with everything hoping it had loot or you hadn’t looted it yet but now, I’m planning to have more of a visual indicator such as a draw being opened once looted as an example though again this will take extra time.

I also intend to take another look at the game lighting and either replace it or simplify it with another script.

New Game+ Changes

In the v2.6 test builds I was working on a mechanic that allowed you to assign a reserve party, unfortunately this script was incompatible with the NewGame+ script and I think the reserve mechanic didn’t really work as I wanted it to anyway so I ended up scrapping it this time around.

I believe NewGame+ is important to the design of the game and allows replay ability. As such I have am aiming to rework this.

Firstly, there is the introduction of Clear Points (CP) and a feature known as the Unlock Shop. The Unlock Shop will be available from the Menu and doubles as an achievement tracker essentially as it will list all the special equipment you can purchase for your current playthrough as well as the ‘unlock requirements’ (basically achievements).

Clear points are intended to be awarded when completing a story mode (they will probably be difficulty based) and stick to your save file. You can then basically save these up or spend them as you please to unlock items you have earned in the game which feeds into my second point.

I realize how much of a mess the special items in the game became. So much so that I needed a wordy section on my website to list where items can be found on a newgame+. I’m scrapping all this. Instead, items are either found where they are meant to be or purchased from the unlock shop, this keeps things simpler.

Difficulty

Difficulty is getting a major change and looking at the state of the v2.6 game there are wow, so many damn options before you even get into the game its crazy. I’m making it simpler this time, Easy, Normal and Swedish (Hard).

Easy difficulty makes enemies more vulnerable. In addition, there are unlimited saves, a combat helper that gives you a boost to attack stats and no permadeath for party members (except for infection). This mode is intended to be as much as a casual experience as possible for those who just want to play through the game.

Normal difficulty is what the game is intended to be balanced around and enemies will be at their standard settings. This mode will introduce Limited Saves (Tape Saving), the classic permadeath for party members and fire will be the only way to kill thing enemies though guns still harm them. This will additionally introduce the cold and hunger effects which I intend to rework both of. Cold is easier as I’m adding a ‘cold exposure’ state based on the weather/temperature but I am struggling with the starvation a bit more.

Swedish (Hard) difficulty is going to be more of a challenge than normal though probably not as hard as it was before. Enemies will have stat gains to make them harder to hit and take less damage, all the features from Normal are included but thing type enemies take less damage from conventional weapons and the player characters gain less experience in this mode. Additionally, Sickness & Darkness effects are enabled, Darkness making its return gives attack penalties in the dark and sickness (from enemies and items) effects healing received and energy regeneration rate. Overall, this is intended to be more of a challenge though the unlock shop might allow players to make this easier based on what they’ve accomplished previously.

Another big change here is the way cheats work in the game. I lean on the fence when it comes to cheat codes, I think they are great and a fun way to mess around in a game but I also dislike the impact they can have on the intended experience. This time around I will be changing what cheats are available but I will make them available from the menu right off the bat instead of having to be unlocked (a notepad file will be included with the game with a list of cheats). One thing I intend to do however is assign a tag to save files that have ‘Cheated’. This wont effect anything other than letting you know you cheated on that save file.

I do hope people will give the normal intended experience a go as a dev but as a player I also want you guys to have fun and go nuts. I will say that I am likely to cut cheat codes from before as I’m not intending to include the spawn codes for characters like Whitley or the US Outpost 31 characters.

Other Stuff

Save Stations: I am hoping to add Audio Logs at these tape recorders to give a little something extra to listen to in game as well as include more notes and computer file stuff to read, focusing more on environmental story telling.

Tutorials: I’m scrapping the Tutorial Mode inspired by conflict desert storm for in game tutorials. I’m also scrapping the field guide and merging it with Blakes Notebook. This way tutorial popups will be archived in the menu for easy access alongside the collectable research notes, timeline stuff or whatever random things I have in there. A static image tutorial note is also a lot easier for me to make than relying on the in-game message window to convey text.

