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Project: Tormishire
Project Started: 7th February, 2007 Last Update: 15th December, 2009
Project Owner: Dr. James MD Project Members: MrPineapple
Project Type: Platform Project Progress:
More Info: http://satansam.co.uk/tormishire Faves: 78

Feb stuff
Posted 10th Feb 09, by Dr. James MD  
Well it's been just over 3 weeks since the last update and some stuff has been occuring - most notably was the feedback from that last trailer. Gametrailers picked it up only 1 day after uploading to my site O__o. Thems getting quicker!

One of the biggest changes in the last 4 weeks at least has been the subtle dropping of pure pixel art, and I've gone through a whole load of backdrops and actives adding AA and tweaking larger objects in Photoshop. The game already had a lot of gradients and transparency effects before so it was never truly "pure" pixel anyroad. It all falls down to wanting to produce a DS/PS1 style adventure game rather than a SNES one and wanting the best visual experience I can offer in a low resolution.


So in bullet point fashion.

• Boss 5 is 100% complete. Which brings us to the halfway point as far as they're concerned.
• Finally got round to adding in enemies to fill them there caves. The difficult part is coming up with something new and breaking from tradition. I want to have nightmares and make them real.
• Weapons have been balanced. Melee is still the weakest and each weapon upgrade jumps up 50% in damage from before. There are 5 tiers of weapons.
• I've also enlisted the help of a certain Biax as a portrait artist. You may or may not remember him from the dinosaur days, doesn't visit here at all but is the artist behind Titan Exodus 2 and other beautiful games.
Image
Image
His blog (and some sketches) be here http://deathbydev.blogspot.com/
• Gone is my wubbish Lost-style title song as MrPineapple has whipped up an awesome theme using various songs from the game. http://satansam.co.uk/ftp/tormititle.ogg (1.9mb)
• The wee monkey mouse is about to get an AI boost as well. His code is probably the oldest remaining. I mean it gets the job done but it is too relentless. In the next big update it'll have a range of behaviours and generally be a lot more useful to matters other than combat.
• Along with new enemies I'm also going through adding in more puzzles and secrets.
• The full soundtrack is currently at 60 tracks, with tracks between 1-3 minutes in length. It's fairly musical. And so far only tracks up to Chapter 2 have been finished, there's another 3 chapters to go.
• A lot of the earlier non-cave areas are being redesigned to use tiles which makes them a lot easier to edit and to just make them look better. The cycle is to play through the game and look over the map and fix the areas I feel have the weakest design or art, or whatever since I've learnt new stuffs since starting this project up.


It's all going quite swimmingly. Apart from the constant fixing and testing, in the last 2 weeks I've had to send out 9 new betas to get the game all ship shaped for publishers... 9! I tend to make bugs as I fix others me in a weird way bug fixings fun. Like mini victories along the way.

Posted by W3R3W00F 10th February, 2009

SI. UPDATE. BUENO. Image

The music link is broken tho. T_T

And 60 tracks?! That's incredible.

Good luck with chapter 3!
Comment edited by ωξяξW○○F on 2/10/2009
 
Posted by Dr. James MD 10th February, 2009

Link fixed Mr. Woof :3
 
Posted by W3R3W00F 10th February, 2009

*Vigorously wags tail* :3
 
Posted by W3R3W00F 10th February, 2009

Splendeed! I had to convert it Mp3 Because Window Media Player can't read Ogg. No prob tho.

And instead of one theme, you could make a random song title at the title screen like in Roller Coaster Tycoon 3. IDK, just a thought.
 
Posted by Ski 10th February, 2009

Nice avatars! The originals suited the rest of the graphics a tad better, though
 
Posted by aphant 10th February, 2009

Oooooh!

I don't know how I feel about that music, though. It sounds bad but it doesn't sound bad. It sounds good but it doesn't sound good. It's like... It definitely sounds artificially made. Some parts its more noticeable and hence worse. I don't expect it to sound like a professional orchestra, but it almost sounds like it was slapped together in 5 minutes without refining it along the way.
 
Posted by MrPineapple 10th February, 2009

not a fan of synthesizers?

to be honest i would use more realistic sounds if i had access to them but untill i can afford a personal orchestra this'll have to do....
 
Posted by W3R3W00F 10th February, 2009

I like it. It does the job, and does it well. I love Synthisizers Btw. Always wanted one. Somehow I ended up with a drumset. Lol
 
Posted by MrPineapple 10th February, 2009

oh i have one of them too

its good to get some criticism actually, i havnt had a whole lot. i might pop some of my tracks up on here some time.
 
Posted by W3R3W00F 10th February, 2009

Coolio Image

You're probably not getting critisism because you really don't need it. You're really good at music, I don't see any reason to critisize. Image I mean unless you want critisism, that is.
Comment edited by ωξяξW○○F on 2/10/2009
 
Posted by aphant 10th February, 2009

Synths are only bad when there's more work to be done on their sound. Besides, if I wasn't a fan of synths, then all of Jeremy Soule's music would be repulsive! Yes he uses orchestral stuff, but it's all made digitally, synthetically. Not necessarily by a synthesizer, though.

What do you use, MrPineapple?
 
Posted by MrPineapple 10th February, 2009

i use cakewalk sonar at the moment. i did used to use logic pro when i had access to a mac but that seems like a lifetime ago now!
 
