The Thing 2 RPG Lite Build v1.0. After 19 months the first full public release is finally here. I hope you enjoy playing this game, refer to news post...
This game follows the story of what happens after the John Carpenter 1982 movie adaptation of the John W. Campbell JR Novel "Who Goes There?". The original game borrows heavily on the story from the 2002 video game and the current sequel expands further on the plot after Captain Blake defeats the Thing entity. After the death of Whitley and the destruction of Gen Inc property; Captain J.F.Blake boards a rescue plane and leaves Antarctica. Complications arise and the aircraft malfunctions and crashes. With no report from Blake the Alaska base sends in a new rescue team of which you the player take control. Your task is to find Captain Blake and escort him back to Alaska. However the thing entity did not die with Whitley on that day...
Summary of updates to the game since the last post (All Killer, No Filler... well maybe some)
Work Complete / New Features
New Enemies The Pilot and the Spitter. The Pilot is a creature cut from the 2011 Thing Movie (Thanks Sadonrii) and the Spitter is just something that me and Jose made to be annoying and bombard you with well, spit.
The Ship Story (Prequel Mode) is now complete. Cody Ball helped me write this little short that turned into a much bigger story. Set aboard a ship you play as a researcher and when someThing found in the ice is brought aboard and thaws out bad things happen. Set before Original mode and ties into Story Mode. Features timed elements and a lot of artistic scenes and even my own home made audio.
Blake's Notebook. This feature is available in story mode, Blake will give you his notebook full of information about events that have unfolded. However you can collect research notes in the game to unlock concept art with little supportive text and descriptions about each creature Jose helped me make for the game.
Quintel's Update. In the summer of 2014 I created a community for Story Mode that you can help and features as a hub for many game side quests and additional content. I have expanded on this story further to give it an alternate ending scenario and features more locations for the game.
Tape Saving. The game now has a difficulty option of having to use "Cassette Tapes" to save the game. No more save scum.
US Captain improved. The US Captain now has a lot of new skills to buff his allies and can call for reinforcements making him more of a mini-boss fight than just there to shoot at you.
Enemy Perks/Going into cover. When the first turn of combat is engaged the enemy (Military) will "spot" the player and some of them may gain the cover status (increasing their defense). Other enemies will also reveal little icons by their names which will indicate various traits or perks they have. an example of this is a little red skull with a cross-hair which indicates that enemy has a +15% CRI chance and might be more dangerous than his generic allies. This varies enemies a little and makes combat more challenging and varied.
Above, The Pilot (Middle) and The 'Spitter' enemy type.
Work to be Do/In Progress
I am replacing some of the existing audio. I am going to remove spoony's voice as well as any audio from the 1982 movie and the majority of audio from the 2002 video game (such as Blake's actual voice). I will re-record what I can with voice actors but I feel that it is best to have as much original content in the game as possible.
On the subject of recording, work has begun with Voice Acting for Prequel Mode and its going well. However I still need more help with this so if you are interested in VA work (paid) you can audition here.
I am also updating the in game mods/attachments again with the help of Blak Dragon to include more variety and I may include a second accessory slot as he mentioned it doesn't make sense to wear a backpack but not glasses. It's more an issue of balancing the game and having effective choices with impact.
Mercenary Update: For Story Mode I am including a small Mercenary outpost with a variety of tasks and trading opportunities. Like Quintel's community it is all optional content and a brief distraction from the story.
MacReady update: MacReady will still be getting his own story included in Story Mode. It will be told through a combination of flashbacks (as MacReady telling the story to the player and as the player seeing the story as MacReady) which will involve some multi choice scenarios (choose your own adventure). This will tie up into a neat little package where you help him and go back to US Outpost #31 to finish off what he started...
Ship Artwork is nearly done and going well, got a lot of lovely artwork to help depict some of the scenes thanks to Jose.
With the improved game performance and the redundancy of the "Lite Build". Blak Dragon has offered to test the games enhanced lighting. Will keep you posted on how this turns out.
Gen Inc Titan: This may seem a little ridiculous but we are adding a secret mechanical cybersuit into the game as a gen inc project that you have to fight. It's a throwback to 80's films like Terminator and Short Circuit and nothing to do with me playing a lot of Xcom, not at all.
Finally I am going to replace the games survival mode (although the old one can still be accessed from the test map). The new mode will let you play as Gen Inc and you will be given 'missions' by the Gen Inc board. It will revolve around building up a squad and small base management features, again totally not xcom.
Above, Blake's Notebook: A collection of notes and concept arts. The UI was designed by Christie Shinn and the script code itself is by Mog Hunter.
A bit of bad news now I have to delay the release of the v2 update until October, maybe even November. So please bare with me while I try my best to get everything done in time and test what I can where I can.
Finally a big thanks to everyone whos been involved with the project and thanks to all the help and support I have received.