Mouse Support: Mouse support has been implemented, it’s a little weird to be honest but it works well enough so far. In addition to this WASD movement is enabled though this has greatly changed the keyboard control layout. Before Q/W was a quick command to cycle next/previous in menus but this has now changed to A/D because of WASD. Another change because of this is the change to the games Quick Buttons. All of these are now under the Q key which brings up a little choice box menu with the options for objectives, flashlight etc. For convenience a mouse clickable Q button has also been added to the screen.

Travel: The story mode mechanic of using a helicopter to travel around is being scrapped in favour of a travel option from the quick menu. I still need to work on this but this will essentially allow you to quickly leave an area once you are outside and streamlines a bunch of stuff. This also filters into the time system I want to implement. I’ll probably still feature the helicopter as an explanation for the travel method but it’ll play more of a cosmetic role itself this time around. I’ll also be removing the refuel timer thing. Travelling will essentially pass real time in game though I’m still working out the pros and cons of this and debating on tying story progress and events to the time system similar to how Dead Rising handles things. The short/long rest option is also a factor I need to look at for this.

Playtest: The game is a long way off having anything to play currently though a lot of the mechanical groundwork is set there isn’t much tangible to play. I will be focusing on Natalies story first in the remake so once something tangible is playable such as exploring the ship I will release a test build in the discord server which you can join here. Though realistically this maybe some time off yet so please stand by.

I think that’s everything, probably forgot some stuff and did ramble a lot but there was a lot to go on as I haven’t posted for some time. Apologies for the lack of visuals and the lack of updates but it does take time, please stand by for more updates or check out the discord to ask me questions.

Thing Team: Richard2410Arteaga

Don’t forget you can join our Discord server and message us directly and play earlier test builds of the game here:
https://discord.gg/JxFb6Td

Want to help us out? Consider donating:
For more information on Donations go here.

In other news I saw the thing in cinemas for its 40th anniversary 4k Restoration and Blair’s sweaty face in the kennels scene looked glorious on the big screen. Movie still holds up and is fantastic, definitely still my all-time favorite. Sadly Wilford Brimley (Blair) passed away in 2020 joining Donald Moffat (Garry), Richard Dysart (Dr. Copper) and Charles Hallahan (Norris) to pass away leaving only 8 of the original cast still alive. I think at this point if there ever was a sequel it’d never match the original cast anyway, they definitely caught lightning in a bottle with this film and I cannot believe it was slated at the time. Not to mention it came out around the same time as ET of all things which I don’t think holds up as well.

-Richard

April 2021 Blog Update

It’s been more than a year since my last post, I must apologize but Covid-19 has impacted my lifestyle. Fortunately lockdown in the UK is starting to ease and I have time to pick up where I left off once again.

Life Stuff

Getting personal business out of the way first, I’ve been working a lot through the pandemic. I am considered a “key worker” in the UK (though I’m not paid like one) and I have been working very hard and all the hours I can while most people have been housebound. Speaking of Housebound my Wife has been stuck at home for the best part of the year which has impacted me quite a bit. I don’t think I was prepared for a lot of the changes marriage has on your life, especially coming home and shes had nothing to do all day so wants all my attention. Things in my marriage have been up and down the last year and its been hard getting across the fact that I need to have time to myself. She has gone back to work as of the 12th April 2021 and I have taken the week of work to relax and pick my life backup while I have some free time.

The only thing that has kept me sane and something I really got into during the lockdown was Dungeons & Dragons 5th Edition. This has taken up what little freetime I’ve had but I’ve enjoyed the social interactions outside of work. I DM and am currently managing two campaigns. It’s been a lot of fun and I adore my group.

I was in a podcast with my good friend Sadonrii rambling about video games if you’re interested checking that out.

The Thing 2 RPG (v3.0 Update)

Well what a bit of a fuck up this update has been. It’s dragged on and had a lot of setbacks but I’ve started sifting through my notes to pick things up again. The state of the game is currently a bit of a mess, I had a big setback when I implemented a script that I had to later remove. I’m debating rebuilding the game but I think it’d just take too long at this point though there are a lot of things I need to change so both methods are just as long.

