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I have a new game – producer

producer

Member

Posts: 11
From: St. Louis, MO USA
Registered: 05-14-2006
Hello everyone, my name is John Nelson. Currently I am developing a Christian game called Tribulation Knights. It is nice to find like minded individuals on the net!

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John Nelson
Atomic Design Laboratory
tribulationknights.com

ArchAngel

Member

Posts: 3450
From: SV, CA, USA
Registered: 01-29-2002
I like the art in the game: very stylistic and catchy.
some of the best I've seen in the christian gaming industry.

I'm not so hot on no-weapon/no-combat games; most games that did that lacked in gameplay, imo.
but hey, that's me, and it's by no way a rule.

the best of luck to ya.
interested to see how this turns out.

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"Patience, my good citizen, patience. It's bad enough to rob a man of his dream"
-Sydney Carton, Tale of Two Cities
Soterion Studios

producer

Member

Posts: 11
From: St. Louis, MO USA
Registered: 05-14-2006
I understand, but I have spent quite a bit of time trying to design a game that would be entertaining. The game is a stealth game in the tradition of Splinter Cell. There is no killing allowed, but there are tools. One of those tools you might find fun is the high tech slingshot. There are different types of ammo, one of those are the freeze ballons which you can use on a guard, to give you just a few moments to slip past. Other ammo selections are for various types of security systems, etc. A rock can be used to distract guards as well. Many of these items will be shown in screen captures soon. I apreciate all feedback!

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John Nelson
Atomic Design Laboratory
tribulationknights.com

crazyishone

Member

Posts: 1685
From:
Registered: 08-25-2004
In the splinter cell multiplayer game the spies didn't use any lethal weapons. Their guns were basically spruced up tazers. twas still fun.

Producer, on the one hand I would suggest a "concusion grenade" or "flashbang" over freezing water baloon things. But I also see that you guys are trying to do something a little different, rather than forcing a Christian story into a common genre shell. I'll be following this.

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quit posting on CCN? nope. I havn't been driven off yet.

ArchAngel

Member

Posts: 3450
From: SV, CA, USA
Registered: 01-29-2002
yeah, I'm not saying it's not going to be good, just that extra care will have to be given to the gameplay.
but, hey, I'm probably biased. after all, the splintercell games bored me.

well, if you can get me to like the game, it means you made a pretty darn good one.

and yeah, not to direct your game, but flashbangs are cool. or.. neural stun guns.

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"Patience, my good citizen, patience. It's bad enough to rob a man of his dream"
-Sydney Carton, Tale of Two Cities
Soterion Studios

Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Welcome to CCN!

How much are you following the book of Relevation in this game?

I noticed you had like an online comic, how far are you going to go with that?

BTW, if I joined your company, would there be pay involved?

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buddboy

Member

Posts: 2220
From: New Albany, Indiana, U.S.
Registered: 10-08-2004
i liked how in the beginning of MGS: Sons of Liberty 2 you had, like crazy said, a 'spruced up tazer'... actually it shot stun darts, but still... lol... later on you get a gun, but i liked the stun dart gun cuz it was silent... lol...

where are my manners?! welcome to CCN, i like the looks of the game... Wozzy Emmitter?! lol...

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In the stock market, you must buy high and sell low...Wait! That's not right!
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Yes, I can be intelligent at times!!

crazyishone

Member

Posts: 1685
From:
Registered: 08-25-2004
thats what the gun in splinter cell multiplayer did. Thats what the tazers do that the cops use. Although those ones have wires attached. :-/

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quit posting on CCN? nope. I havn't been driven off yet.

dartsman

Member

Posts: 484
From: Queensland, Australia
Registered: 03-16-2006
The engine sounds up-to-date which is a good sign... too bad theres no pictures from the engine, and more specs. Are you working on the engine too? or is it outsourced?

How many people do you have in the team, or is it an individual project?

Good luck with the project, looks like you have yourself an awesome artist, do you have him only for the concept stuff, or is he able to do the 3d modelling as well?

Good luck with the project!

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"But it is God who judges: He brings one down, he exalts another." - Psalm 75:7

Realm Master

Member

Posts: 1971
From: USA
Registered: 05-15-2005
Excuse me for saying:

Cool! That looks great! The absence of a weapon is a bit dissapointing to me (what can I say, i like guns, dunno why...) but i can tell thats going to be a great game!!

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yeah, im a little crazy

Blessed are those who suffer for doing what is right.
The kingdom of heaven belongs to them.-Matthew 5:10

PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE!

Here's all the comments!

P.S. I HATE 640x480!!!!!!

