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Not for TREND.  Not for CORPORATE ATTITUDE.  Not for STONER.  Only true DOOM-MURDER HEADS.
Not for TREND.  Not for CORPORATE ATTITUDE.  Not for STONER.  Only true DOOM-MURDER HEADS.
Not for TREND. Not for CORPORATE ATTITUDE. Not for STONER. Only true DOOM-MURDER HEADS.
4,636 backers pledged $120,335 to help bring this project to life.

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An Update through the Fog

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Mythical Greeting's

An update has been long overdue, and now you shall have it. Below you will find two things: First off there is a short summary of what's going. Second there is a collection of pics, gifs and vids that will hopefully satiate your gamer's lust for the moment.

What's the haps, paps?

The game is still being worked on despite every evidence pointing to the contrary. What exactly is going on right now is mostly the clean up of NPC's and Quests, making sure every permutation is taken into consideration, fixing inconsistensies in the dialog and overall making sure they are all as they should be.  It is a slow, tedious churn but it will be done.  Ol' Frankie is about to finish all his 2001 gun's sprite's within the next week.

That will free him up to solve a quagmire of missing sprites and temp grafix.

That's really all that's happening at this time that is worth pointing out.   

Let's see the goods.

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Wasting a lot of time trying to pay the mortgage.

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Bootypocalypse is "thundering down"

Weaving around enemies with some recoil boosting.
Weaving around enemies with some recoil boosting.

 

A novel concept...
A novel concept...

 

Navigating the Sewers
Navigating the Sewers

 

Mysterious dwarfs chained to the walls giving you treasures.
Mysterious dwarfs chained to the walls giving you treasures.

 

Local Streettuffs
Local Streettuffs

 

The Library contains Ancient Tomes
The Library contains Ancient Tomes

 

The Tir na nOg Petstore
The Tir na nOg Petstore

 

There are stealth segments in the game.
There are stealth segments in the game.

 

Dank Donjons
Dank Donjons

 

The booming economy of Tir na nOg
The booming economy of Tir na nOg

Helping out Eric with his resume
Helping out Eric with his resume


As we pile on to Barkley, A Humble Vidcon with Heart Reveals Itself

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Greets to Thee,

So we have a slightly different update today, one that I hope will hopefully bring us good tidings and less chidings. But here goes:

In the long-ass course of Barkley 2 Development, two particular ToGsters have been working in in parallel on a lot of the content creation of the game. This means, minigames, menus, our cutscene and "event" system … (you know, pretty much all the stuff we've been avoiding showing anyone…)

Everyone's favorite Finnish bog hermit, laz, and "The Vidcon Don" himself, GZ, have been working incredibly hard on the game, and through their collaboration something a bit more … S.I.N.I.S.T.E.R. has been brought to life:

POZZO JELLO CRUSADE

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Check out the game HERE.

In their free time, GZ, helped laz put the ol' "HD REMIX" treatment onto an old game of his from 2005. ToG stepped in to help publish the game and we also used it as a test run for Steam app sales.

The game is a little puzzler vidcon that sneaks up on you. What at first may seem rather elementary turns out to be more like middle school or at least summer school level … They also went through and added a few secrets … one of them might even be … ahem, something pertinent to Barkley itself.

Here is what is included in this release

  • 40 Puzzle levels of Intenze Action
  • An "indie-first": full TELEDILDONICS support
  • Aforementioned Secrets
  • Characters, colorful and otherwise like:
  • Pozzo the Eponymous Jello Janitor
  • Herbert a Supervisor with "Everything to Lose"
  • Reginald the Dream Angel
  • The Forest Imp … who follows his own dark agenda.
  • PC Only … for now, and probably for a while

ToG is especially proud to include the TELEDILDONICS support. It is no secret that as We The People move away from the physical bounds of intimacy in favor of the virtual realms of satisfaction and pleasure, our most bosom desires will be fulfilled by someone or something where separation by thousands of miles is considered nothing more than a "mouse-click away."

