An Amoebic Adventure (real title in the works) Soundtrack Available Now!

January 20th, 2009 § 0

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Yes folks it’s true. Contrary to what our initial game concepts might have lead you to believe, Mojiferous and I’s Amoeba based puzzler is well on its way to greatness. To kick off the two month long countdown we’ve decided to release the soundtrack early on, so, without further ado… here it is (zip format, individual MP3s below)! Check out Mojiferous’ explanation of the game below the track listing. And as always, feel free to check out the Republic of Thoronia’s other works here.

1. “Welcome to My Body”

2. “Unrest in Dys-century”

3. “Proteus Maximus”

4. “White Blood Cell Hot Body”

5.  “The Truth is Inside”

6.  “Amoeba I’ll Do It Tomorrow”

7.  “Mitosis Are Sore”

8. “Phagocytosis Soda Charm”

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COPIED FROM the Mojiferforum:

Title: Currently, something involving the word Ameba, Amoeba, Hot Sick, etc. etc. (suggestions, anyone?)
Genre: A real-time puzzler… Sort of an ugly man-beast-child of Frogger, Dig Dug, Super Mario Brothers, Portal, and dysentery.
Game Description: You are a parasite (at this stage in development an amoeba), happily going about your business of parasitism inside some unfortunate fellow’s body. You float through the blood stream, looking for nutrients, avoiding phages and antibiotics, and trying to (literally) divide and conquer. The game will be divided into “levels” and “worlds”- each level is a portion of a system or organ within the person’s body you are living within- so for example, the first “world” will likely be the lungs or stomach, with minor “levels” as you advance through the stomach wall and towards whatever organ you’re after next. Each level ends with a “target cell”, much like the flag at the end of a Super Mario level, full of nutrients to allow you to continue your journey, with end-of-world levels home to a much more nutrient rich cell that will give your amoeba enough energy to divide, increasing the number of “lives” you have and opening the door for possible mutation. Mutation is currently planned to be non-directional (meaning neither definitively positive nor negative) and allows for added abilities, special skills, or [possibly] unforeseen consequences.
How it will work: Like Dig Dug married to Super Mario at Frogger’s house… The player will start at one end of the level, with the “target cell” at the opposite end- in between there will be a maze of blood vessels, cells, bone, muscle, etc. etc. The player can move freely through the blood vessels, but they will be the main conduits for immune-response cells (of various kinds), antibiotics, and other such amoeba-eating nasties (everything will move through the blood vessels according to a “pulse”, and in early levels the player may not have strong enough propulsion to overcome this pulse and may be stuck riding the current. Also, as the “patient” gets sicker, the pulse will increase, making the game’s “immune response” faster as levels increase… this is the Frogger part of the game, timing your escape from the white blood cells.) Surrounding the blood vessels will be cells that the player is able to lyse, or burst- much like Dig Dug, tunneling through the body’s organs to get at the “target cell”. Occasionally these normal cells will also hold immune-system nasties or bonus proteins, making them impassible or attractive. Scattered about will also be areas that are impassible (such as bones or muscle tissue), that the player will have to plan around. Big gameplay concept: The amoeba may only destroy a limited number of cells in its quest for the “target cell”, so the player will have to plan their route to the target- will it be through the dangers of the blood stream, or can you make it through the maze of cells and tissue? if only you had enough cell-bursting power…
Graphics: The graphics will be modeled after Gray’s Anatomy (the book, not the TV show), with a woodcut/etched look. Mostly black and white, but with color overlays for blood vessels, target cells, etc. Some important items or places will be labeled in a similar fashion to the book.
Controls: WASD and spacebar

Development Tools:
REALBasic
Illustrator
Inkscape
Gimp
Audacity

Team:
Joe Flores (Mojiferous) – code, design
Thorin Klosowski (King Thor) – design, script, music, sound
Liaht Rosenstein – technical consultation, editor

Additional notes: We’re hoping to have some sort of soundtrack for the game, and recorded dialog (that will sound muddied, as if you were listening to it inside the body) whether that happens, we’ll see…

Development Plan (as of 01/09/09):
1) build a graphics engine for the game with accompanying level editor, post them here, distribute to team (1 week?)
2) design levels, while sound, music, and other assets come together (early Feb?)
3) assemble levels and start building physics and logic for the game (late Feb?)
4) something close to a working game (hopefully by the end of the contest!)

Republic of Thoronia — the Game — Notice of Intent

March 28th, 2008 § 0

A collaboration between The Republic of Thoronia and Mojiferous Industries is being announced right now (legally we’re required to announce these things, you know, for copyright reason and such). The two entities are going to be working together to create a point-and-click adventure game (an ode, you might say to the likes of Tex Murphy, Myst, Sam & Max) based on King Thor’s adventures. Although story details are limited at this point — the basic plot line has been released: The player will take control of a Prophet of Thoronia. Tasked with finding the Good King Thor (as we all know he has a penchant for being lost), the player will be forced to solve a variety of puzzles, converse with a variety of NPC’s to keep the story moving and will likely be utterly surprised when they find the GKT. Here is an exerpt from the story:   

As the car starts the girl appears at the door of Jerusalem’s. The backlighting makes her look like a bit of an angel, but I’m sure that neon could make a bridge-troll look like Dolly Parton at the right angle. 

 Other details that are being released are as follows: GUI is based on construction paper cutouts and felt. Game slated for initial release to iPhone/iPod Touch, with ports to PC and Mac later in the year. The two companies think it would work swell on the Wii, if anyone has any information for developing on that. The cost likely will be free, but may be upwards of $5 if the duo gets greedy.   If anyone has suggestion for puzzles, conundrums or trivials or wants to help, assist, lend in anyway, we would be much appreciative. After we get the text mapped out and the locations solidified there is going to be a lot of cutting and pasting and cutting of construction paper and felt, and oh heavens, the music, yes there will be music… hell, maybe we’ll get Matthew Mcconaughey to do some voice acting, I don’t think he’s doing anything worthwhile with his life right now.  We will also need beta testers on all platforms (so if anyone has a jailbroken iPhone/iPod Touch and wants to win the heart of a God, get in touch).

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