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
quote:
Originally posted by producer:
The game is a stealth game in the tradition of Splinter Cell. There is no killing allowed, but there are tools. One of those tools you might find fun is the high tech slingshot. There are different types of ammo, one of those are the freeze ballons which you can use on a guard, to give you just a few moments to slip past. Other ammo selections are for various types of security systems, etc. A rock can be used to distract guards as well.

Cool

producer

Member

Posts: 11
From: St. Louis, MO USA
Registered: 05-14-2006
Wow, there was a lot of questions asked in the last few days from a lot of people since the press release went out. I am glad that people are interested, because if they were not then I would be in trouble! I have a small indie game company. My business is run in a newer competitive model. I have a small design and management team. The individual game components are bid out piece by piece among many different contractors. There are so many assests in a game that there is no way I can afford to have a massive team on salary working for years on this game. So I build it out in a very pre-planned method. Remote and local level designers are given a locked down custom editor so they can build assignned levels. Artists tasks such as 3D level assets and textures, are uploaded to a secure FTP server. A demo level is being worked on right now, and will be offered up to volunteer alpha testers. These testers will get to provide feedback about game play, and provide feedback on their own video card results.
I hope to provide sign up information soon.

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John Nelson
Atomic Design Laboratory
tribulationknights.com

producer

Member

Posts: 11
From: St. Louis, MO USA
Registered: 05-14-2006
Question: What do you all feel about episodic games?
Reason: I would like to offer the first part of the game as a downloadable episode, which includes the single player missions, and the first multiplayer maps. This would all be at a lower cost than the retail outlet, and you would get updates via a service similar to Steam. Each new episode of single player missions would include possibly new multiplayer maps as well. Please let me know what you all think.

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John Nelson
Atomic Design Laboratory
tribulationknights.com

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
That sounds very intriguing, the only concern I would have personally would be about the rate at which consumers err.....consumed new content. If you are unable to release new content on a reasonably regular and quick basis then it might get some people annoyed, then again it might have the opposite effect and instead make them want to buy it more. That's the only thing I'd see that could be a potential problem, but other than that I personally would not mind such a setup, as long as new levels and such were released on a regular and timely basis.

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"I am very good at hiding, so if you don't see me, that's where I am." Orc Outlaw, TES III Morrowind

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Episodic gaming is definitely an up-and-coming "trend" in games -- I'm not yet sure how well it'll fly or not, but I think it has quite a bit of potential.

Zonk posted a decently good review of episodic gaming yesterday on Slashdot. I think that for the most part, I echo his sentiments on it all.

I think it has potential for encouraging temperence with regards to video-game addiction -- releasing a weekly episode that has a puzzle or two that can be played through in a half hour / full hour is much like a Veggie Tales concept of releasing shows that are half an hour long and provide good starting/stopping points for kids watching TV. Sure there's always the whole "lets watch another one!", but at least there are breaks that provide good stopping points as opposed to something that just goes on and on and on.

I dunno', interesting concepts -- I think it could work well, but as it's such a new trend, I don't know enough about how well it will work.

Cheers!

In Christ,
clint

PointOfLight

Member

Posts: 60
From: Indiana, USA
Registered: 11-26-2001
I'm no expert on episodic content, but I think the biggest issue is going to be price point. Take HL2 for example. Why should I pay $20 for an additional 4-6 hours of gameplay when I can pay $30 (or less) for a game that I might get 3-4 times as much gameplay out of? I like the concept, I'm just not quite sure the economics are there yet.

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Eric Pankoke
http://www.polsoftware.com

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Yes, that was the concern I was trying to convey as well, what am I getting for $20, and would the ratio of content per price be similar to what I would be paying for a more expensive but longer game? That's my big concern as well

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"I am very good at hiding, so if you don't see me, that's where I am." Orc Outlaw, TES III Morrowind

producer

Member

Posts: 11
From: St. Louis, MO USA
Registered: 05-14-2006
Well one of the items that will most likely be part of the availble downloads will be a level editor with the game prefabs. This would allow modders to make up their own additions to the community. My delivery system could also distribute player mods for everyone to have access. This would allow modders to use the same delivery technology. Since there is a download client, andy bug fixes would be automatically downloaded. So we can keep everyones game patched all the time. One thing to consider with the episodic downloads is that full games take years, and usally millions of dollars. With Episodic games if the players don't like something, it can be changed in the next episode. If revenue does come in on the first episode, that will fuel many many more additions to the series.

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John Nelson
Atomic Design Laboratory
tribulationknights.com

GUMP

Member

Posts: 1335
From: Melbourne, FL USA
Registered: 11-09-2002
Not to mention that if the first episode completely flops developers can save a lot of money by discontinuing development of further episodes and trying something else.
Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
It warms my heart to see a non-violent game being made because Christ's Gospel is also peaceful. I said that assuming you have more or less Christian values based story and game world.
It's an honorable path you are taking as it's not the shortest!

