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January 25

The Final Days of Developement
Wow it has been so long since I blogged about this project.  Things are looking great.  The initial reactions we have gotten from our first screenshots have been amazing and motivating.  Our team has grown to over 20 people strong and much work has been done.  Here is a snapshot of what we have left on our plates, lots to do before our planned completion date of March 1st.

Programming : All engine programming is done, just need to script more events, finish some menus, finish effect programming, script some more cinematic scenes, and of course optimize and fix bugs!

Art : Most characters and textures are done.  Need to work on UI and polish polish polish.

Animation : All the basic animations are done currently adding special move animations and custom stuff for specific cinematic scenes.

Testing : Lots of this going on, we have a great team looking for bugs and tweaking in game statistics.

Marketing : Really just getting this kicked into high gear now.

Lots to do, lots done, staying focused on finishing this game!


9:03 AM GMT  |  Read comments(0)

May 28

Moving along at a great pace
It has been over a month since my last blog entry, and I must say things are going great.  I really feel like I recruited the perfect team for this project.  Game developement is so much about getting your team to think on the same level.  It was a few weeks ago that I really began to see the team coming together around the mood and feel we are creating with this game.
 
The level designers have been busy with the editors constructing the outdoor levels.  Although all the environment models are not done, they still have been working.  For levels where the art is still getting done, they place filler models, (Basic geometric shapes), so we get an idea of where everything will be placed visually.  We have a big design meeting in California this weekend with me and the designers to hammer out the rest of the details on stats/skills/combat etc.
 
Our environment artist has already completed a number of models and textures for our outdoor levels.  Our composer has finished the game's Main Theme/Title track.  Wow, this track is so epic and awesome.  Our lead artist has produced alot of awesome character concept art and begun character modeling.
 
The exploration engine is almost complete.  Other than shadows, everything I wanted is gonna make it in.  I may go for much simpler shadows than I had originally intended, but overall the engine is playable and on schedule. 
 
The combat engine isn't scheduled to be started till next month, but I got a head start on programming the basics.  I am really excited about the combat engine more than anything.  Most of your time spent in a console RPG is fighting enemies in the combat engine.  I wanna focus the engine on cool camera movements that give you the feeling of watching an exciting action movie.  The engine is being developed using an active battle system similar to what console style RPGs have used for over a decade.  I avoided a pure turn based system, because I want their to be a sense of fluid motion and continuous action in battle.  Like most active battle system, the player will be able to control the speed of combat, to slow it to a pace that fits their play style.  They will also have the option of having the action pause while they are selecting a spell/item/skill to use.  Whether you like nonstop action or a more turn based style, this engine should allow all players the freedom to engage in combat the way they like.


6:33 AM GMT  |  Read comments(0)

April 14

Team Assembled, making great progress
Well since I last blogged our team has totally come together.  We have our 3d environment artist, 3d character artist, and 2d artist on board now.  We are all excited about the project and have been working alot lately.
 
From a Lead programmer aspect, the Exploration engine is looking nice.  It is based on a number of apis and components that I have strewn together and modified heavily.  I expect to release an alpha version of the exploration this weekend for the designers to start messing with.  I really want the designers to learn to use the powerful level editor as soon as possible.
 
My hunt for voice-actors and actresses is also going well.  My main issue now is finding a woman who can speak japanesse.  There will be two characters in the game that speak japanesse during the dialogue at certain points.  I still need a few male vocalists, but I am months away from recording vocals so it is no big deal.
 
The artists are drawing, the composer is composing, the designers are working on level and character designs, all is looking good.
 
On a side note, I have certainly let this new project distract me from a much needed update to TWP Spine of the World.  Think I will try to finish that this week.


10:39 AM GMT  |  Read comments(0)

March 31

A change in direction
Well XBOX Live Community Sales game data is out, and the release of information has shifted our ideas on how best to bring a lengthy RPG to the XBOX Live marketplace. 
 
What we are now doing is splitting up TWP Heart of the Wood into 3 episodes.  Each will be released as a standalone game that continues the storyline.  This idea is still fresh and needs alot of design, but rest assured we are working hard to ensure this great storyline continues.
 
Thanks to all who purchased our game so far.  Compared to the sales data that other developers have released, we have done very well the last month.  Continue to tell your friends about our little gem of a game and keep indie RPG developement alive.
 
Microsoft also anounced video support is coming to XNA developers in May, which opens the door for us to use video cutscenes.  Hopefully the compression will be good enough that we can do all the cutscenes using animated 3d models in video files.


11:24 AM GMT  |  Read comments(0)

March 19

A Step Back
The last few weeks I have shifted my focus from my lead programmer role to my Producer/Writer role.  The basics of the combat engine are in place, and building the right team has been a large focus for me.  I also have begun writing the script and storyline.
 
The script currently has 22 characters that require speaking parts.  I hope to bring back the 3 voice actors from SOTW, and add another 3-4 people to the vocal cast.  I have alot of good prospects and won't have to dig far to get all the vocalists I need. 
 
The team is in place with the exception of our artists.  Once again we will contract out 100% of the art.  This is a big decision and we are gonna wait a little longer before deciding.
 
I did start working on some level design basics and have assigned the design team different areas to work on over the project.  Each of the areas of the game will have a designer responsible for the level design and encounter tables within that region.
 
The storyline has been broken up into 5 chapters and a prologue.  The prologue is really a short 5 minute tutorial that will allow players to get a good idea for the style and feel of the game. 
 
We are currently looking at 3 different options for our 3d engine, one of which entails making our own custom engine for the game.  I am leaning in that direction but who knows what we will decide.


10:19 AM GMT  |  Read comments(1)