Currently the patch notes are all over the place and I’ve been trying features out here and there. I’ve definitely learned a lot since I started back in 2011 and there’s a lot I’d like to do differently I think. After gutting former systems from the last test build I added a bunch of weapons, skills and fixes to the game but I’ve still got a lot to do as well as potential planned content that I’m not sure if I’ll achieve yet.

I currently have plans for additional side quests, another game mode and additional voice acting though I’m unsure if this will come to pass yet as I have stuff to tackle in the game as is and Jose can only do so much as he’s also quite busy with things in his personal life.

I’ll try and keep the blog more updated (it might not be monthly) and let you all know what direction I go in. I’ve also been asked about monetization a bunch of times and I’ll say that Kick starter, Patron and Steam/Retail probably are not the best ways to go for me. I do accept donations but I think for the games final release I’ll use the “pay what you want” method so it will be free essentially.

Thing Team: Richard2410Arteaga

Don’t forget you can join our Discord server and message us directly and play earlier test builds of the game here:
https://discord.gg/JxFb6Td

Want to help us out? Consider donating:
For more information on Donations go here.

That’s about all I have to say for now. I hope that I can fill these blog posts with enough decent information each month or so to keep them readable. Thanks for reading this and playing my game(s) over the years :)

-Richard

March 2020 Blog Update

“I actually love these shoes, the best shoe I have ever ran in and my favorite shoe for everyday wear overall.” It’s amazing what sort of spam comments I get here, this one made me chuckle.

Life Stuff

Apologies for skipping out on the February blog post I didn’t really have much new to report. I’d mostly been at work and hadn’t had much time to do anything noteworthy.

March hasn’t exactly kicked off to well either, I spent the first half of the month at work and then the other half really sick off work. I’ve been in bed unable to do a lot these days. I am starting to get better though and hope to return to work and normal life this month. I still dread my backlog of emails and art assets to work through though, yikes.

In some good news Arteaga quit his job at the airport shortly before the covid-19 outbreak hit Spain pretty hard and thankfully him and his family have kept healthy and safe. He’s still producing artwork at a steady pace for me.

Here’s some Random Fire Emblem shenanigans you probably wont care for, I thought it was funny.

The Thing 2 RPG (v3.0 Update)

Due to either being at work or being sick we’ve had a few setbacks so I hope you will all understand. As the situation around the world remains unclear I can only hope that everyone remains safe and we can all return to normal as soon as possible.

A private test build of the game is available for members of my discord server, if you are interested in helping with this you can join my discord server (here) for more information. Just say hi in the public chat and I’ll grant you access to the channel that has the test build in it.

Thing Team: Richard2410Arteaga

Don’t forget you can join our Discord server and message us directly here:
https://discord.gg/JxFb6Td

Want to help us out? Consider donating:
For more information on Donations go here.

That’s about all I have to say for now. I hope that I can fill these blog posts with enough decent information each month to keep them readable. Thanks for reading this and playing my game(s) over the years :)

-Richard

January 2020 Blog Update

Hello! Happy New Year, have you all ditched your resolutions to loose weight yet? I know I have!

Life Stuff

January has been such a cold month, people don’t really have much money so work has been quite dead for the most part though lack of staff has made up for that I suppose. I haven’t really done much this month it feels like, I made a new map in warcraft 3 (classic) and worked on some of my ideas a little but that feels like it really.

I find that I lack time for most things these days, so many films, series and games to enjoy but no time to do so. It kinda bums me out a lot and I try not to think about it too much but life kinda sucks that way. So much for kicking off the new year with “New Year New Me” right? I wanna be more positive in February, let’s hope the world doesn’t end or something in the meantime…

The Thing x Shaggy Memes, Perfection.

The Thing 2 RPG (v3.0 Update)

I’m quite behind on work I have to catch up with currently. Arteaga has been producing tiles faster than I can work them into the game and I haven’t really had much time off work lately so it’s somewhat frustrating. I do want to get the update out at some-point in 2020 though so please stand by for more details.

I’d also like to note that while I do intend this to be the last update some rather interesting news keeps circulating about a new Thing Movie in production. From what I understand its going to be a remake, using both carpenters work and the extended version of Who Goes There (see Frozen Hell) as groundwork to tell the full tale. Personally its going to take a lot of effort to top the 1982 movie but we shall see. Characters or story elements from this movie may feature in the game in a future update if the new material is any good.

