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About this blog

Follow the great adventure of building the upcoming TPCS game called Third Encounter Of A Kind

All information regarding development progress and upcoming game feature will be revealed in this blog. This Under development game created by Gon'Interactive is a third person classic shooter, which mean it base it's root on the classic console game mechanic we grew up with. The fun of intense game-play, unforgiving difficulty and a sens of accomplishment mixed with newer game mechanic such as randomness, game-play variation, uniqueness in each game session and of course, marvelous graphic.

The game is based on a 2011 comic book and feature 3 Zarins (read ET) that come to earth for what they thought to be a "special mission" to discover new world, only to discover later that they were found too problematic for their society and got expelled. Our three hero will journey in our world to discover the truth and a way to go back to their planet. The 3 main heroes have their own set of abilities and character and you will have the chance to experience them all through any game session in a very colorful and humorist adventure.

The game will debut on PC and will eventually be ported to Xbox. The game is being develop in C# on Unity.

Entries in this blog

Main character : Zoile.

First shared concept art ! Please give me your tough about him (comment below, share and subscribe). My first intention was to reveal the plot, but I felt like the blog was missing some more visual support. 10 followers and we will unlock a new character next week :)

Today's question: who was your favorite game, cartoon or comic book heroes and why ?

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Zoile is the main character of a group of three. In our game, you will have the chance to control 3 main character, each having individual weakness and strength. You will be able to control them all at the same time and all the time ! How you will control them will be covered in an upcoming post, but promise to be a fun and unique way of handling different skill set. I remember one of my old time favorite arcade game 1989 Teenage Mutant Ninja Turtle. My favorite character was Michelangelo, but Donatello had this long stick that could reach enemy from a much further distance making him the best choice to fight the first boss Rocksteady which I felt was the strongest of the game beside Shredder. It was always annoying to have the choice between the one I liked and the one that was most capable to handle that situation. I felt the same thing playing many RPG like Diablo, II and WoW where you just can't invest enough time in all classes and you always dreamed to mix and match class skill to get the best possible character you could build that would match your play-style. How we approach that problem will be reveal soon.

 

 

Quote

At this point in time, you may feel that ETs are old-dated, unrefreshing and filled with "cliché", think again. I swear that our anti-heroes are different and that the plot and the phylosophical humorous twist that will be explored in this universe is very different and refreshing from what you have in mind.

Zoile is the self-proclaimed leader of our squad. He is particularly strong physically for his race and possesses a quick wit, few have dared to challenge him. His descent gave him a high level of  self-confidence and Zoile quickly became imbued of himself. Afraid of none, he sees himself as one of the best fighters of his race and has an unwavering pride of his homeland. He was born from a war hero and has always dreamed of becoming a full member of the prestigious flying squad of the 452b Pekler Interplanetary Army. After several failures in the admissions exam, Zoile became very mean and bitter towards others. After 4 years of attempts, he finally was accepted as a low rank recruit. It is said that his father intervened with the council so he could have the chance to demonstrate his value. Unfortunately, many disciplinary problems and conflict with other members have confined him in low rank function. After several difficult years with the squad, the high council allowed him to create a small squadron with two members of his choice for his first mission. He, unsurprisingly selected the only two members with whom a sincere friendship was developed. The two members accepted the honor after a convincing patriotic speach from Zoile and since then he has taken his role with the great honor. Despite is strong wrong and frequent fight with his two friend, he is willing to give everything to show to everyone that his team is the best, because he is the best leader and a good leader can bring weak soldier to great honor.

You can see Zoile with and without his armor set and a typical ray-gun weapon. The Zarin are a humanoid skinny race from a nearby planet.

Zarin, as a race, are mostly peaceful, minding their own business and seeking knowledge. They have an equivalent length of evolution compared to human, but they took a different path. They are scared about a recent discovery they made that put their world at risk of what they call the "multicolored tall people invasion". More info about the Zarin will be shared in an upcoming post !

 

Thanks, please share your opinion, it's very valuable. 5 comments and we publish a video tutorial on how to draw it.

 

 

 