We are very aware of the lengthy development of Barkley and another offering of a vidcon while we "take our sweet time" might come off a little uncouth. We just want you to know that the profits from this game go straight to the people who made it: laz and GZ. They and the rest of us at ToG are essentially working for free on Barkley at this point to get it done, so if you are interested in checking out Pozzo, just know that it's going to two upstanding fellas who are sacrificing a lot of their time to help keep Barkley 2 as their main focus.

News on Barkley

Work continues. We added a rather unique aspect to the game, that we're not sure exists anywhere else: procedurally generated menu borders. That's right, as you navigate the extensive menus in the game, the information described therein tend to be rather dynamic. For example, if meet certain requirements, you might be able to rent certain equipment as well as just purchase it. Since the inherent nature of the game is to represent itself based on player knowledge and not just what has been designed, we want the menus to adjust and take the form of whatever you the player have the options to do.

So menus adjust to what you have the ability, and by that, they need dynamic borders. A single line that just stretched out is too boring. Frankie made a bunch of pieces here:

We'll keep at this damn thing and we hope to have a good visible VERTICAL SLICE in the next few months.  Thank you again for waiting.

As Kurzweil once said "the only thing that's gonna get me in bed with that Sexy Blue Hedgehog is Patience."

The Gun's Kingdom Family: RIFLES

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Rifles update here, the second of the Gun's Families These are similar in behavior to the breakdown of the Handguns in that they have representations of both single-shot-high-damage, and automatic-lower-power attacks. Rifles allow the player more distance to the enemies, with combat generally taking place on the extreme ends of the screen.

A Note about Game View

If you notice, our game view is very zoomed in. We run at a native resolution of 384x240, but we use some shaders that require twice that resolution to work, so you'll be playing the game at effect 768x480). 

Pixel Heights Analysis of B2
Pixel Heights Analysis of B2
 

Looking at the 384x240 resolution, the HUD is 30 pixels tall. X114JAM9 and most of the common enemies of the game are about 44 pixels tall. This only leaves 166 pixels of y-height combat potential. There is a little more range on the x-axis and we are building maps around that fact (you'll be moving more left to right than up and down in combat areas.) So the action of the game is taking up a huge amount of the screen.

This is generally a lot closer view in than most games. Look at how big your character is in Titan Souls:

Titan Souls from Devolver Digital
Titan Souls from Devolver Digital

We feel that the close view, and the combat built around this view, gives a more "encounter-based" feel to the combat, and this hopefully intimates the turn based encounters of the previous Barkley: focus on character animations, attacks, zaubers, balls, slams, brasts and the like. You'll be dealing with 2 or 3 enemies at a time, then moving onto the next "encounter." Since those 2 or 3 enemies are all you can really see on the screen at a time.

If you'd like to know where we got the inspiration for such a close-up view, check out this great write up of The Chaos Engine and compare Barkley to the Amiga 1200 version. 

The Chaos Engine for Amiga 1200
The Chaos Engine for Amiga 1200
 

Okay so back to Rifles. These gun's will give you the maximum range given the viewable area of the game. Keep you distance and you'll be able to "brast from beyond."

Reminder of the stats:

  • DMG - (damage) the overall damage rating the gun delivers.
  • RTE - (rate) the firing speed of the gun
  • CAP - (capacity) the amount of ammo the gun can carry
  • SPC - (special) this could be considered the magic power of the gun, it increases the power of special affixes and properties any gun can have.
  • K+S - (knockback and stagger) while separate systems, gun's and their bullet's deliver a certain amount of force to the target that can knock them down or interrupt their attack
  • RCL - (recoil) how much this staggers or knocks you back when you shoot it 

Now to the gun's:

"Rifle"

Rifles
Rifles
 

Standard boring, and common. Handy to pick off those pesky Tengus in the Mountain Pass while they are still perched on their roosts and not aggressively circling above you. 

  • DMG - medium
  • RTE - low
  • CAP - low
  • SPC -medium
  • K+S - low
  • RCL - low

"Musket"

Muskets
Muskets

Much like the Flintlock Handgun, there is a fused-delay before your shot. This allows for much higher affinity to your Special attribute.

