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T3C Post # 1 - A Fair Warning [The Game]

5th Oct 2020, 9:33 AM
A Fair Warning [The Game]
Average Rating: 5 (1 votes)

Please NOTE: Scroll View has been blocked as it breaks 80-90% (semi-random approx.) of the content.
CURRENT POSTING SCHEDULE: Every 3rd day, with a single image Extra! posted in the gaps.


Author Notes:

-3- 5th Oct 2020, 9:33 AM edit delete
While The Third Colony has several Title Screens, i figured we'd debut with the one that shows the underlying nature of the game world best.

We'll meet our four selectable Player Characters next time, but for now, from left-to-right, that's Eileen, Kelly, Ben, and Gene.

It should be noted that the background is a temporary image that will evolve later.
It's probably not too hard to tell at a glance that Kelly is the one with SuperHero parents, huh? Her Mom was this world's equivalent of Wonder Woman. Her parents may have had to leave just prior to game start, but their presence is still felt - such as this PSA featuring her mother that can be seen scattered around the colony:


Meanwhile, back at the title screen...
No, that's not quite Solomon Grundy over there on the right in the background - that's Manic Monday, his counterpart in the G.C. Rejects. They're a band of supervillains based on Gotham's Crew. (If you ask 'em, they'll tell you that the G.C. stands for God's Country.)

The Third Colony primarily exists to keep my creaky old brain from rusting up solid. I have no plans nor vague intentions of putting it up for sale at any point, and so i feel rather unbound on the copyright front for some of those character parodies. A couple particular examples can be found in the G.C. Rejects. While there are parallels to Joker, CatWoman, Poison Ivy, Killer Croc, Bane, Riddler, Atomic Skull, Harley Quinn, Mr. Freeze, Ra's & Talia Al Ghul, and ScareCrow, Two-Face and Penguin get a bit weirder. Two-Face is now One-Eye, played by Leela from Futurama. Penguin is now Señor Oswald played by Howard The Duck. Instead of Penguin's Iceberg Club, he runs the SOT Border nightclub...

(SOT Border = South Of The Border. Or maybe he just want you to get Sotted)

And, yeah - he acts pretty much like you might expect a combination of Oswald Cobblepot and Howard T. Duck to act...


That should give another strong indicator of how odd this world tends to be.

And if not, Mel Tormé is walking around as a 4 1/2 foot tall purple crush-Velvet Frog and performing exclusively at The Hoppening.

That help?


...(RockB) 5th Oct 2020, 6:55 PM edit delete reply
Well... There is a German greeting that sounds like "How up do high knee!" (a quite free translation would be about "Beat it you sucker!", Anyway, my favorite option would be "Greet the duck with a high knee", his head is just perfectly positioned for such an action. Done with enough speed, that might lead to Getting the Duck out of here...


Looks like an interesting game! Please continue :-)
-3- 5th Oct 2020, 7:17 PM edit delete reply
Sorry. Slap Duck is the only physical response offered on that first encounter. Further offences might lead to a 'High Knee Duck Stomp"
Gotta keep that violence down, y'know.

Thanks! I'm glad someone finds it interesting. It was a coin-flip decision whether or not to give this a spin.
...(RockB) 6th Oct 2020, 2:29 AM edit delete reply
Right. Keeping it down. After all, the Duck is just a bit too friendly here...

Aww, the artwork alone... even if it were or will be only excerpts from the game that make no sense on their own...
(Also, I might have an idea. Not sure if you would want to go further than presenting images/scenes from the game, especially instead of programming a real game...)
-3- 6th Oct 2020, 3:26 AM edit delete reply
More than a bit. Also, he's trying to coax her into his stable, so he's even seedier than he might seem.

You might have a mistaken impression there. These aren't mock-ups. They're screen caps from an actual game under construction. The game currently has 120 maps, about 12.5 MB of text, and a little over 700 images - not counting walk sprites and talk faces and system graphics. The current version compiles at about 625MB.