A private test build of the game is available for members of my discord server, if you are interested in helping with this you can join my discord server (here) for more information. Just say hi in the public chat and I’ll grant you access to the channel that has the test build in it.

Thing Team: Richard2410Arteaga

Don’t forget you can join our Discord server and message us directly here:
https://discord.gg/JxFb6Td

Want to help us out? Consider donating:
For more information on Donations go here.

That’s about all I have to say for now. I hope that I can fill these blog posts with enough decent information each month to keep them readable. Thanks for reading this and playing my game(s) over the years :)

-Richard

Year End 2019 Blog Update

Here we are already the end of 2019 already! I was unable to post a blog in November so I thought I’d wrap the November and December into one to cut down on the filler. I will continue monthly posts for 2020 now that things have calmed down for me considerably.

Life Stuff

It’s not been a great last few months for me or my wife in particular. I brought her over to the UK this year on a 6 month visa and when it was time to apply for the extension the Home Office rejected our application based on my income. I ended up taking them to court and won in the end because yes, I did in fact meet the minimum income requirements as I worked my ass off the last year and a half. Fortunately she can live in the UK for longer now and actually work but we had to deal with unnecessary stress and additional court fees which I shouldn’t of had to pay in the first place.

Overall its not been an easy year for me financially which has of course impacted a lot of the stuff I want to do. The Christmas period has not been great either as I’ve had to work a lot and I’m still not much closer to getting a better job. It’s a good thing I live at home otherwise I’d be pretty screwed.

I’ve been working on my ideas lately and I’d like to make something based on the concept of The Thing but of course moving away from the IP and having something more original. It’s still early days but I always like the ideas and planning part of any project, it’s usually the most fun.

Is there life on other planets? I like to think so, hopefully it’s not hostile! I like to watch stuff like this it makes me chuckle and no “I’m German” is the best response to a question ever.

The Thing 2 RPG (v3.0 Update)

Good news everyone! The v2.6 update is now going to be considered as the v3.0 update also known as the Farewell Update. Alongside all the work done so far we do expect to expand on additional elements of the game to make it the best it can be. This of course will take longer than already planned but I hope its worth the wait.

After we have reworked more of the objects in game and finished off new ones we are going to add some additional enemy sprites and maybe a bit more optional content to story mode. Outside of this work is being done to rewrite and improve some of the story so I hope it gives it a fresh perspective.

We overhauled the UFO Crashsite in December and finally did it some justice. Throughout the game there are loads of new objects about to bring it to life. We’ve replaced a majority of the stock RPG Maker assets at this point, something I wish I’d done earlier.

A private test build of the game is available for members of my discord server, if you are interested in helping with this you can join my discord server (here) for more information. Just say hi in the public chat and I’ll grant you access to the channel that has the test build in it.

Thing Team: Richard2410Arteaga

Don’t forget you can join our Discord server and message us directly here:
https://discord.gg/JxFb6Td

Want to help us out? Consider donating:
For more information on Donations go here.

That’s about all I have to say for now. I hope that I can fill these blog posts with enough decent information each month to keep them readable. Thanks for reading this and playing my game(s) over the years :)

-Richard

October 2019 Blog Update

Hello There.

Life Stuff

As usual I’ve mostly been at work and in my free time I’ve been looking at other jobs trying to find something to get just a little bit more income in my life. I still haven’t seen anything yet, well anything that I’m qualified or have “experience” for.

I’ve been thinking about what to do with myself once The Thing is over but I still can’t figure it out. I have lots of ideas but committing to them isn’t always easy. If I had infinite time and money (or I didn’t have to work much) that would remove a lot of the obstacles in my way for sure. I’ve been considering making a fantasy RPG as there’s a lot of free resources that can be used for it so it could be made at minimum cost but it may be a bit vanilla.

One of my friends started a YouTube channel a few months ago and he’s been doing no commentary game play videos. I’ve been watching a bit of his Days Gone play through. He’s open to requests and could use more views if anyone’s interested in that sort of thing.

