The Thing 2 RPG – v2.6 Release Delay

This probably isn’t good news for most of you but we won’t be able to get the v2.6 update out in 2018. The main reason for this is we are doing a big overhaul with a lot of the art assets in game with the most time consuming ones being the character sprites and the “tiles” (the graphics used to make up the areas in-game). I will say that I never promised a 2018 release but I was aiming for that window but it’s looking like Spring 2019 at this point based on the amount of work Arteaga has left to do for me.

On the plus side the game will look a lot better and I’m aiming for more cohesion between everything in the game. Below is a sample of what you can expect from the new character sprites, you have Natalie (from The Thing 2 RPG) compared to Logan (Our Test Dummy from PW who has been scaled down to match the older engine). The characters proportions will look more realistic and will also be getting face portraits to match. In addition we are increasing the frames of animation, before everyone had 3 frames but now they will have 9 frames making the movement look more fluid than before.

RIP Chibi Style

I hope everyone will understand and I apologize in advance, since we started developing PW I’ve looked back a lot on The Thing 2 RPG and thought it could be so much better. Spending the time to improve the assets now also makes it easier later on if we get the chance to port The Thing 2 RPG to the RPG Maker MV engine as a sort of remaster (although don’t hold your breath on this).

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The Thing 2 RPG – Nova & Huan

We have one final enemy to add to the game, this time I’d like to introduce Nova, a Gen Inc Spectre and Huan her great white wolf companion. They appear in Story Mode as part of an optional encounter (not tracked by the quest log).

In this scenario a former Gen Inc Scientist is on the run from his employer, with him he carries a unique serum which can apparently immunize someone from infection. However he is being tracked by Nova, a deadly Spectre who uses a Sniper Rifle at range and her pet great wolf Huan at close range.

The fight against Nova & Huan is the most complicated fight I’ve made in the game and has several stages to the fight as well as different outcomes.
The fight has 3 main outcomes but there are multiple ways to get some of them and there are 8 distinct enemy graphics used to make up the fight. It’s a little difficult to write about it without spoiling it but lets just say that someThing is a miss.

If you can save the scientist you will get a new party member as well as a possible cure for infection. Based on the outcome of the fight you may also  gain a new ally or face a dangerous foe…

The Gen Inc Agents *Update*

With the addition of the Gen Inc Agents to the games Story Mode we have made sure to give them some decent loot as well as each agent having one piece of unique gear only obtainable from defeating them. If you keep their gear til the end of Story Mode you will be able to save it to your file for NewGame+ Story Mode runs where you can recover it from the Field Base.

Whats Next?

I’m working on the “Away Team” mechanic for Story Mode still and after completing this I will start playtesting the game while Arteaga finishes up artwork. If I have time I will stream some of my playtest on twitch.

-Richard

The Thing 2 RPG – Remaining Agents

Here are the rest of the enemy Gen Inc agent previews from The Thing 2 RPG’s v2.6 update.

Captain, Gen Inc has many agents operating in the region, one of which we have identified as a Hazmat Squad Leader known as Kemuri. She isn’t shy about hiding her identity but don’t let this fool you as she seems to carry some sort of gas that sends victims into a panic despite wearing protective equipment.

Captain, we have identified another Gen Inc agent in the field known as Nano. He is unusually large and seems to be part of Gen Inc’s secret Spectre Unit. Intel suggests he is able to mass heal his allies but we have been unable to confirm how this is possible. You may struggle to take him down without anti-armor measures.

We’ve also managed to gather some last minute intel on another Gen Inc Operative known as Frost who seems to be disguised as a US Arctic Marine. We are not sure how it is possible but along with using freezing grenades she is able to freeze enemies with her special bow. You should be cautious when dealing with any of these Gen Inc Agents in the field but taking them out may yield some useful rewards.

Also General Carruthers has received his own sprite and is more distinguished in his fight instead of just using the US Captain model.Lastly I’d like to mention one final enemy we are working on. Another Optional boss fight is going to be added to Story Mode which includes multiple variations and outcomes in the fight. It revolves around saving a Scientist with a drug that can apparently immunize someone from infection, he is being chased by a Gen Inc Assassin and her canine companion but someThing ain’t quite right… “It’s weird and pissed off whatever it is.”

 

The Thing 2 RPG – “Chanka” & “Eliza” + Misc.

Here are some enemy previews from The Thing 2 RPG’s v2.6 update along with some more updated screenshots of the new icons in place.

Captain, Gen Inc has many agents operating in the region, one of which we have identified as a Mercenary named Chanka. Reports suggest he is heavily armored and lugs around a heavy turret which can unload some serious firepower. Rumors indicate that he is also affiliated with Russian Mercenaries so you should be be cautious when engaging him.