  • DMG - medium
  • RTE - very low
  • CAP - very low
  • SPC - very high
  • K+S - medium
  • RCL - low

"Hunting Rifle"

Hunting Rifles
Hunting Rifles

Faster and more versatile counterpart of the Rifle. You'll gain a speed bonus while brasting with this bad boy.

  • DMG - medium
  • RTE - medium
  • CAP - medium
  • SPC - medium
  • K+S - medium
  • RCL - low 

"Dart Rifle"

Dart Rifles
Dart Rifles
 

Low ammo but very high affix power, also attributes various combat effects due to the darts it fires.

  • DMG - very low
  • RTE - low 
  • CAP - low
  • SPC - very high
  • K+S - none
  • RCL - none

"Sniper Rifle"

Sniper Rifles
Sniper Rifles
 

Extremely powerful, low capacity. If you time your shots to your heartbeat, you'll gain a huge boost to affix power.

  • DMG - very high
  • RTE - low
  • CAP - very low
  • SPC - variable
  • K+S - high
  • RCL - medium 

"Assault Rifle"

Assault Rifles
Assault Rifles
 

Fires 3 round bursts, but lacks the pinpoint accuracy that benefits most rifles. Lots of ammo.

  • DMG - low
  • RTE - high
  • CAP - high
  • SPC - low
  • K+S - low
  • RCL - medium
Rifles vs Tengus
Rifles vs Tengus
That's it for rifles, next up are SHOTGUN'S.

The Gun's Kingdom Family: HANDGUN'S

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Sean in the comments asked a question so we're gonna start answering it.  His question: "What are the different gun's pros and cons?"

Because Barkley 2 is #GamesAsArt … I thought we'd start with one of the more emotionally devastating systems in the game: Gun'stypes

We have 25 different Gun'stypes in the game. They are separated into "The 5 Families."  Today we'll showcase HANDGUN'S, known by some as the "workhorses of the gun's." Known by others as "The Gun's of the Kings." And far fewer as "The Patron Saint's of the Gun's."

Handgun's are characterized as medium-range, standard damage, low weight, and high ammo capacity … you know, like every other game ever. Before we break them down however here is a brief write up of the qualities of each gun.

  • DMG - (damage) the overall damage rating the gun delivers. 
  • RTE - (rate) the firing speed of the gun 
  • CAP - (capacity) the amount of ammo the gun can carry 
  • SPC - (special) this could be considered the magic power of the gun, it increases the power of special affixes and properties any gun can have. 
  • K+S - (knockback and stagger) while separate systems, gun's and their bullet's deliver a certain amount of force to the target that can knock them down or interrupt their attack 
  • RCL - (recoil) how much this staggers or knocks you back when you shoot it 

There are more qualities to a gun, but that's a good start … 

Now to the gun's themselves:

"Pistol"

pistols
pistols

Standard boring, gun … you'll probably get a lot of these and then melt them down for scrap to refill your other gun's. 

  • DMG - low 
  • RTE - high 
  • CAP - high 
  • SPC -high 
  • K+S - low 
  • RCL - none 

"Flintlock"

flintlocks
flintlocks

Arcane gun that needs to allow a fuse to burn to fire a shot. (There is a delay from when you click to when you actually shoot.) Good for affix magics. 

  • DMG - medium 
  • RTE - very low 
  • CAP - medium 
  • SPC - very high 
  • K+S - medium 
  • RCL - none 

"Flare Gun"

flare gun's
flare gun's

Highly specialized gun that lobs shots over enemies and obstacles. One of the few AoE-type gun's. Nearly no ammo. 

  • DMG - very high 
  • RTE - very low 
  • CAP - very low 
  • SPC - low 
  • K+S - high 
  • RCL - none 

"Revolver"

revolvers
revolvers

Better DMG than the PISTOL counterpart but loses ammo capacity and speed.

  • DMG - high 
  • RTE - medium 
  • CAP - medium 
  • SPC - very high 
  • K+S - high 
  • RCL - medium 

"Magnum"

magnums
magnums

Upgraded version of the Revolver that intoduces extreme stopping power and very high affix power.