God bless you.

In Christ,
Jari.

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2Co 7:10 For godly sorrow worketh repentance to salvation not to be repented of: but the sorrow of the world worketh death.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

[This message has been edited by jari (edited June 08, 2006).]

producer

Member

Posts: 11
From: St. Louis, MO USA
Registered: 05-14-2006
I have to say I have faith that the game will be accepted by both the secular and non-secular industries alike. My goal is to do everything I can to make it work, and to show that fun can be had in imaginative, and creative video games. I will try to keep everyone up to date.

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John Nelson
Atomic Design Laboratory
tribulationknights.com

producer

Member

Posts: 11
From: St. Louis, MO USA
Registered: 05-14-2006
Anyone interested in testing my new image gallery and forums?
We just got these up and running fully this weekend and I need some help testing them to make sure everything is working alright.

gallery.atomicdesignlab.com
forums.atomicdesignlab.com

While you are in the gallery you can check out the images I have uploaded so far. I will be adding many more soon. Let me know if we need to correct anything. Thanks for your help!

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John Nelson
Atomic Design Laboratory
tribulationknights.com

producer

Member

Posts: 11
From: St. Louis, MO USA
Registered: 05-14-2006
Update on my Tribulation Knights game.
Here is a test video from the prototype I have been working on.

http://www.atomicdesignlab.com/studio/images/TK_Demo71706.exe

I used a game engine called Beyond Virtual to create it.
The test is to look at the night time lighting and settings.

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John Nelson
Atomic Design Laboratory
tribulationknights.com

mjohnson

Member

Posts: 48
From:
Registered: 08-03-2006
Is this game done yet? Thanks, Michelle
HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Producer: I checked out your gallery and your concept art, etc. It all looks really good! That artwork is fantastic. I really look forward to seeing where this goes!

mjohnson: He just posted a prototype video about 2 weeks ago. I'm going to doubt that he went from proto to gold in those 2 weeks. It looks like it's making great progress, and that's the important thing at this stage -- avoiding stagnation.

Keep up the great work, Producer, and thanks for keeping us updated!

--clint

[This message has been edited by HanClinto (edited August 10, 2006).]

producer

Member

Posts: 11
From: St. Louis, MO USA
Registered: 05-14-2006
Thanks! I am making great progress now. Over the next month we should have all the basic programming functions all working. The 1st episode game world is massive, and the player has the ability to go anywhere in the city to explore. There are many missions to take on, while there is a story taking place in the background. We are also working on custom music which the player can listen to while playing. Kinda like a built in MP3 player, you can listen to the normal environmental soundtrack, or to upbeat Christian music. I hope to have a demo available in three months, and the full First Episodic adventure ready before the end of the year.

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John Nelson
Atomic Design Laboratory
tribulationknights.com

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Wow, so very exciting. That sounds fantastic, John! Now I'm getting more interested in this project -- it sounds like there could be some really fun open-ended play here.

Keep up the great work!

In Christ,
clint

producer

Member

Posts: 11
From: St. Louis, MO USA
Registered: 05-14-2006
I plan to also have multiplayer levels released with the player only mission episodes. This is still a ways off, but the plan is to have at least the first multiplayer levels, client, and server package by the end of the year too.

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John Nelson
Atomic Design Laboratory
tribulationknights.com

buddboy

Member

Posts: 2220
From: New Albany, Indiana, U.S.
Registered: 10-08-2004
sweet, this game is definitely on my wish list!! =D can't wait till the first episode comes out. hoping it's by christmas!!

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WARNING:

RADIOACTIVE IE AHEAD!
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#include <spazz.h>

int name()
{
char name['B','u','d','d','B','o''y']

producer

Member

Posts: 11
From: St. Louis, MO USA
Registered: 05-14-2006
I have a new screen shot of the game while still in development.

http://www.atomicdesignlab.com/studio/images/promo_screencap_oct01.jpg

Thanks!

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John Nelson
Atomic Design Laboratory
tribulationknights.com

Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Dude! That looks sweeeet!

BTW, I like BlitzBasic IDE reference, haha. The only IDE I reconize lol.

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buddboy

Member

Posts: 2220
From: New Albany, Indiana, U.S.
Registered: 10-08-2004
heh. looks awesommmmmme!!!!!!!!!!!!!!!!!!!!

hah, Blitz!! thats a cool easter egg thingy. tipoff to all those BB users.

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that post was really cool ^

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[|=D) <---|| me