Rise Of Titans (RoT)

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Card game with 3D interactive board

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We’re not 100% sure if you’ll like or not what you’re going to read from now on, but we’ve dedicated in body and soul. So we’ll be very grateful if you dedicate us a thought, review or simply just any old way! Everything helps!

Giantfox it’s a studio similar to hundreds of them. No! Like thousands that must set up year by year worldwide. We are unknown; we know that it costs a lot to get people know you. What we really know is that we try to do visually attractive and quality products, and mostly, with a lot of FUN AND COMPETITIVENESS!

Not long ago, few than a year, we gathered thanks to some local and GGJ (Global Game Jam) prizes. Some of us like gamers or amateurs of videogames and others even with studies of this, decided to create a company and put in our part.

We choose the name because a colleague loves foxes and because we want to create something big, that’s how Giantfox came to light. At this moment we’re already twelve people working for the studio, some of them during more time than others and only four are permanent workers of the studio.

Zero market experience, because although we’ve got a finished game waiting for its debut we haven’t already matched up with the great hero, the one that frightens and gives us his due: you, the final player.

This game that we introduce you with this official post it’s our second adventure and will close a cycle of our business idea; our first game was Visions.

For Rise of Titans we’ve planned to launch a closed beta on the second semester of this year. For more information, continue scrolling down ……

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The titans have always untied the chaos! All our ancestors have suffered and fought their attacks.

Now they have found a new way of counter-attacking.

In the forest of Zorocu there’s an old settlement, the place that formerly served the ancestors to carry out their rituals.

The old and faded out inscriptions of Vugi, which have always served to contain and control the anger of the titans,

have come to life again. It’s an atrocious energy where the time diminishes its importance and attracts

the ancestors to enter in a world where they will find the weapons to free a battle never seen before.

Titans, ancestors, civilizations, magical beings … all of them will fight to find eternal rest.

Zorocu had never seen anything equal!

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Egyptian

The Sun has always been an element of life; nevertheless, it had never had such leading role.

The arid sand of the desert of Saïd serves as antechamber to the spirituality of Isis.

Its hordes of monsters furrow the dunes, appear from the noise of the

burning ground and start the reconquest of the lost civilization.

Egypt will never lose the golden reflection!

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Greek

The ancient Greece, place of worship and knowledge, awaits Athena.

She leads the resistance of the Greek troops in an effort of control and strategy.

To be able to thread your way through the enemies who lurk in the shadows of the river

Vardar, consolation of souls, you will need the Citadel’s skills and the shelter

of its temples to rise with the scepter of the victory.

Greece has always been and will be a bastion of resistance!

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Nordic

Cold and fire are experienced every night in the north.

The brutality and stealth of Ullr makes them unstoppable. A nation born to fight

in the most recondite places. Dragons, beasts and the fervor of the Valhala

resound at every moment, the power of revenge and the blood has no limits.

Northerners they call themselves and the icy cold doesn’t cloud the mind of these warriors!

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The battlefield sparks in three backgrounds. Every background reflects the field of the faction:

the Egyptian with its arid desert, the Nordic with its frozen forest and the Greek with its green prairies.

In the battle two backgrounds are connected, divided by a river.

This settles the limits between the two connected backgrounds and also helps to create crossing points with its bridges.

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Neutral field

The background is divided by hexagons, which are the squares that will be used to invoke, move and attack every unit.

These hexagons also allow marking out the areas of the backgrounds that will provide more interaction

with the attributes of the cards. Playing with the largeness, the bottle neck and the bonus points makes

every background unique and achieves the characteristic interactive strategy of the game.

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The game consists of a total of 120 cards in its first expansion.

Of these we find 12 cards for each faction (Greek, Nordic and Egyptian) and the resting 84 are neutral cards.

For the battles you will be able to use personalized packs with a total of 30 cards.

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The cards that you will find in this first expansion will be cards of unit (beasts, birds, zombies, humans, etc.).

These will be in charge of putting up the battle and they have the option to improve their attributes;

either by means of interacting with the background or by using charms and/or artifacts.

The charm will have a temporality of one turn, so its effect is temporary.

On the other hand, with the artifact we will have the opportunity to improve our units with permanent effect.