The Thing 2 RPG (v2.6 Update)

I’ve been struggling to find time to playtest the game the last month and with the run up to Christmas I’m concerned work will consume me. I have been trying to put in a spare hour here and there where I can but I think it needs more love than that to get anything substantial done. That spring 2019 release sure is going well for me…

This is the revamped Enco Oil Outpost in Story Mode. The layout is vastly different from before and there are a lot of new assets. I’ve updated a lot of the old areas with new objects and decorations to make them feel a bit more authentic. (Ignore the green lines on the stairs, they don’t appear in-game)

The Public release of the game is still delayed until further notice but a private test build of the game is available for members of my discord server, if you are interested in helping with this you can join my discord server (here) for more information.

Thing Team: Richard2410Arteaga

Don’t forget you can join our Discord server and message us directly here:
https://discord.gg/JxFb6Td

Want to help us out? Consider donating:
For more information on Donations go here.

That’s about all I have to say for now. I hope that I can fill these blog posts with enough decent information each month to keep them readable. Thanks for reading this and playing my game(s) over the years :)

-Richard

September 2019 Blog Update

A wizard is never late, nor is he early, he arrives precisely when he means to.

Life Stuff

Time is going really quickly and I don’t know why but its a little scary considering, yet why does it feel so long when I’m at work?

I was off for 2 weeks during this month but it went really quickly and I didn’t actually do much, I just enjoyed the time off mostly. I beat Fire Emblem 2 more times (completing all 4 routes, now on my 5th playthrough, send help), completed the Spyro trilogy (damn those skill points!) and beat Links Awakening.

Sadly I’m back at work now and doing extra work to help pay for some of my wife’s visa fees so I expect to be busy in the coming months but we will try to complete the thing 2 v2.6 update this year. It’s what comes after that which scares me, I’m not too sure what I want to do and I don’t have a budget to start anything big so I’m still thinking about it.

Has anyone ever seen this teaser trailer for the thing (1982)? I only saw it recently, I like it when these sort of hard to find things pop up. There was also a string of interesting tweets from Wilford Brimley (Blair) recently about someThing in the ice

The Thing 2 RPG (v2.6 Update)

By some miracle I did work on the game a bit this month, I’ve been moving things around in game, making slight tweaks here and there, mostly visual stuff. As I have extra time while waiting for Arteaga I’ve started going through the game modes and correcting spelling mistakes/grammar and changing dialogue up to be better. Prequel Mode is the only game mode where I used scripts and thus the writing, grammar and spelling is fairly accurate. All the other modes were done ‘on the fly’ so a lot of it is really choppy. There is a lot of text in game though but I’ve got it down to just Story and Original Mode left to check now.

I still need to playtest Story mode but I haven’t had time. I need to do 2 runs of it (one on hard, one on normal) and complete various sub-missions to find a nice balance for difficulty vs frustration. It can just take a while to do, I find it’s about a 15 to 20 hour run (which is better than most Triple A games these days).

Arteaga has been hard at work this month despite working at his job a lot. He’s completed the level select images, lots of environmental pieces (there are new outpost objects, the oil outpost has been reworked and we are also working on the crash-site to make it a lot better looking and true to the film) and he completed new original/story mode intro photos for me to use.

He still has some extra work left to do, making some new objects such as the UFO crater (we are also changing the tents and other misc stuff) and we are going to change one of the ending scenes. Alongside this he has also been providing some new music tracks for the game which are very reminiscent of the film score.

While my expected release dates are always famously wrong, I do anticipate we will finish the work this year. It’d be nice to open 2020 with something fresh and new as I’ve been with The Thing 2 for like 7/8 years at this point.

Did you know I made the first Thing RPG back in 2010 with a total development time of 8 weeks? I’ve worked on other odd projects and made a bunch of demos for stuff I never finished over the years but never really gone through with releasing any of it. I have ideas for games it’s just seeing them through that is the challenge.

The new intro images are pretty classy and give off a nostalgic vibe. It should make watching the recap/summary sections more interesting for players. I would like to note that the text is subject to change.