Comic book inspiration

I want to make it clear that the game is highly inspired by my comic book experience. I am a big fan of Garfield, Gaston LaGaffe and Charlie Brown. I find the 9th art to be a very subtle, intelligent way to make people think and smile. Doing cartoon was always something I was proud of. I first started doing them when I discovered about Nabuchodonosaure  cartoon and "Le concombre masqué". They triggered something inside me to start producing my own. My graphic style was Charlie Brown and Garfield as it was very simple and efficient. I want the game to feel like you are part of that background. I like how things look graphically, how anything can happen. More specifically I produce the Recontre du 3e type cartoon book which was self publish and sold locally in my home town. 500 copies were sold, which is not bad considering the market. Despite the book didn't make it to the big league, it was show case in the International comic book fare of Quebec and at the Salon du livre jeunesse. I was very proud of it and had a lot of very good feedback on the work from the readers. The book wasn't necessarily really strong artistically. The core story was great, but It wasn't fully exploited and my skill at the time wasn't strong enough. I'll gladly share part of the original book in the upcoming weeks. What is important about that book is that it serve as a starting point of this project. I have 2 tome of prewritten scenario to start with. I don't know about other indie developer, but I think having a scenario draft is really important. I want to develop things around a story and not squeeze a history inside of a confine set of feature. Those two book gave me the opportunity to know my character. This is a lot of character background to work with ! It's cool. It's like if I had started that game a couple of years ago without even knowing I will ever produce that. That said, things have change for the best and I am not sticking to a simplistic adaptation of an old unsuccessful cartoon. This is a complete rewrite, remaster, recreated, new, unique and super wow bing bang history inspired by the original work ! I think it is very important to have a good story a good plot, we want to tell a story, we want a start, a reason to play and the goal to be clear. We want a strong story to support game feature and we have one. 

So graphically you can expect things in 3D but with a cartoon style approach. I want this game to be more like how Pixar does thing. Cartoon but with a realistic look... ok hold it here. I am not Pixar, but if I have to aim at something, i'de rather aim as high as possible. I don't want the inspiration to stop there. I want the game to feel like a comic book, not by having super great 3D simulation of  a page being turn, I don't want it to feel like a gimmick. What I am saying is that I want it to be funny, colorful, action packed and for all age. Everything will be, from a design stand point, inspired by that.

Designing a character is also very complex to me. Designing a character is not only how it look it is how it live, how it walk, how it talk, how it react to certain situation etc. You have to create, in your mind, a full feature humanoid. I remember working up at night to write down idea and redraw stuff that wasn't working well. All this data is part of me now. They were born and lived in my head and they still do. I'll make various blog entry regarding each character

Game inspiration

I can't really pin point what game would be the closest similar game to the our. I am not necessarily inspired by 1 game or a set of game, but i'm inspired by some game feature of the old days. At the time of classic arcade, colleco and nintendo NES there were some stuff about these game that make them good even 30 years later. They were very addictive, they required complex pattern learning, skill and you had to be really crazy devoted to finish a game. I remember the adrenaline rush and excitement of finishing a game meant at that time. I find today's game to be more on the easy side, very forgiving, very beautiful and cinematic but also very short and almost no replay-ability. Replay-ability is a big word that a lot of developer said to aim at but very few actually achieve it. We will try to achieve that in various way by implementing a lot of game mechanic we will talk in future blog post. What game had

  1. They were hard and frustrating
    1. To a certain degree this is not so good as we want stuff to be fun, but if you want to have this adrenaline rush we all like,  you have to go through painful moment. A mix  of nice easy moment and hard impossible level that draw the line between care-bear and hardcore gamer ! I know that I treat the "hard level" of todays game as the "normal level". How difficulty work in our game will be shared in a futur blog entry.
  2. They had a LOT of replayability
    1. Yes, people still play Mario 1. It will always be fun. Q*Bert, still very fun, even though every level look the same. PacMan ! 256 level of frustration. We will not have only 1 level repeating itself at higher speed indefinitely until the game crash, but we will give you reason to restart the game even if you ever finish it. We will give you reason to restart the game if you are  stuck at a certain level that is too hard. We will give you reason to start many game in parallel just to do thing differently. I can't wait to share more about it later !
  3. They were unforgiving
    1. Ever played Rick Dangerous ? This is one of the most sadistic experience (still a very gun and good game) as everything in this game kill you instantaneously and this Indiana Jones inspired game had all of impossible to detect death trap every where. Each path was design to kill you each and every single time. Ever played the NES version Dragon's Lair ? (ok this one is a bad exemple, as the game was really bad, and the control were terrible) There is a funny episode  from the angry game nerd about it.( go to 2:46 https://youtu.be/00xIvTOLrYA  ). We don't intend to have a game that frustrating, That is not fun at all. But even in mario everything kill you in 1 shot. It's hard, some level require a Epic level of eye finger coordination. Today's game give you plenty of health, and health typically regen etc. We have our own thinking on how to draw the line between those two extend. More info soon ;)
  4. They were fun and had their own signature
    1. As easy as it sound, this is the hardest part. Make it fun ! You will be be the judge of that and you'll be able to judge the more you discover about the game.

Stay tune as the next blog post will be about the game story and what will be the humorous approach of this crazy universe. Follow us !

What do you guys think about today's game difficulty level ? Are they just right or are they too easy ? 

This promise to be a colorful heaven filled with kindness, so stick around !

