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...so I lied about last update

Update #13 · May 25, 2012 · comment

I've been up all night working on the engine. It's 7:38 AM here, and later today myself and Nick are going to get together and work. Last time when we were working, we both had the concern for the length of the game, so we did a read of the whole script. The whole thing (which is all of the text from the player that is required to complete the game) only took a few hours. That was more than mildly concerning.

So we talked about going bigger, more planets, more crazy, more characters. One of which we were toying with was 2 "dwarf" cats that are sisters. Both cats are only knee high to the rest of the cast, and use a small mech together to attack enemies (like Trone Bone's mech from the Mega Man franchise) 1 sister is fiery and passionate, slightly skittish and boisterous. The other is calm and detached, some would call her cold and calculating, she would be the even keel member of the group. Never lets her emotions overwhelm her, almost to the point of psychosis.

There will be another character as well. A flat out warrior/soldier type, but by no means captain buzzkill. I'm thinking he's going to use 2 swords, not just small swords, I'm taking full bastard swords. He's massive, strong his personality matches in a unique way. We're still developing him, as we were planning on him being in Risque: the Second (working title and Risque-er sounds stupid

Depending on how long we add, there might be a 3rd new character and after the first 3 planets the ability to switch party members between the 6 there by the end of those planets. Thus far the cast is Klint, Julie, Turk, Vincent, Tsani, "Soldier" We'll be adding an "In ship" feature reminiscent of the airship in Final Fantasy 6. 

In addition to all of that, there is an unlock-able character, Syd, the psychotic robot. In the main story, a robot attacks the cast and Tsani disables it. After reworking it, it joins as a member of the crew, in a non-combat role. I'm going to make it, upon finding a certain item, and having Tsani install it, he will joy (and enjoy) killing with you. Yes, he's named after Russel Crowe from virtuosity.

Lastly, here's Klint's new and final design, matching his battle sprites more. Slightly beefier, and more tattooed.

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Most likely the final update

Update #12 · May 20, 2012 · comment

Well... this will probably be the last update, thanks to everyone who tried to back us, we gave it the good old college dropout try. Me and Nick are going to continue plugging out Risque alone. For those legitimately interested in our project and future projects, bookmark our blog and my twitter account. Yeah I tend to rand, but that's me trying to straddle that thin line between creative genius and insanity (and consequently loosing balance often.)

Well, as I sit here, listening to the Nerdist and drawing an afro on Klint, I think about some of the old stuff that didn't make it into Risque. I think that what we're doing will shock so many, that maybe, just maybe, some of these stale RPG's  will be shocked into something new.

Maybe I'm just over thinking. I'm just thrilled to be making a game that I'm proud of. Hell, maybe when the game's demo is done I'll launch another fundraiser attempt, and I hope that (as of this post) the 9 of y'all that stuck in there (and didn't pull out funding) keep an eye out for our next attempt.

Though if for some batshit crazy reason we make the goal in 11 days...
 I'll dance a jig on youtube or something. I don't know.

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Demo and Script Snippets

Update #11 · May 11, 2012 · comment

Myself and Nick are working on a demo. It won't be ground breaking or take place midway through the game. I figured We'd start at the beginning since it's so warped. We've also gone decidedly down the moral event horizon and had the character's personal flaws take a larger precedence. Now, What does this mean? Klint is a bigger guy and equally more so stubborn. Vincent is more arrogant. Julie is a drunk, and... well generally more dark than originally. Turk has severe anger issues, and is quite daft on occasion. ...it's going to be quite different now. No more, happy go lucky heroes. Welcome a cast that's severely anti-hero now.

As promised as well, here is a snippet from the beginning of the game script:

(In a nightclub with a live band playing)

(People are dancing and parting)

(the band stops for a bit and introduces themselves)

Singer: Yeah thanks Murderapolis! We are Samurai Zombie Nation! Thanks to Lamb-a-go-go from bringing us on this tour!

(they start another song)

(the camera scans the bar passing Klint)

(a bit into the song, 3 people bust in screaming and yelling)

Guy 1: YOU!

(the band stops, stunned)

Guy 1: You'll pay for this!