Captain, we have identified another Gen Inc agent in the field known as Eliza. Eliza isn’t subtle about disguise and seems to have other Gen Inc units under her command. Intel indicates she uses squad tactics and an under barrel grenade launcher to takedown her foes. You should be prepared for a bloody fight when encountering her.

Mirage has received some slight changes worth noting. Her proportions have been tweaked a little and her formation changed. In addition I have randomized the fight so that the real version of her can appear in any of the 5 places so you can never really predict where she is now.

Finally I’d like to show off some more of the icons that Arteaga worked so hard on. Below are some screenshots showcasing passive skills, traits, states and action skills. To keep things simple we’ve used a green box to represent positive effects, a red box to represent negative effects and a purple box to represent mixed (both positive and negative) effects. There are some other color boxes used in game but they are just cosmetic and don’t represent anything in particular but are distinguished not to be within the green, red and purple categories. Special abilities and Action skills have had a nice comic book splash effect added behind their icons to also distinguish them a little.

The Thing 2 RPG – “Mirage”

Here is an enemy preview from The Thing 2 RPG’s v2.6 update, please note that we are redoing character sprites later on which is why there is a big checker box visible in one scene.

Captain, Gen Inc has many agents operating in the region, one of which we have identified as a Spectre named Mirage. Reports suggest she uses smoke and mirror tactics to confuse her targets before landing the killing blow. She is swift and deadly and is not to be underestimated. We also have intel to suggest other Gen Inc affiliated agents are actively looking for you in the area so stay tuned for more info as it comes in.

 

 

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The Thing 2 RPG v2.6 Equip & Icons Preview

Here is a small preview from The Thing 2 RPG’s v2.6 update.

As you can see below all the icons in the game are being made new, from scratch by Arteaga. Most of the icons have been remade, we only have a few more batches to go. In addition to this the Equip screen has seen an overhaul. The equip slots have been expanded and some categories have been split, allowing for more items to be equipped. Head has been split into Head and Face slots,  Accessories has been split into Back and Trinket slots and a character can now equip 2 Trinkets at a time. Alongside this weapon attachments have been expanded from 3 slots to 5 slots and a whole bunch of new/extra attachments added into the game loot tables to collect.

The Thing v2.4 Release

We’re finally here now Captain! The long overdue v2 expansion of the game is ready; free for you all to enjoy. I’ve attached some system spec guidelines and some other key notes I think people should read before downloading the game.

Disclaimer

This ‘Traditional Style’ Sci-Fi RPG is a “Non-Profit” Fan Made game based on the events after the 1982 movie “The Thing” created by John Carpenter. It is in no way endorsed by John Carpenter or Universal Studios and shares likeness only in name. In my eyes it is the same as drawing a picture of a popular character and posting it online for all to see. I funded this game with my own money and I do not generate any revenue from ModDB or the ads displayed on my website (which I also pay for). If there are grounds for an issue with copyright then I am willing to take responsibility for that and make the appropriate changes where needed to resolve the issue. The Majority of the content (music, artwork, code) in the game is either licensed for use, originally created or credit is given where due for work used in ‘Free’ projects.

Now that’s out of the way I just want to say that I hope you enjoy the game and any constructive feedback or general comments you can give me would be great. I think that this tested my mettle at times but I’m happy with the final product. YouTube user Sadonrii who did a let’s play of my game before has kindly agreed to play more of the game; you can see that below if you are unsure of what to expect. (Spoiler Warnings)

System Specs

Since the v1 there have been massive improvements to overall performance. I believe the game will run on a wide range of Windows Computers now and the v2 tanks far less in comparison to the v1. Below are the recommended specs based on those provided by the RPG Maker Team. (Official Specs)

OS: Windows XP or later
CPU: Intel® Pentium® 4 2.0 GHz equivalent or faster processor
RAM: 512MB RAM
Storage: 400mb

You can delete your old v1 copies as the v2.4 is treated as a new game. Please note that previous saves will not work with the v2.4.

Download

Mediafire Link:

http://www.mediafire.com/download/wmi235kzqrhvc6k/The_Thing_2_RPG_%5Bv2.4.1%5D.exe

ModDB Link:

http://www.moddb.com/games/the-thing-2/downloads/the-thing-2-rpg-v241

Good luck Captain, we’re counting on you…

Thing 2 RPG November Update #2

Hello Captain, It’s been a busy week and even the release of Fallout 4 hasn’t hindered me! (Well not that much…)

In the last week I have been adding new graphics to the game, little extra touches like a pool table, new corpses and little extra bits like that. Jose has been busy handing work into me and we are close to the end now. We even put some time into a secret mini-game in the game which I’m sure you’ll find fun.