The Public release of the game is still delayed until further notice but a private test build of the game is available for members of my discord server, if you are interested in helping with this you can join my discord server (here) for more information.

Thing Team: Richard2410Arteaga

Don’t forget you can join our Discord server and message us directly here:
https://discord.gg/JxFb6Td

Want to help us out? Consider donating:
For more information on Donations go here.

That’s about all I have to say for now. I hope that I can fill these blog posts with enough decent information each month to keep them readable. Thanks for reading this and playing my game(s) over the years :)

-Richard

August 2019 Blog Update

I’m really feeling it!

Life Stuff

This month went by really fast but it had its fair share of ups and downs.

For the first half of the month I was obsessed with Fire Emblem Three Houses, I put over 120 hours into it and have completed 2 of the 4 play-throughs (I’m on my third) but I’m a little burnt out from it so I’m taking a break from it. The game is generally quite easy as you get an OP main character but supporting characters become redundant if training/grinding is not maintained between chapters.

I did really enjoy the character personalities and interactions for the most part but I refused to play on classic mode (permadeath) as I didn’t want anyone to die. I have a love/hate relationship with Permadeath, I love it in the XCOM games but with Fire Emblem being so RPG heavy its kinda awkward. It also seems a shame to write such good characters and then just to have them be expendable.

I find permadeath balance interesting and it’s definitely something I will reflect on going forward with future projects. I feel that in The Thing 2 RPG it’s acceptable due to the characters having limited personality although I did cave recently and add a mode that disables permadeath (although they can still be lost through infection). I wonder where a perfect balance for this lies.

I didn’t get to work on the Thing much this month but I have some time off work coming up in September so I’ll try and bang out my work in those 2 weeks if I can keep focused…

Has anyone ever seen clerks 2? I’m quite a fan of Kevin Smith. I watched Mallrats again recently, man I love that film.

The Thing 2 RPG (v2.6 Update)

It’s been slow going this month, that spring 2019 release sure is taking its time huh?

This month I didn’t have much time to work on the project but a few extra assets have been created for it by Arteaga. There isn’t much work left to do on his part but he has also been busy. Next month I will put the assets into the game and will post some screenshots. For now you can see the Level Select images he has been working on (although they are incomplete).

Level Select images are mostly complete but about 10 or so are missing. It should be a lot better than the outdated screenshots used previously. Don’t hold me to the accuracy of the in-game locations though although we did try to get the movie locations as close to the movie as possible (from what we could gather).

The Public release of the game is still delayed until further notice but a private test build of the game is available for members of my discord server, if you are interested in helping with this you can join my discord server (here) for more information.

Thing Team: Richard2410Arteaga

Don’t forget you can join our Discord server and message us directly here:
https://discord.gg/JxFb6Td

Want to help us out? Consider donating:
For more information on Donations go here.

That’s about all I have to say for now. I hope that I can fill these blog posts with enough decent information each month to keep them readable. Thanks for reading this and playing my game(s) over the years :)

-Richard

July 2019 Blog Update

Stranger, Stranger… Now thats a weapon.

Life Stuff

This months been a little off for me, I’ve been looking for another job and I’ve had some issues adjusting to all the family I inherited through marriage. The cultural difference is a lot for me too sometimes.

For most of this month I didn’t get to play much, I played a bit of Crash Team Racing each day and I actually managed to finish the Nitro Tour Grand Prix by playing a little each day. It was really fun and theres another Grand Prix coming up soon. I’ve heard they’re putting micro-transactions in the game now (so far after launch) which is a real shame because it’s a quality product otherwise.

Since Friday 26th July I’ve been playing Fire Emblem Three Houses pretty much non-stop, it’s consumed my life to be honest. I love Fire Emblem but haven’t played since Radiant Dawn on the Wii and I’ve easily put in 30/40 hours. When XCOM 2 came out on PC I had a real bad addiction to that putting over 1400 hours into the game and over 300 hours into the mod tools. I’m trying not to get too overboard with Fire Emblem but it’s just so good.

I miss watching stuff these days, I used to watch stuff on the night but now my wifes here I don’t get the time.

