• Register
Post news Report RSS Thing 2 RPG August Update

A news post featuring latest work completed and notable changes to the game. Contains information about the v2 release date.

Posted by on

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

Post comment Comments
Lichlord267
Lichlord267 - - 23 comments

Take all the time you need, this is sounding great!

Reply Good karma Bad karma+1 vote
LordofGilneas
LordofGilneas - - 694 comments

Yeah! Hey, question. Does the med vendor once funded give infection cures? And will we get more char creation options?

Reply Good karma Bad karma+1 vote
Richard2410 Author
Richard2410 - - 178 comments

I don't think the med vendor does in v1, as of v2 it only sells average healing items. There will be more voices and unlock-able skins.

Reply Good karma+1 vote
LordofGilneas
LordofGilneas - - 694 comments

Excellent. And also unfortunate. I guess I'll have to save infection cures for valuable members.

Reply Good karma Bad karma+1 vote
Richard2410 Author
Richard2410 - - 178 comments

Some Thing Units (to compensate for human soldiers gaining perks) present themselves as "Threats" and act as pack leaders/Dominant things. When presented as a threat they may gain unique perks to make them more tougher. They may also cause members of your squad to become fearful in the face of such intimidation.

Reply Good karma+1 vote
Richard2410 Author
Richard2410 - - 178 comments

Thanks to a script by "Hime" player units may now "React" to damage and battle events and get "free moves" in which they will use to try and "buff" themselves provided they know the right skills and have enough SP to use them. An example would be a Soldier going into Cover when he is shot by gunfire.

Reply Good karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: