Take This, a Zelda-like retro adventure with RPG elements.
A Sci-fi Adventure game with quests built to emulate that nostalgic retro feel in difficulty, sound and graphics.
Note: this is not just another idea pitch where the team has a crazy idea but no idea how to make it, we know how to make it, we just don’t have the funds to support making it as a full time job.
-Timeline Inserted at bottom of campaign-
Take This is a humorous retro style sci-fi Zelda-like with RPG elements where you take on the role of one of five “heroes” who have crash landed on an unknown world and are thrust into the job of saving the local population from an oppressive lord.
It is evident as you play the game that it is heavily inspired by the original Legend of Zelda from the one room screens to the way the camera shifts. We are carefully designing this game to run smoothly with minimal bugs, just like the fondly remembered retro games, this means as much initial load time as possible to create as minimal active load as necessary and allow the game to run fast from room to room. With these old games in mind don’t expect us to restrain ourselves to the old mentality of “you can only do this much on the screen” because we know current systems have so much more power.
As with the design of the game we intend to embody the retro feel in play too. There is no difficulty level, the game starts out challenging and proceeds to become hard, and it is up to the player to grow and learn how to use the assortment of gadgets, techniques, and possibly mutations at their disposal to best their enemies as any hero should have to.
Okay, every game has to have multiplayer right? Even if it's local only, a game seems to sell better, that said we don’t care for local only co-op because we have friends around the globe. At full launch we intend to have a direct IP connection co-op mode that allows a second player to join your campaign at any given time with drop in, drop out functionality. This second player will be what is referred to as a “shade” in the game, a carbon copy of the first player, with all of their items and capabilities, effectively doubling the fighting capability of the first player.
Note 2: We do have some very early test footage using assets that weren't ours at the time, using the wrong engine too. If you really want to see our earliest and most unstable dev work you can find it on our Youtube channel No Input - Akuma. We opted out of putting it on here because it is a very inaccurate representation of where the game is now and did not want people attempting to connect the two since so much had changed. We apologize for not having any proper video samples to give an accurate idea of where the game is now.
[TLDR: Retro and Co-op, woo!]
Here is where the demo will go if we actually have it made by the end of the campaign. We originally intended to start with demo but money got too tight too quickly. If we fail to get the demo up on here, we will have it up on our website which is still in its own development stages.
Items you can find in the demo
Crash-landing on Interim isn’t the worst thing that could have happened to you. Could have hit a black hole, or been struck by a meteor, or shot down by some random alien species, point is it could have been worse.
The Interim is ruled by a man that can shift its very reality and due to recent events and losses that were out of his control, he has come to reject chaos and enforce his own order on the world. With these heavy changes the people were split into two categories: those that blindly followed the Lord out of fear and those who decided to stand up and fight against his poor decision.
When the split occurred, many of the Lords own personal guard went on their own path and reached out into the multiverse to call for heroes that could combat against this decision. With a goal as nearly impossible as fighting a god they had to find individuals who had the power to change, and adapt to the situation and maybe, just maybe, gain the power to take down the Lord.
But the fight isn’t that easy, as it rarely ever is, and you have a lot of work ahead of you. Even in its weakened and less chaotic state the Interim still exists to test the adventurers that enter it and force them to become the best that they can be, even on a genetic level. Every need for rapid change requires pressure so expect the native and even the environment itself try to kill you in this game.
With order being forced upon the Interim, and chaos waning in power, one of the most powerful members of the resistance put out a call for any hero in the multiverse and five different races answered, if unwittingly.
As the player you assume the role of one of these five races, each with their own unique rewards in every one of the 36 temples and four tiers of over world. These tools are unique to the form of the Interim and their chaotic nature allows them to shift form to fit the user.
Having crash landed on this world you will have limited supplies at first, armor broken, weapons malfunctioning you are forced to accept the good will of a stranger who offers you a strange and primitive wooden sword to defend yourself.
With the sudden enforcement of order on this land of chaos the weapons which were formed from solidified chaotic energy were sealed away and denied proper use. In order to escape from this world and complete your task handed down by the government(s) you follow, you must collect these items and use them to help take down the Lord. With these weapons in hand you will see them morph to fit the personality of the group you choose, but we will get to those in just a little bit.
TLDR: Chaos = good, order = bad; these tools are awesome; It’s dangerous to go alone Take This!
We have mentioned these several times, but never actually explained what they are. Chaotic tools read the DNA structure of the user and changes to match how their species tends to act. Take the bomb for example.
The Neutral species will always get the standard item so in terms of bombs they will get standard bombs with a 3x3 tile blast area that will demolish any rubble nearby. Fairly straight forward right?
The Warmongers have a propensity for violence and explosions and so their bomb represents just that. The bomb boasts a 5x5 blast area and will demolish any rubble nearby, often killing enemies because it hits for twice the damage that any other bomb hits for.
The Zealots bomb is a conversion bomb, any nearby enemies hit by the 3x3 blast will be converted to temporary allies which will turn on their own and help you clear the room.
Mystics are constantly in search of the source of Mana and so their bomb would harness this powerful energy and release it through a 3x3 blast in the form a concentrated element that is the opposite of the region you are in. So fire element region would cause the bomb to release water element (double damage on anyone that is hit, can instant kill elemental enemies)
Moguls are the greedy merchants of their universe and with this greed comes another chaos alteration. Say hello to the money bomb, this bomb is made of money and as such it somehow has the magical ability to knock more money and items out of enemies.
Now, while we have told you about the Chaos Tools, we have left out a wonderful factor. Chaos Tools are the concentrated chaos of the world, utilizing the energy to change their shape and effect but you cannot change the world with these tools alone, you must also unleash chaos into the world not just use its condensed form. And one perfect weapon for the job is the Clucking(Mega)ton.
While this weapon may look a little quirky, it packs a powerful punch. By harnessing the power of Mana and other mystic mumbo-jumbo this gun is able to convert ordinary Chickens or chicken shaped objects into nuclear ordinance. That's right, a nuke, that is a chicken. Finally you can get revenge on those Cuckoos in Zelda, and teach those chickens who's boss.*
*no animals were harmed in the making of this game, many aliens were, it was hilarious.
Okay folks, since we haven’t gone through steam greenlight (yet, lack of content and the such) so our current distribution method will be through our website which is currently in construction. As more options become available we will allow people to change the method of retrieval of their game, this includes if we make it to console or any other systems we make it into. Also consider this the Kickstarter sale, all backers get the game for 50% of end price, enjoy that bonus.
*Digital copy is only for areas we currently release to upon redeeming, we hope to target Xbox, Playstation, Wii(or NX), PC, Mac, and Linux along with a release to Steam. These are merely targets, we do not have a guarantee that all targets will actually get a release, nor do we have a guarantee that any target platform that we release to will allow us to release enough keys to support all backers. We will do our best to ensure that everyone has fair access to the game on an appropriate platform.
** All items created for the game must go through a proper approval process and may be initially denied based on how appropriate they are. All reference material provided should be appropriate.
Trini-V Games LLC is a small three-man team and we’ve been working on so many games since we started but after three years we have finally reached a point where we believe we have a game that we will really enjoy playing, a game that others will greatly enjoy, and a game that we actually have the capability to release at a functional level.
While all of this is true, we have also been coasting on what little money we could scrounge up and recently the flow of funds has stopped. We have pushed as far as we can with as little as we could and now without the flow we need to find some other way to keep going.
Our team has talked and agreed that we can make it off of that small amount but without it we can’t make it any further, so that is why we have come to Kickstarter, because without it we will have to stop. So with your support we can release this awesome game, and make more awesome games for everyone to enjoy.
Name: Andrew Adams (Akuma)
About: The owner of Trini-V Games, works on every aspect of the company whenever possible, remaining forever busy jumping from art to animation to sound to even minor coding(if it's simple enough for him to understand.)
Favorite Games: Final Fantasy Series, Zelda Series, Halo Series(up until 4), Minecraft, and the list just keeps going on and on…. Seriously don't ask for the full list it may take hours, he seems to like pretty much any game he plays.
Name: Scott Jensen
About: A father of three and a long term programmer, started programming at the age of 12 and has been doing so for the better part of 18 years. Is into everything from hardware logic gates to bare metal programming. A real nerds kind of nerd.
Favorite Games: I have lots of games and have a real knack for ramping the difficulty of every game I have ever played. It’s the challenge that gets me and you will find that in any number of my favorites. For the most part the FF series is a long loved series, though these days I crave survival and crafting.
Name:Ismael Rodriguez (Blachart)
About: The artist and Co-conspirator to Trini-V games. I try to fine tune any art if i have not had the time to work on it and I am a writer, gamer (obviously), and a reader.
Favorite Games:Legend of Zelda (Not the CDi), Pokemon, Monster Hunter 4 Ultimate, Final Fantasy series (most), Terraria, Borderlands series basically if i keep going it’ll be a long list. I enjoy adventures and freedom to play how i want usually. A good story is my weakness in a game.
August, 2015 - Development of the idea started, Ismael and Andrew started on working out every detail of the concept.
September, 2015 - Design had been worked out far enough that art could be done and development could be started. Unity was downloaded and work began.
October, 2015 - Progress is slow, without the funding to work on it full time we were forced to work on it in what ever spare time we could and being full time students
November, 2015 - Andrew started attempting to learn coding from YouTube videos to no success, repeated errors in code, or different scripts refusing to work together results in completely deleting scripts over and over again.
December, 2015 - Team starts looking for a programmer to take over the position while instead focusing on finding placeholder art and building what they can.
January, 2016 - Base outline of a demo is written, base design for fire-plains is settled upon, along with first temple design.
February 2016 - Plan for enemies and types are created, art begins for these designs.
March, 2016 - Programmer found and recruited, Unity dropped and switched to using Game Maker Engine.
June, 2016 - After necessary breaks for College the team resumes work at full speed, all necessary planning for Kickstarter begins, demo work starts, Funds are running extremely low.
July, 2016 - Life difficulties kick in for everyone on the team once again, completing the Kickstarter was a struggle, but work continues if extremely slow. Save and Load system was implemented, map editor created, Maps built, Characters animations designed, All images resized to proper ratios and numbers, Kickstarter only art built, Kickstarter released. Applied to be a Nintendo 3rd part dev, was accepted into dev program.
-Goals- These are what we wish to do, this does not guarantee that the goals will be met on time nor does this take into account any stretch goals. All goals can be completed early and in this case can mean the game gets released early. Time frame is based entirely off of being able to work this full time pace rather than barely part time.
Mid-August - Demo Finished and added to kickstarter.
September - All races finished, first layer of over world made, along with accompanying temples. Push into Steam Greenlight. Release Early Access and Beta Copies of the game.
October - Sound Designer recruited to create new sounds for the game instead of Creative Commons sounds along with Music befitting the game.
November - Complete Over world Layer 2 and all associated temple portions.
December - Complete Over world Layer 3 and extended content.
January, 2017 - Complete final Over world layer do a full release.
Risks and challenges
Video game development is hard. It requires patience, creativity, the capability to predict and solve problems before they ever become real problems. And not every problem will be seen, and not every problem has a direct solution so there are bound to be slip ups that extend time.
We have spent many years honing the skills to make this happen and because of that we will be able to mitigate the risk of slip ups.
We have already proven that we are capable of working creatively while working on a small budget (less than $2000 total for the last six months) but this is admittedly our first video game released. It feels like we have hit every bump and crack and road block on the way but finally we are making solid progress and are excited to share what we have with you.
We can’t wait to see the feedback from our players when we finish, we are sure that it will be an enjoyable if difficult experience.Learn about accountability on Kickstarter
- (30 days)