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Finally, you will find exclusive cards. They are known as myth cards, which are very special and

will allude to supernatural powers, legends or sacred objects obtained throughout the years by the factions.

Use it with respect and strategy since its effects are very powerful!

Enter the altar and create your own pack, every faction has its own theme!

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Common, rare, epic, legendary, mythical! The runes of Vugi have the ability to keep in them all the power

of every monster, creature, unit, dark magic, ancestral power, etc. and to turn it into a card.

All this power remains kept in the sacred vessels. Depending on the intensity of the power,

the concentration of energy makes the vessel reveal itself in a specific color.

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Greek rarity

The green color will be the power of the common card, less trained and concentrated. The energy of the rare card

will reside in the blue one, the color of the sky. The huge power of the epic card will reside in the purple color.

The energy that attracts all power, the power of the Sun, will reside in the legendary ones and its divine power.

And beyond all, the credence, the mystical energy, the events that every army is afraid of:

the anger of the mythical card and its intense red! Get all the power and nobody will be able to escape from you!

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Already in the roar of the battle you will discover that every invocation of unit turns into a marker.

Inside the marker you will visually be able to find all the attributes: the speed of movement, the attack, defense and skills.

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Fly, provoke, rank, damage two times, frenzy and so on till reaching more than 20 different skills split into four levels of packs!

Every skill will remain represented inside the marker with its emblem; some of them, like provoking, will be able

to change the visual aspect of the marker. Others will lead to permanent and incredible visual effects

and alowing you to see faster the changes made to the faction.

Lead your units towards the victory; effects, emblems and attributes will be your allied forces!

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The battles are carried out by turns with limited time. In order to win the battle you will have to

give death to the hostile hero (Careful! In occasions friendly fire attach exists).

The decisiveness of every attack is solved out by the response that each card gives to the attack and defense

(attack and counter-attack). The background bonuses are only active if the player is in the suitable background.

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Each card includes on the top part its cost of adoration, attack, defense and movement. The number in the movement part

indicates the maximum number of hexagons that the unit manages to move itself on the background

(Careful! There are adverse backgrounds that will diminish your capacity of movement).

Adoration as mantra of invocation, attack, counterattack, defense, movement and the mission to destroy

the opponent hero is required to survive in Zorocu; skill and strategy in its pure state!

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Music and composition ? BMP (music band of Prat de Llobregat), Guillem, Marc Timón, Garo

Dubbing ? Mireia Maymí, Pau Perez, Salvador Blajé, Anna Ferrer, Surayia Vives

Administration ? Customaker, Rox

Sistems and networks ? Hydria

Video, VFX and composition ? Lolothan Javier Saura, Sergi

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instagram.png GiantFoxStudios

youtube.png GiantFoxStudios

iconografia.png www.giantfox.es

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2016 Giantfox S.L All rights reserved

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Just Updated! Thanks for the patient! What do you think? We see soon!

We've just posted our teaser video.

Leave us a message with your opinion.

Soon will post the gameplay and our project on Greenlight and Kikstarter.

One of the aspects for which we want people to identify us is for the menu of the game.

As we did with our first game - Visions (that has not been released to the market for the time being) - the menu of the game is 3D and total interactive. Every element that sends out light will have a functionality and will be backed up by a small text that will appear at the bottom.

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We know that the players can spend the same time browsing along the menu as playing the game. So we've wanted to make gamer's journey along the menu lively and entertaining. The game begins from the first moment.

Obviously, we are still working on the menu but we couldn't resist without showing you our advances.

We hope you like it. And if there's something we can improve or just if you want to recommend us an improvement you can let it our and we'll receive your feedback delighted. And who knows, maybe we can even implement your suggestions.

MORE DETAILS OF THE GAME

COVERS AND THEIR CHARACTERISTICS

On the other hand, we want to explain an important fact for the dynamics of the game: the covers and their use.

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The covers add value to the cards and provide with powers to the characters that are represented by them.

As you can see in the image above, to the left side you can see the manna, inside it’s revealed the adoration value of the character represented by the card. Thanks to the adoration value the characters can manifest on the battlefield and they’ll continue doing that while the power of adoration isn’t extinguished.