  • DMG - high
  • RTE - medium
  • CAP - medium
  • SPC - very high
  • K+S - very high
  • RCL - medium 

"Machine Pistol"

machine pistols
machine pistols

The only automatic handgun. Good for crowd control and smaller, harder to hit enemies.

  • DMG - very low
  • RTE - very high
  • CAP - very high
  • SPC - low
  • K+S - very low
  • RCL - low

The intent is to have pistols as the basis for most exploring and adventuring in the game.  They can also deal considerable damage if you breed them properly (but that's for another update).  Here you can see some combat using a pistol, machine pistol and then flare gun.

X1 battlin' swampsters with handgun's
X1 battlin' swampsters with handgun's

 Next ... we'll cover RIFLES.

Timely Update 2 ... "Bakely ain't dead."

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Here is the short/long scoop:

Liam is writing this, that's me. Also called bhroom. A few months ago, at the beginning of the year, we started putting together some updates about the game: systems and other things that would get anyone still waiting for this damn vidcon excited. Problem is … we knew that if we stared updating the same gosh darn tootin' thing that always happens would happen: We'd send 2-3 updates quickly and then we'd sink into silence again because we (namely ME) have such a difficult time deciding what footage of the game is "up to snuff" to show and what isn't.  

My goal was to start updating and then NEVER STOP until the game is out. So I held off, and in doing so, completely abandoned my duties here on Kickstarter. It was a baka move and I apologize. Someone wrote to me and said "what the FRUDGE is going on with your Kickstarter?" and I just … well let me tell you I "flipped my wig" and hopped on here to write this.

Perdoname… forgive me...

So I'm here to catch everyone up. First and foremost, we haven't moved away with your money but we have indeed moved to other places recently. ToGcentral (the house where we’ve been making B2) is sadly, becoming no more … because people get married and people have children and people become adults and no one is bitter about it at all but these things happen … (I'm talking about my brother, bort). So ToGcentral is moving to New York and will be up and running at the beginning of June. (Also bort is still working on the game, he just has a real life now as well.)

I'm going to start updating ASAP, within the confines of the Forgotten Palace of ToGcentral … as the walls crumble around me.  

Now to the vidcon:

We are currently piling on content, NO FUCKING LIE.  At the same time, we're trimming some of the fat that was generated from a 4-years-long development.

Bisse (who is also currently also moving to a new house), has been making some really awesome leaps in the combat and some of the lingering systems problems that have stuck around for a while. Here is the Dev Dump that he's been maintaining this whole time your boy was not updating this kickstarter.

We have GZ (the original programmer of Barkley: Gaiden) back on the job and he's steamrolling through all the cutscenes the game (there are … a ton) and adding a extra ton of flair and polish to some crucial "main quest" events.

Laz is still an idiot and adding just as much nonsense as he normally does.

And Frankie is still working through the absolutely insane task of making 2025 individual gun's sprites. He also just sketched out the final boss(es) today and they look … haunting … they will haunt you.

I can swear to you that the game is so much more stupid and big and dumb than what we ever thought it would be. We've had to cut a few corners, but I think that pales in comparison to the other corners we've painstakingly rounded off into oblivion.

Oh!  and we also have the BBALL TACTICS GAME that is becoming a completely standalone thing as well as part of the game itself. (Johnathan is moving currently as well but when he settles down we're gonna start cleaning that up too.) Once that is finished we're going to heave that out to all the backers as a download and as part of a "taster" for the release of the full game (yep, we're actually gonna release this thing…)

Pull off the warm-ups and hit the court, because the 6th man has spoken and other basketball terminology.

I'll start running through the comments and messages and responding to everyone now.  Please send me more, ask about the game.  I'm ready to answer, and also ready to start streaming some really cool development in the coming days.

I'll update again on Friday with cleaner, more specific details about where we stand in development.  I'm well aware this update was just fluff to let you know we are still around.  Friday, it's happening!

Semper Games...