The main goal of this blog is to not only present our ideas regarding the game, but mainly to share an adventure of building this game with it's up and down, take your suggestions and comment, discuss various subject around game design and share the more we can about how we do it. This is impossible to achieve without a solid community and I hope we will get a warm welcome from GameDev community. I heard good stuff about it :)

Ironically, this first entry is the needed boring one to tell you who we are and who am I. Ok, I did promise you a "rich in color" experience, but you know... word can be colorful too ! I'll try to make this quick so you all know what this is all about. Just read what may interest you and drop be a welcome word or just a hello !

This blog commitment

My intention is to have this blog updated as much as possible to share each step of the creation of the game. By that I mean at least once per month, but i'll try to do it twice a mount. I prefer to do short but frequent blog entry. Once per week would be cool, but we will see. I'll cover all kind of stuff, including what we fail at too. We want to be transparent to ourself and too people. We learn a lot from that. I want to share concept art, talk about game feature, talk about our philosophy and thinking of what a good game is for us, i want to ask you what is best for the game.

The current game process

We are not on day 1, but we ain't achieve alpha build yet. For me, an alpha build is when you have at least 1 complete level with some finish and unfinished asset with a general set of the basic feature. We don't have all that yet. We do have completed many important feature of the game. Thousands of line of code is already there and we are working inside a dev level to test code but we have very few asset ready. You will be able too all that come to life here ! Another blog post will cover what the  game will be and on what ground we started from.

Who is Gon'Interactive ?

Gon'Interactive was funded in 2009 by a group of 4 college in Montreal (QC, Canada). The main interest was, at the time, to provide multimedia services of a professional level with a budget friendly price to accommodate smaller business and independent people that couldn't afford the big studio.  The company was producing website, flash game, 3D illustration and photography. As it evolve, the company became more and more focused on 3D Animation and illustration as it was driving it's main design interest. The company focused on creating marketing illustration and animation for a varied kind of client sets. A clear line grew over the year to establish Gon'Interactive as being an artistic studio capable of producing cool video and animation production from A to Z (Asset production, video montage, sound edit, post prodZ (see from A to Z) ) to accomplish. The Interactive part of the studio was to mix modern traditional medium such as video and enhance them with new multimedia medium. We became strong at building complex AS (action script 2.0) games and website. Unfortunately, as you may know, AS2.0 became AS3.0 and flash was already dying on it's own and replaced by html5, webgl and other medium. The interactive part of the company naturally evolve into Unity C# coding where we felt for the first time completely free to achieve whatever we wanted, and that feeling was awesome ! We started a new learning curve around Unity a couple of years ago to mix our arts with modern tools such as unity. After being involve in projects for other client, we felt it was finally time for us to do our own game. The one we always dreamed of and finally feel comfortable enough to do. Gon'Interactive have always been about putting all the work require to achieve the best image possible and this apply to the game. To keep a focus on this project, we cut down the amount of job we will take during the time of development because we are really committed to it.

Who am I ?

Well, that's a philosophical question I won't be able to answer in this life probably, but on a more scientific approach to the question, I'm Stéphane L'Abbé, president and owner of Gon'Interactive. For as long as I remember, I was addicted to drawing cartoon and superheroes. It was my first contact with art. I started learning photography in high school and also started programming. It was TurboPascal and I was doing boring animation and game with  terrible fabulous graphic. Photography became one of my favorite hobby that eventually evolve to a ProAm level. Photography is a complementary skill to any 3D work as it involve a lot of understanding in light, material and composition. I like how lights and composition could affect perception and emotion. In college I started to learn and use 3D application to complement my work on a daily basis. I went to university to study architecture. During those years I learn a lot about, how to design, how to communicate emotion out of space, how space can affect people, how our mind read stuff, philosophical approach of what space is and how 3D software work and I got my master and became an architect. This was my professional answer to merge multiple interest into 1 job. Design, mathematics and arts. The real life of an architect is mostly project management and team management. You reach a point where you get very good at dealing with tough project, impossible schedule, budget, team management and those skill apply to every type of project management. The need for more artistic freedom is always inside me and building a game like Third Encounter Of A Kind is a dream come true ! I'll manage the community (if we ever succeed to create one) and i'm responsible of design and do a lot of coding too.  My native language is french, so please, be nice to me regarding my English. I also understand a bit of Spanish. I try to do my best at each language, while not being perfect with any of them !

 

My favorite game was Space Defender.

On the personal side, i'm a gamer. My gamer life started with Colleco vision, I still like the game !

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I was lucky enough to have a mother working for a Commodore Store and we were owning soon after an Amiga 500 computer which was way ahead of his time in terms of graphic and processing power (3mhz ?) I then skip to SNES. Big lover of Mario of that time. The first console a bought myself was a Sega Sturn, my brother went on the Sony side at that time. We join back on Xbox, xbox 360 and xbox one. I'm not a fan of console brand, i'm a fan of good game.

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