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By the other hand, to the right side, you can find the skills of the characters: attack, defense and movement. When a character activates one of these skills his area on the battlefield will light on with the color of the skill (attack - red; defense - green; movement - yellow).

Nevertheless, the attack of a character will be activated at the same time as the defense of the opponent. The interaction on the battlefield is simultaneous (attack and defense).

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Finally, we want to highlight that in the low part of the card you’ll be able to see the rarity of it. As we mentioned in the first article we posted, the rarity splits into 5 colors of less to more intensity.

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TYPES OF CARDS

Inside every faction (Egyptian, Greek, Northern and Neutral) there are different types of characters, weapons, gadgets, etc. So we can find human beings, charms, beasts, zombies, etc. distributed in each one of the factions.

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Hope you like what you’re seeing up to the moment. Stay up to date and don’t miss our advances, soon we will give you more details of Rise of Titans.

And if there's something we can improve or just if you want to recommend us an improvement you can let it our and we'll receive your feedback delighted. And who knows, maybe we can even implement your suggestions.

Oficial Gameplay

Making of dubbing

The heroes and the legendary characters of Rise of Titans deserved a worthy presentation of them. We had to introduce them into a promotional video different from the gameplay. So for the teaser trailer we decided to use the knowledge in kinematics of our associate and modeler Zono, although also we’ve been supported by independent collaborators.

In the teaser 3 heroes (Ullr, Athenea and Isis) along with their 3 legendary characters (Niddhog, Cerbero and Sphinx) demonstrate their potential before the great battle.

Who may win?

That only depends on you. Their destinies are in your hands.

As for the part of the dubbing, the voices of the characters had to be performed by people with experience or with potential for such an assignment. As we develop video games, the voices of the characters had to be done by dubbers. Things must be done well or the best way that one can although there are few resources.

So we started investigating the options we had in our city and decided to contact with a school of dubbing. We decided that as similar as our situation, the students who want to find themselves a hollow in his sector deserve an opportunity. And what better than putting them on the spot and giving them the opportunity to show their portfolio with a teaser (a win win operation).

Once the teaser video was finished (thanks to the illustrator, the animator, the musician - would be necessary to dedicate him a separate post- and the special effects) we had to think about the phrases that every character would represent. We assembled for a large period of time the three shareholders thinking about the phrases in two languages (Spanish and English). Also, the phrases had to fit with the video so they couldn’t be neither too short nor too long.

" Some say that art of the war lies on the strategy

Others prefer the fury to destroy the enemies

Few know that mind is enough to bend enemies

You can run as far as you can

Hide in the darkest wilderness

But you'll never escape from me"

Then we had to think which would be the best voice register that fit to each character. Who would be the most adapted profile for each character … and obviously, that would’ve applied to our offer.

So among all the applicants from the school of dubbing, in addition to the hours and hours of interviews and siftings (thanks everyone for their patience) we had to choose the finalists.

After the hard work of recruiting we decided on two boys (for dubbing Ullr, Cerbero and Niddhog) and three girls (Atenea, Isis and Sphinx). Also, to complicate the current situation a bit more, as if we didn’t have enough, one of the boys now lives in USA. So he had to do the interviews with video conference, recorded the voices by his own in a dubbing study and send the records to us.

For those that were in Barcelona we rented a dubbing study and started recording the voices. Work wasn’t easy at all, they had to put themselves in the role, meet on the suitable record, intone and do many repetitions.

Below we show you a few images of the making of the dubbing.

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As you know this is the final result

We hope you’ve enjoyed the teaser and now that you’ve seen part of the work that’s behind the scenes you may value it otherwise. Remember that to us your feedback (positive or not) helps us improve the game and can make it even more attractive for you.

SKILLS

The skills are associated with the power and attributes of each character. Four types of skills can be used and they are associated with different effects and forms than will show up on the tokens of invocation:

· Primary skills

The primary ones change the outline of the token.

We find to provoke, a skill that serves when inside the contour of hexagons of your monster there’s more than one enemy. Then, with no other choice, you’ll have to attack first and destroy the enemy with the provoking skill.

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And on the other hand, the flying skill which allows you to move three hexagons on the battlefield. But not only that, the skill also allows you to remove the penalization of zone. The creatures with this skill won’t see their movements reduced by being into the mountain or into the river.