EDIT: I should say Screen Caps and source art. The posters for The Golden Lady and the SOT Border are what pops up on screen when one clicks on the little icon version on the game map. But it's all in-game art.
...(RockB) 6th Oct 2020, 2:14 PM edit delete reply
OMG - 12,5 MEGAbyte of Text? That alone! Plus 700 images! No idea how much work & time goes into 120 maps, well of course it depends on the size of the maps, in a relative manner. Plus the planning of all this! Wow! How long have you been at it? It would probably take me 300 years, so I'd never be able to do such a thing.

Edit: I totally had a (different kind of) wrong impression. Being used to comics that update slowly, I thought that you would be at the very beginning of the project, with a few images done and the first few scenes being show-able, maybe playable. So, years of development to come... but this! Wow... I just can't imagine. I didn't even thing about whether the images were mock-ups or actual screenshots but tbh, I can imagine that once the artwork is done and available for the game, putting a navigation panel on top of it wouldn't be much work (compared to the artwork itself), so with, say, less than 10 scenes done (<- so I thought) they might be as well screenshots. But 700 images!
-3- 6th Oct 2020, 4:28 PM edit delete reply
You're right about the maps. Some are merely a shop interior with only a few rooms, while others are Main Halls/Caverns housing dozens of locations. It's impossible to make any serious judgement from that number.

I've been piddling with it for a while, but started work seriously around the end of last year / beginning of this year. I tend to get perhaps carried away on some of the planning and world building. You'll notice that as i talk about the game. Thursday's post springs to mind.

In a sense, i've been at it for years and years. I'm incorporating a lot of old work into the project. FringeWorx was a scifi web series i did back in the mid-90s. The episode guide for the first two seasons is being reworked as a film festival in the game. So there's a chunk of text i already had written. Old paintings get reworked into new ads and things for the game. Lots of little bits of recycling help fill in the background texture of the game world.

That 700+ may be a bit misleading, too. I think either Sunday or early next week i'll talk about Transformations and Variations. But nutshelled - Kelly can have three different hair styles - so scenes need to have versions for one, two or all three styles, depending on when they take place. One needs must be prepared for all contingencies. Now multiply that by the number of possible outfits she could be wearing. In the early days of that game, that number is limited to four outfits, one containment suit, or nude - so possibly as many as six versions - and she hasn't even picked up a bathing suit nor started playing with superhero costumes yet.
And then one might need to multiply by things like 3 stages of pregnancy. Fortunately, we don't need to worry about that too early in the game.

But, as you can see from above, one scene might suddenly required 18 images to cover all the possible ways the player might appear. Usually not that many. And the numbers only grow worse as the game progresses and more options open up.
But that only applies to shots in which the PC appears, which helps to limit things a bit.

Hmm... I should start a glossary.
For non-gamers, PC does not mean Politically Correct. It refers to the Player Character, your avatar in the game world.
...(RockB) 6th Oct 2020, 5:26 PM edit delete reply
No short-cuts like having the background without people, then having each person as a Sprite so you can combine them or any of them with any hairstyle on several backgrounds?

Then again, if you render all the images, you can do that when putting the images together and just get a gazillion results from the multiplication.

(There are a few abbrev. I know: PC, NPC, IG, OOG, IC, OOC, RL. And Sprite. Sprites were... like 8x8 pixel areas one could move around or so. (There is also this comic that hasn't updated for years and the (3D-based) artwork looks rather old-fashioned. But it features the most daring (as in, committing commercial suicide) all-girls band name I can imagine: Stinky Orc Scrotum.))
-3- 6th Oct 2020, 5:41 PM edit delete reply
You absolutely can do the people as a separate layer from the background with multiple hair and clothing overlays, as well as having each person be their own layer so that you can mix & match your crowds and move them around. And many or most do that.

I don't do it because the renders work and look better if it's integrated instead of overlaid. And if there is a background in the shot, then i usually need to render the full scene each time instead of just doing the background once and each character individually. That's because of the reflective nature of the colony's standard building material. If the figure is being reflected on the walls, the walls have to be re-rendered for each option.

I definitely didn't make the easy choices when deciding things.

Sprites were 8x8 in ancient days. Now they can be pretty much any size.

Yep - that's commercial suicide allright. They need to follow Surgical Penis Klinic's example and go acronym. Even the Butt Hole Surfers wound up going halfway to BH Surfers.

Unless they live in a D&D world. Then maybe...