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A re-imagining of the Fighting Fantasy adventures as a rich new digital tabletop RPG with miniatures and multiple character paths.
A re-imagining of the Fighting Fantasy adventures as a rich new digital tabletop RPG with miniatures and multiple character paths.
1,257 backers pledged AU$ 54,676 to help bring this project to life.

A Killer Cast and Grand Designs!

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Another month, another update! The team have been incredibly busy over the last few weeks on the development of The Warlock of Firetop Mountain, so much so that we've neglected our backer updates a little more than normal - sorry about that!

An empty Tin Man Games office in a quieter moment. Usually bustling with activity!
An empty Tin Man Games office in a quieter moment. Usually bustling with activity!

Adding Flesh to the Bones

We've taken on some new team members to help out in a few areas, most notably writing and level population. This has really helped us add more visual detail to the rooms and flesh out the individual character narratives, that take place once you venture into Firetop Mountain with a new digital miniature.

Writing. So MUCH writing! (pictured: Ben Kosmina)
Writing. So MUCH writing! (pictured: Ben Kosmina)

It's an incredible amount of work adding in these new stories into an already expanded gamebook. The original 400 page sections found in a traditional Fighting Fantasy adventure have now been well and truly left in the dust. The word count is rising daily and we plan to write an update on just what that number will be, later in development.

Our in-house gamebook editing tool, Mercury Mouse, is being pushed to its limits!
Our in-house gamebook editing tool, Mercury Mouse, is being pushed to its limits!

Each new digital figurine that enters Firetop Mountain will have their own motivations for being in there and encounters will subtly change based on who they are and what they are trying to achieve. This means that for many of the rooms in the mountain we need to create new story arcs and new choices, with their resulting outcomes also created for that character! As you can imagine, things get complex quite quickly.

Grand Designs

To accompany all these lovely new words, our 3D map of Firetop Mountain also needs to match the text in the interactive story, whilst also visually breathing life into the locations.

The School of Sorcery as viewed in the engine. Avid TWOFM readers may recognise the room on the bottom right.
The School of Sorcery as viewed in the engine. Avid TWOFM readers may recognise the room on the bottom right.

Most of the rooms, caves, halls, passages and waterways in Firetop Mountain have now been crafted and our latest game build is now robust enough to start taking our digital heroes on their respective journeys.

The Dwarven Halls decked out with dwarven statues (in-engine image).
The Dwarven Halls decked out with dwarven statues (in-engine image).

Our Lead Artist, Ed, has been working closely with his minions to craft each of the locations, adding props and other items to give them character. Ed has also created some amazing lighting technology to give ambiance and shadows, while not hindering the running speed of the game.

The entrance to the Domain of the Dead given an eerie lighting scheme.
The entrance to the Domain of the Dead given an eerie lighting scheme.

Zagor's Supporting Cast

The major motivation to create The Warlock of Firetop Mountain Kickstarter was so that we could raise money to create more miniatures - and oh boy, have we done that! Raising more than we originally planned for has meant that we've been able to expand our digital miniatures range to over 100! Not only have we been scanning on Otherworld Miniatures physical models, but we have hired a number of artists to create bespoke pieces for the game.

A selection of some of the adventuring heroes!
A selection of some of the adventuring heroes!

In some cases we have created the models that exactly match Russ Nicholson's original illustrations, even going as far as to copy the infamous reverse hand on the orc chieftain!

It's all in the detail.
It's all in the detail.

The sheer volume and diversity of the monsters in this gamebook (yeah, thanks for that Ian and Steve!*) has meant that the creation of them has been very labour-intensive. Not only is a 3D miniature of the monster created but that monster also has a combat system that needs to be designed, implemented and tested. Not to mention other aspects such as sound effects and visual flourishes during combat - Slimebeast vomit anyone? It all adds up to a detailed tangle of features for each Allansian beastie.

Lots and LOTS of digital monster figurines!
Lots and LOTS of digital monster figurines!

In the next update (we won't leave it so long next time) we'll share some more info on our new combat system and show you exactly how we're procedurally generating Zagor's infamous maze.

Until next time. Watch out for low-swooping Winged Gremlins!

* To be fair, both ourselves and Jon Green have added a few more monsters into the mountain. Nothing like giving yourself more work to do, eh? ;)

Comments

    1. Scott Christine Sharp on June 3, 2016

      Thank you so much for the love you put into this.

    2. Steven Leicester on May 27, 2016

      Looks amazing guys, appreciate the attention to detail you're putting into this. A true labour of love.

    3. Alexandre MANGIN on May 27, 2016

      So many new figures and news! I am so "waouh"! Thank you.