We’ve only recently got Adult Swim (sort of) in the UK (thanks to Rick and Morty) but I’ve been watching their stuff for years via DVD or online. I think my favorite show might be Aqua Teen Hunger Force although I am quite partial to a bit of Space Ghost Coast to Coast. (The Theme Song is Amazing)

The Thing 2 RPG (v2.6 Update)

We’re still working on remaining assets and fixes for the game, it’s taking a lot longer than expected and we’ve hit more hurdles than I care to admit. I’m not sure when the game will be out but this extra time is really helping to iron out a lot of issues.

Last month I managed to address a lot of issues in the game, here’s a brief summary;
-Story Mode, Hard + Realistic balancing for the early game
-SP Balance/Nerf, Medic Healing Rebalance/Nerf
-Changed the level at which skills are aquired
-Added Casual Mode (Party Members don’t disappear after falling in battle and can be revived)
-Added Phoenix Mode (No more gameover when Main character falls in battle, instead they revive automatically after battle)
-Did some major fixes to sections in story mode that were broken

I still have to finish playing through the story mode but I had to restart after fixes/changes and Fire Emblem Three Houses just came out on the Nintendo switch and every minute of every day I just want to play it. (Send Help).

The Public release of the game is still delayed until further notice but a private test build of the game is available for members of my discord server, if you are interested in helping with this you can join my discord server (here) for more information.

Thing Team: Richard2410Arteaga

Don’t forget you can join our Discord server and message us directly here:
https://discord.gg/JxFb6Td

Want to help us out? Consider donating:
For more information on Donations go here.

That’s about all I have to say for now. I hope that I can fill these blog posts with enough decent information each month to keep them readable. Thanks for reading this and playing my game(s) over the years :)

-Richard

June 2019 Blog Update

Woah!

Life Stuff

It’s been a busy month for me this June and I actually got a some time off work but sadly it went too quickly. I got married earlier in the month and went to London for my Honeymoon. Everything’s been going so fast for me these last few months it’s kinda hard to fit everything else into my schedule.

This month I didn’t play many games at the start but Crash Team Racing release and my oh my what a nostalgia trip that was and must say the switch port is pretty excellent bar the load times. I managed to 101% the Adventure Mode which I could never finish as a kid so that’s something that put a smile on my face at least. I’ve also started playing Bloodstained Ritual of the Night and while it’s a bit janky on the switch here and there it’s also a solid game so far and really addictive.

I’ll be working a lot of 9 and 12 hour shifts this month so I hope to fit a few play sessions in here and there if I get time.

I didn’t get to watch anything this month but a few months back I watched Gundam Unicorn and forgot to write about it. I really thought it was amazing and I wonder why we don’t get much licensed Gundam anime in the UK.

The Thing 2 RPG (v2.6 Update)

Production of additional artwork for the game has had to be extended into July due to busy schedules but stuff is getting done and we’ve nearly finished all the last bits and pieces. In addition to this the Private Test Build of the game has been getting me some good results and I’ve managed to fix issues and address balance changes from feedback on my Discord server (Shout out to MVK for their play testing, many thanks).

I’m currently playing through Story Mode myself to make sure my changes hold up and to keep an eye out for issues here and there. The full release of the game shouldn’t be much longer, just try to hang in there a bit more. I know it’s frustrating when delays happen (*Cough* Fire Emblem) but the extra polish will save some frustration for end users.

The Public release of the game has been delayed until further notice but a private test build of the game is available for members of my discord server, if you are interested in helping with this you can join my discord server (here) for more information.

Thing Team: Richard2410Arteaga

Legend

We aren’t making any progress on this while The Thing 2 RPG is being completed so I’ll remove it from posts for the time being. In addition I want to restructure some of my previous ideas and it’s a little up in the air what to go for at this point. I just hope we can make something decent with the assets we have.

Legend Team: Richard2410Sadonrii

Don’t forget you can join our Discord server and message us directly here:
https://discord.gg/JxFb6Td

Want to help us out? Consider donating:
For more information on Donations go here.

That’s about all I have to say for now. I hope that I can fill these blog posts with enough decent information each month to keep them readable. Thanks for reading this and playing my game(s) over the years :)

-Richard