As promised I did make a video although It took me a few attempts as I didn’t really know what to show off, I didn’t want to spoil too much and I’ve already talked about v2 features as it is. Below is the video tease for Prequel Mode, View it on YouTube and read the description to find the voice actors credited.

I’ll post a recap of the v2 features as we get closer to the end. As for release November looks unlikely but I’m trying to get stuff done. My main concerns are with work contributed by others but sometimes people are busy I get that. I’ll keep you posted but I hope you don’t mind a December release, I want to release the v2 update/expansion as intended not half-done.

Work Left To Do / In Progress:

Voice Acting; when a developer is lazy and skips voice acting in favour of text there is good reason. It requires a whole extra scope of balancing, quality control and management that is purely cosmetic and while enhances the experience logically doesn’t add anything gameplay wise. There is 1 character left to record and 6 left to edit & get retakes. I started VA casting in August but wish I had started sooner as it has taken more time than expected. It’s not fair on the other voice actors if I release v2’s Prequel Mode half-voiced.

Macready’s Story; There are 3 parts to making this, the first (in progress, nearly done) is the sprite tiles and graphics. Jose has created most of what I need now and once that is all setup we can move to part 2.

Part 2 involves me putting the content in game. The plan is that you find Macready in Story Mode and he tells you about US Outpost #31 THEN he tells you about what happened after. I’ve got it planned so you take control of Macready and experience a choose your own adventure short story as told through his eyes. The multi choice elements will affect the outcome of his story and what happens afterwards. In the transition back to Story Mode he will set you a few tasks (general rpg quest stuff) and you will help him resolve any unfinished business at US Outpost #31.

Finally Part 3 is the “Art Assets” or Artistic Cut-scenes that are used to display parts of the story that are too difficult to sprite or more impressive in art format. Theres around 30 of these and they will take Jose some time to finish so during Part 2 I can leave “placeholders” where the art will go making it easy to drop them in once completed.

Simply put the only work on my end involves creating MacReadys content in game (2 weeks tops, its already written/planned out) and testing Prequel Mode with full audio (To iron out any issues or bad audio, 1 week). Outside of that I have nothing to do but play some more fallout…

As a side note the game is a lot more difficult now, general life expectancy of the average NPC has fallen significantly.

You’re welcome!
Richard

Thing 2 RPG November Update #1

Captain! October was a slow month and we’re a little behind but a good portion of work was turned in at the last minute so let’s hope we can make that release deadline!

Work Complete / New Features:

Major Bugfix (I hope). I’ve removed a script that allows enemy summoning/spawning and replaced it with a less fancy but still effective approach. I believed that this script was responsible for not only enemy battle graphics remaining in battle when dead but was the cause of one significant and annoying game crash where RPG Maker would just, well… crash. It’s only happened to me a handful of times (for some reason especially at the medi-center in original mode) but it was annoying. Hopefully this fatal flaw is now resolved. I think the issue was the game didn’t know how to dispose of the spawned units and there was likely conflict with other scripts.
The game audio has been lowered for the most part across the whole game. This decision was made because the voice acting was hard to hear. I think I have struck a better balance now.
General changes and fixes have been made to the game and I am mostly personally responsible for testing game modes to make sure they work now.
Several new game sprites have been added to the game which include several more pop culture references and weirdness on my part…
Finally Jose has redone ALL the existing backgrounds in the game in a more updated style.

Background 01

Background 02

Work to Do / In Progress:

Voice Acting. I have good news and bad news. Good news I have edited over 600 files which are now placed in the game. I worked with amateurs and professionals so the quality is a bit mixed but I hope you all appreciate the effort and added immersion it brings.
More good news is that 1 more character is near completion 2 just need some retakes and 5 have just been handed in to me which I need to edit for game use.
The Bad news is that there is still 1 character left to do, one of the important story characters but I have someone trying to resolve that for me so I’m hoping that this doesn’t cause any delays and it can be complete this month.
MacReady’s Story. We have just started on sprite work for this, once that is done I will move away from testing and work directly on this. I will finish this in November BUT there are 30 art images that the story requires which is quite heavy work to get done in the month so I’m going to see what sort of timescale Jose needs for this. I’m hoping it can be done this month but I feel these images make MacReady’s mutli-choice story more immersive and personal as he’s a core character to the film.
Generally all I have to do is test things and fix things mostly. Survival Mode is being testing right now but Prequel Mode (voice acting/audio balancing test) and MacReady’s addition to Story Mode need testing when work outside my control is complete.

Steam Update

I fall into the category of a fan based game which Steam doesn’t really accept. I think largely it would be due to the grounds of “copyright”. The main issues I can see would be the games name and names of characters potentially. In the v2 a lot of the movie and 2002 game audio has been removed and replaced so that is no longer an issue but in short it’s safe to say I wouldn’t be accepted onto steam as it would likely bring me unwanted complications.