Posted by W3R3W00F 10th February, 2009

I use Mixcraft but that's not saying alot. I really need something to record my music.
 
Posted by Dr. James MD 10th February, 2009

Some of them Logic tracks are in Tormi though, since they were made for Madventures of the Love Rockets (if anyone remembers that ).
I'm using Logic myself but I've little clue how to really us it.
 
Posted by BeamSplashX 10th February, 2009

WHOA Biax. Flashback to silly arguments over the Titan Omega games.

Also, yay for more Tormi updates!
 
Posted by Marko 10th February, 2009

Looking fantastic Dr. James and your posse! Best looking project on TDC by a million miles!!
 
Posted by MrPineapple 10th February, 2009

oh i use audacity too, but thats more purely audio stuff.
 
Posted by -Dark Martin- 11th February, 2009

I only use it for my keyboard because i cannot find anything else...
 
Posted by -Dark Martin- 11th February, 2009

for shame liam, how could you!
 
Posted by alastair john jack 12th February, 2009

Are you going to get tormishire.com? or stay with satansam?
 
Posted by Ski 12th February, 2009

"A bloody big adventure"

"The full soundtrack is currently at 60 tracks"

Is this game now as big as WoW or something? And do you honestly think so many tracks are needed, or that people will appreciate them as much as you'd like? I'd rather listen to around 5-10 decent, memorable tracks. It's quality over quantity: Satan Sam had 100 or so levels (supposedly) yet very few people in the community ever got far or wanted to.

I guess I'm trying to say the biggest isn't always the best, nor the most epic.
 
Posted by -Nick- 12th February, 2009

That's not what you said last night
 
Posted by Dr. James MD 12th February, 2009


Castlevania Order of Ecclesia has 54 tracks, Brawl has 314 tracks, Pokemon Ruby has 111 tracks, Pearl has 148 tracks, Twilight Princess has 128 tracks, Mario Galaxy (best OST ever) has 62 tracks, Rayman has 50 tracks, Spirit Engine 2 has 101 tracks (IIRC). Even F-Zero has 82 tracks, Mario Kart Wii has 50 tracks!

I wouldn't say what we're doing is uncommon...
 
Posted by Dr. James MD 12th February, 2009

And I'm just making a game that I would want to play and something I can experiment around with - if anyone else likes it that's just peachy.

I never said I wanted to make "the best" game. Image
Comment edited by Dr. James on 2/12/2009
 
Posted by alastair john jack 12th February, 2009


I think thats the main thing, doesn't matter if its not the best game in the world and as long your enjoying your own game. At least it will be a greatly useful learning experience in the end.
 
Posted by Dr. James MD 12th February, 2009

Absolutely. I've taught myself so much through this that it doesn't matter if all the backups explode. It got me a job so I can't complain.
So long as the graphic sheets and music survive, though
 
Posted by W3R3W00F 12th February, 2009

"I never said I wanted to make "the best" game. "

You're going to anyway.

"Satan Sam had 100 or so levels (supposedly) yet very few people in the community ever got far or wanted to.

I guess I'm trying to say the biggest isn't always the best, nor the most epic."

What it sounds like to me is that you don't like long games and haven't aquired the patience to play them to the end. I enjoy(GOOD) long games like Dungeon Siege, KH, KOTOR, Satan Sam, and soon to be Tormishire. All of those are quality AND quantity. If you're complaining about quality over quantity then I wouldn't be surprised if you disliked most large games.

 
Posted by AndyUK 14th February, 2009

Adam has already stated a few times he generally prefers small games, but... big games don't always spread quality thin anyway, you wont always find longer games have less quality.
I'm sure james learnt a few things from new Satam sam in that respect. (i got bored after about 4 levels :S)

Also James finish the damn game already would you?
 
Posted by Ski 14th February, 2009

Not really, I like big games just as much, but only if they're big because they have reason to be. Statistics such as "The full soundtrack is currently at 60 tracks" don't impress me anymore.
 
Posted by Dr. James MD 14th February, 2009

What big games do you play? And I wasn't trying to impress you, dearest ^^ honestly it was on the bottom of my list of things to do that day
 
Posted by Ski 14th February, 2009

Not just myself, but others, "dearest". I just hope you've re-evaluated those falling red particles and not lengthened this game by making it virtually impossible to complete in parts
 
Posted by Dr. James MD 14th February, 2009

And if you'd like to go over the soundtrack thing again (that comment really caught you didn't it )

The reason why there are now so many tracks is each area has its own song, a way of making each area feel different where a visual change isn't required. It's simply a congnitive effect. Every cutscene has a different song to match the mood as we see fit, every boss fight (8/60 of those tracks are boss ones) has a different song. Just so I don't end up repeating tracks, which is as cheap as recolouring sprites to make different enemies I find.

But seriously if any of these "others" feel like I'm trying to impress them I'm sorry. These numbers are just a way of recording progress just as much as 5/10 bosses are done etc.
 
Posted by W3R3W00F 17th February, 2009

"Also James finish the damn game already would you?"

Hang in there, Andy. A good indie game takes time.

"I just hope you've re-evaluated those falling red particles and not lengthened this game by making it virtually impossible to complete in parts"

That's what makes it interesting as a game. No pain no gain.

And I think 60 tracks are just fine. Suiting the mood for different areas seems fair. Besides, it increases the total worth of the game. The price and the ratings. On IGN I wouldn't be surprised if it got at least 9 stars.
 


 



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