(the camera zooms from the band to the three, whom aren't pointing at the band)

(the 3 are pointing at the bar)

(Zoom to Klint)

Klint: (burp) what?

(punch to the head)

Guy 1: Dont mock me!

(Klint uppercuts him)

(Gal kicks him)

Klint: (on ground) Cunt!

(Guy 1 gets up, is knocked back down by a beer bottle from julie)

(Guy 2 kicks Klint into vincent, who “catches” him and straightens him out)

Klint: Thanks.

(Klint charges guy 2, tackles him as gal throws a bottle at him missing him and hitting Turk)

(announcer voice : TAG BATTLE)

(Turk walks up next to Klint and both pull a double dragon pose)

(Under Turk: MMA fighter, light drinker. Fun Fact: has a pitbull named puddin)

(Under klint: Ex-Boxer, Drunk. Fun Fact: Gayer than springtime)

Gal: big guys. 2 on 1...

(Julie jumps Gal from behind. WORST FREEZE FRAME EVER)

(Under Julie: Klint's sister, Not drunk enough to like this band. Fun Fact: Trained by a MMA fighter.... vaguely)

(as julie headbutts Gal, Vincent is clearly seen making an “oooh” face with a martini in hand)

(under Vincent: The brains, The money. Fun fact: can fight, just enjoys making others do it underhandedly)

(a small scale war ensues, people run away from the 7 of them, even though vincent isn't doing anything momentarily)

(vincent entices a bartender to stay with a hundred)

(finally security steps in and grabs Klint, Turk and Julie)

(Vincent is sipping a martini, when another security guard yanks him off his stool)

(all 4 are standing outside)

Vincent: Did I just get kicked out of a bar for you 3 fighting again?

Julie: Chaos, panic, & disorder -- our work here is done...

Klint: Really Jules?

Julie: I like you. You remind me of when I was young and stupid

Turk: Wow... Julie's the drunk for once.

Klint: Ha, for once? She's the reason that animals eat their young. Mom must have been fasting at that time.

(Black)

(Show Risque title)

(8 Hours later)

(Murderapolis Corrections Facility)

(Klint, Turk and Julie all walk out looking sick as hell)

(Vincent strolls out looking annoyed)

Vincent: Fourty five parking tickets? Thirty speeding tickets? Jesus fucking Christ Klint,... how are you allowed to drive... and who insures you?

Klint: I wouldn't get speeding tickets if the speedometers ever worked in the junkers you buy me.

Vincent: Lets see... Turk... Indecent.. blah... Briber...Contempt... Vandilism...Solicit... was this all in 1 day?

Turk: No...(looks around) ...um...maybe?

Vincent: Minor..Fraud...Vandalism... Open Container... Shoplifting...Solicitation of Prostitution? Really? How much an hour?

Julie: I was passed out! (glares at Turk) And this asshole tried to pay the tab with my body!

Vincent: (points at Klint) Now that Im out $1492.36, you owe me 14 freshly maimed boyfriends

Klint: My boyfriends?

Vincent: No, 14 freshly beaten boyfriends, who's girlfriends just cheated on them... with me.

Klint: Yeah yeah, fine excellent, whatever.

Vincent (point to Turk) You!! You owe me... sex with 14 women over 400 lbs.

(a stroller walks by Turk grabs the bear, rips the head off, and gives the kid the body)

Vincent: and YOOoouuu!(places hand on her shoulder) Need to show us how tough your chin is.

(throws her at Klint who delivers a cross)

(Julie falls over and Vincent takes off one way and Klint and Turk go the other.

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Writing, the lost art of storytelling, and more plot points

Update #10 · May 7, 2012 · comment

I'm posting this: http://www.youtube.com/playlist?list=PLA7A55AC840F34BFF

It's a youtube channel me and Nick started while we're working. We're weird so the music is quite litterally everywhere. We'll be adding more every time we work. Most of the songs on there are inspired by random real life stories, ideas for character development, or just (when we eventually get big enough to afford it) songs we'd love to put in the game in a really funny incident. Because in space, hearing the Darkness "I believe in a thing called love" after months of nothing would be the greatest thing ever.