Release Date

I still want to say this month, November 2015. I will do my best to give weekly updates from this point as we move closer but 2 things hang in the balance of affecting the release. One is the last voice actor (sounds like an indie movie) and the other is the big old 30 art images I need after Mac’s sprites are done. At worst you can expect December as I really don’t want this to go into 2016. I’ll do the best I can to smooth things along and I’ll play every card I have left to try and get this November release going. I should have a video for you in next weeks post of prequel mode in action. I really hope it’s worth the wait.

Thanks,
Richard

Thing 2 RPG August Update

Summary of updates to the game since the last post (All Killer, No Filler… well maybe some)

Work Complete / New Features

New Enemies The Pilot and the Spitter. The Pilot is a creature cut from the 2011 Thing Movie (Thanks Sadonrii) and the Spitter is just something that me and Jose made to be annoying and bombard you with well, spit.
The Ship Story (Prequel Mode) is now complete. Cody Ball helped me write this little short that turned into a much bigger story. Set aboard a ship you play as a researcher and when someThing found in the ice is brought aboard and thaws out bad things happen. Set before Original mode and ties into Story Mode. Features timed elements and a lot of artistic scenes and even my own home made audio.
Blake’s Notebook. This feature is available in story mode, Blake will give you his notebook full of information about events that have unfolded. However you can collect research notes in the game to unlock concept art with little supportive text and descriptions about each creature Jose helped me make for the game.
Quintel’s Update. In the summer of 2014 I created a community for Story Mode that you can help and features as a hub for many game side quests and additional content. I have expanded on this story further to give it an alternate ending scenario and features more locations for the game.
Tape Saving. The game now has a difficulty option of having to use “Cassette Tapes” to save the game. No more save scum.
US Captain improved. The US Captain now has a lot of new skills to buff his allies and can call for reinforcements making him more of a mini-boss fight than just there to shoot at you.
Enemy Perks/Going into cover. When the first turn of combat is engaged the enemy (Military) will “spot” the player and some of them may gain the cover status (increasing their defense). Other enemies will also reveal little icons by their names which will indicate various traits or perks they have. an example of this is a little red skull with a cross-hair which indicates that enemy has a +15% CRI chance and might be more dangerous than his generic allies. This varies enemies a little and makes combat more challenging and varied.

Pilot

Above, The Pilot (Middle) and The ‘Spitter’ enemy type.

Work to be Do/In Progress

I am replacing some of the existing audio. I am going to remove spoony’s voice as well as any audio from the 1982 movie and the majority of audio from the 2002 video game (such as Blake’s actual voice). I will re-record what I can with voice actors but I feel that it is best to have as much original content in the game as possible.
On the subject of recording, work has begun with Voice Acting for Prequel Mode and its going well. However I still need more help with this so if you are interested in VA work (paid) you can audition here.
I am also updating the in game mods/attachments again with the help of Blak Dragon to include more variety and I may include a second accessory slot as he mentioned it doesn’t make sense to wear a backpack but not glasses. It’s more an issue of balancing the game and having effective choices with impact.
Mercenary Update: For Story Mode I am including a small Mercenary outpost with a variety of tasks and trading opportunities. Like Quintel’s community it is all optional content and a brief distraction from the story.
MacReady update: MacReady will still be getting his own story included in Story Mode. It will be told through a combination of flashbacks (as MacReady telling the story to the player and as the player seeing the story as MacReady) which will involve some multi choice scenarios (choose your own adventure). This will tie up into a neat little package where you help him and go back to US Outpost #31 to finish off what he started…
Ship Artwork is nearly done and going well, got a lot of lovely artwork to help depict some of the scenes thanks to Jose.
With the improved game performance and the redundancy of the “Lite Build”. Blak Dragon has offered to test the games enhanced lighting. Will keep you posted on how this turns out.
Gen Inc Titan: This may seem a little ridiculous but we are adding a secret mechanical cybersuit into the game as a gen inc project that you have to fight. It’s a throwback to 80’s films like Terminator and Short Circuit and nothing to do with me playing a lot of Xcom, not at all.
Finally I am going to replace the games survival mode (although the old one can still be accessed from the test map). The new mode will let you play as Gen Inc and you will be given ‘missions’ by the Gen Inc board. It will revolve around building up a squad and small base management features, again totally not xcom.

Notebook

Above, Blake’s Notebook: A collection of notes and concept arts. The UI was designed by Christie Shinn and the script code itself is by Mog Hunter.

A bit of bad news now I have to delay the release of the v2 update until October, maybe even November. So please bare with me while I try my best to get everything done in time and test what I can where I can.

Finally a big thanks to everyone whos been involved with the project and thanks to all the help and support I have received.

Richard