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· Secondary skills

Among the secondary ones, which will be represented by a symbol engraved on the token on the low part between the attack and the defense markers, we can find the following skills:

Rank: This skill allows the creature to attack several enemies simultaneously. This attack materializes into a specific area. It will depend on the skill of each creature whether it can attack closer or further.

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To damage first: This skill allows the creature to have priority on behalf others when the attack / defense stage begins. This has a very clear advantage: the power to attack just as she shows up on the battlefield.

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Mortal touch: Skill of the creature that allows winning any other creature on the battlefield when the attack stage begins. Here the defense of the opposites doesn’t matter, beating means sending the enemy to the grave.

To damage two times: Skill of the creature that consists of the power to attack two times in the phase of attack / defense of the combat.

Carrion: Skill that’s principally of the class of zombies. When you manage to destroy a creature from you adversary’s band, your creature improves his attack and/or defense skills.

Last breath: Skill which only activates once the creature has been defeated and prepares to disappear of the battlefield; his last contribution.

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Maelstrom: Attack skill. All the adjacent positions to the place that occupies the creature which makes the attack stage are attacked.

Sweep: Similar to the maelstrom skill but it only attacks the three adjacent positions.

Dispersion: The skill acts in the background. It attacks an adjacent position in order to do a sweep later.

· Tertiary skills

The tertiary will be represented on the token with a permanent fx effect and we’ll be able to find the following ones:

Regeneration: Skill that gives the creature the power to cure itself once by turn.

Aura: Skill that increases the attributes of the friendly creatures whenever they are in the radio of action.

Stealthily: Skill that grants the creature the power of not being attacked while it’s on the stage of secretiveness. This skill it’s lost once the creature wants to start for the first time the attack / defense stage.

Frenzy: Second action skill. When an allied creature receives damage in the attack / defense stage and manages to survive, the creature that has this skill receives a bonus in its attributes of attack and/or defense.

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Habitat: Skill that offers the creature that is in the related zone of the battlefield some special attributes. Whenever it remains in this zone it will keep them.

Fading: Skill opposite to the regeneration, for each turn the defense of the creature is consumed. It doesn’t regenerate at the end of the turn. This skill can provoke the death of the creature even when this one hasn’t even got in the combat.

Power with charms: Skill that gives the hero an extra attribute when he tries to help himself with charms and/or devices.

To intimidate: Skill that makes you able to attack any thug even when you have a hostile creature adjacent with the primary skill of provoking.

· Quaternary skills

This latest group of skills are characterized by the fact they only go active when you can invoke the creature, they are not permanent and we can find the following ones:

Loading: Skill that gives the possibility of being able to begin the attacks / defense stage in the same turn the creature has been invoked.

Place in ambush: You can invoke a creature in a forest that’s next to the hero.

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To steal: Skill that gives the hero the power to obtain extra card/s during the invocation of the creature.

Cure inside the area: Skill of being able to recover all the creatures that are inside the maximum area of power of the skill.

The heroes’ tokens will be different from the rest of the creatures as you can see

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We hope you’ve learned more about the playability of Rise of Titans. Soon will explain more details about the game we’re developing and don’t forget to leave us your comments.

Visual appearance of Rise of Titans

Within the visual appearance of the game we can find four contrasts.

The first contrast it’s found in the main menu. An interactive 3D menu with a cartoon appearance, with a lot of bright colors and a fresh dynamic and with several visual effects.

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The most significant menus of the project (shop and deck-building) and the battlefields follow the same aesthetic of the main menu.

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Moreover, you can find some submenus trying to break with the previous aesthetic using ancient symbols and an underscore finished product. Realism is not what we’re seeking, nor shade but yes the touch of sobriety against such colorful and round forms you can see in the main menu.

Finally, for the visual appearance of the cards we’ve create illustrations that are aggressive, dark and with landscapes to highlight the ferocity of the creatures.

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In dissonance with this we've created several groups of cards (elementary and some neutral cards) that seek the cartoon visual appearance, typical of the menus.

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It’s a project of contrasts where we don’t pretend to be on a single subject but seeking contrasts that make more creative and understandable the status which the player experience throughout the game

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*Stay tuned for more information and don't forget to leave your feedback.*

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