Back to my original point, update, whatever. I'm sitting here writing, thinking carefully about what I want to put in the game, what wouldn't work well, etc. Then I started thinking about modern games and the stories therein. The last game I remember the plot of clearly was "Brutal Legend" before that "Star Ocean 2" then I realized that's a rather large gap of games I couldn't remember the story to.

I mean let's look at both games: Brutal Legend: Tim Schafer... Oh that's why I can remember it, he's a brilliant writer and he has a great blend of story and comedy that makes it memorable. Star Ocean 2: Granted this game was a gargantuan time sink (what with the 100 or so endings based on character development) I probably only saw like 40 (I've played it a lot)  Star Ocean 2, in the land of 3D had a "mostly" 2d game. It still used sprites and while it had low res 3D worlds, there was never a cutscene with 3d characters. The Clincher was the private actions where the party could separate and you could interact with them differently.

What we're doing is more Star Ocean 2, but you don't have to hit a button.

A) All Characters are wandering around in town automatically. Klint will be who you control and you can interact with Vincent, Julie, Tsani and "Turk". I can't even go shoping with friends without everyone wandering off, so why would 5 people stay together anyhow? Never understood that logic.

B) Things you do with certain characters MIGHT make the game a lot harder (and more insane) Meaning beware what choices you make, some of the group are a bit insane.

Also as both Joke and Tribute, i'm kinda mocking one of my favorite video game scenes of all time, The Opera House (I seriously play Final Fantasy 6 once a year just because of that) We're not doing an opera, we're doing a "Soap Opera" basic jist is that Klint, Julie, Vince and Tsani get forced into a Soap Opera (because Julie beats up one of the stars) "Turk" isn't allowed (he's too short) so he decides to be a bit insane and be the "Phantom of the soap opera". The Whole scene is dialogue however you get choices and depending on what for example Klint would say, it would change the whole dialogue, stray too far off the script and it turns into "winging it" However, if ratings drop too low, the team is killed by the producers.

Also I'm writing a Pop song for Vincent to sing, just because I can.

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Sweet spot, not palate swap

Update #9 · May 2, 2012 · comment

I do miss some of the older games. Final Fantasy 6 had great creature design for what it had to work with. That being said, I'm not fond of palate swaps. I assume if you're a backer you know what I'm talking about, however if you're not I'll briefly explain:

A palate swap was a sprite for a video game that had its colors altered. That being said, it was also used on early 3d games (wild arms, shining force 3, etc...) usually implemented to save memory and give the idea that there are a lot of enemy archetypes. Usually they were just the same enemy with boosted stats, and maybe a new ability.

Well due to the fact we're old school gamers (and memory isn't much of a factor anymore...) we're not doing palate swaps. Instead we're working on a script that will keep the enemies about your level and bosses a fistful of levels higher. Why am I doing this? The sweet spot.

I first heard of the sweet spot with Max Payne 1 (great game, though he makes this horrible grimace the whole game) What it did was adjust the difficulty on the fly, meaning if you sucked, it would adjust enemy reaction time, health, number of enemies so the game is "Just difficult enough for you to enjoy but not quit"

Egoraptor covered this in his sequilitsits... sequileist... screw it... he made a great video about castlevania and mentioned the "fake difficulty" of Simons Quest (I'm paraphrasing, go watch the video on youtube here: http://www.youtube.com/watch?v=Aip2aIt0ROM) we're aiming to a) get rid of grinding xp and b) make it when you do have to backtrack, the enemies aren't quite a pushover.

Someone is bound to email me about how this is adding fake length, but answer me this, whats the difference between being level 20 and fighting level 10 enemies and being level 20 and fighting level 20 enemies? About a fistful of gained levels.

Also our skeletons die if they throw too many bones. I'm not joking.

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Funding Unsuccessful This project reached the deadline without achieving its funding goal on May 31, 2012.

Funding period
Apr 3, 2012 - May 31, 2012

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    What makes me sick about old school RPG's is that nobody has names. "Hey hero go find (Guy's name here)" turns out he's someone you talked to 40 times before and never knew. Donate a buck and you become a named NPC. Yeah... I'm naming everyone.

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