It’s been a tough few weeks for Pyrodactyl. Dealing with media attention, such as from the delightful Rock Paper Shotgun , DIYGamer , Bits ‘n Bytes , DualShockers and victorygames.pl – we have understood that maybe a few people are interested about The A.Typical RPG. Pre-Orders have also started, and some people have thrown money in our direction already. That’s awesome!
For our efforts, we decided to reward ourselves by buying diamond swords and dueling to death working hard and pushing ourselves to the edge of starvation. The game has improved vastly since the last demo was released, and as promised, here is the improved demo for PC and Linux!
If you like the demo, you can pre-order the game for a paltry sum of $2.99 (or $4.99 for the Extra Cheese With Lightning Bolts Edition™) from either Desura or the Pyrodactyl web store.
We also regret to announce that the release date for the game has been pushed back by about 9 days to 31 March. It’s mainly to allow our slave bunnies testers more time, not to mention allow us to put in some extra polish to the dialog and engine. Hope you won’t get angry too much.
Feb 22, 2010 – it was a blog post nobody read. Nobody thought that it was the start of a phenomenon. Almost a year later – here’s another blog post nobody will read! And I don’t know what happened to the phenomenon.
Ok, enough kidding around. The A.Typical RPG is releasing soon, and we have begun pre-orders for the game with the help of the nice folks at Desura! The game comes in 2 flavors :
After lots of suffering, pain, tears and suffering, we are proud to announce that the first part of the A.Typical RPG Demo saga has been released! I’ll stop the torture of the gingerbread people now – they have worked kind of hard. We have some very monumental news for you today.It’s the release of the first A.Typical RPG demo!
The A.Typical RPG Demo Saga: The Demo Appears!
This short demo features a short look at the gameplay of the A.Typical RPG, and features completely different dialog exclusive to the demo! This short demo is the beginning of the demo saga, the (sort of) prequel to the game!
Download it from any of these locations:
Download from FileFront
We will be announcing pre-orders shortly, so keep your ears to the ground and your eyes near your binoculars for upcoming news!
Well, this is the moment! The moment that we have all been waiting for has finally arrived! And here it comes…
Oh yeah, I just got my pizza delivered! Now where was I? Right, The new A.Typical RPG gameplay trailer, obviously. Let me rephrase that particular statement to emphasize its colossal importance.
A.Typical RPG Gameplay Sneak Peek Released!
Expect a big announcement about a demo and pre-orders soon!
Plus, I also have a bit of a bad news – our initial estimate of a March 1 release date was very optimistic, which I am afraid we won’t be able to meet. We’ll keep you posted on this. We are a small indie team, and we would rather release late than release incomplete. Hope you understand.
I’ll let you enjoy the video now, visit the rest of the site to find out more about the game. I’m leaving for now, my pizza’s getting cold.
Firstly, we found something strange on the walls of somebody’s office.
Could it be – a boss battle? Who knows?
Now to business. After ninety six updates, shooting lighting bolts from our eyes and getting kicked around the earth for your pleasure – we decided enough was enough. We decided to make people pay for their crimes against humanity. But before we set out on our epic quest, we found that we were lacking something.
It’s been about a week since we spammed updated you about the progress on Sergeant McBride’s Gritty Tale of Realism A.Typical RPG. Time for an update! Let’s start with a sneaky peek at what Henri (our awesomely awesome artist) is up to…
He’s been on a roll, and has drawn quite a lot of new stuff. More pretty things in the future! I hope he draws a unicorn next. Unicorns are SO AWESOME!
Moving on, here’s a new situation that we have been iterating on for quite some time.
First things first (as it should be, after all when are first things second? or third?) – we plan to release the A.Typical RPG on March 1, 2011!
If you feared the game would be in the constant limbo of development – your fears may not be vanquished yet, but now you have a date to mark on your calendars. That can only be good! Moving on, we reveal one more key element of the game – conversations. To elaborate, let’s have a chat with this in-game element to see how they roll.
Me: So, tell us a bit more about yourself, Mr.… ? ???: I’m the conversation system used in key moments in the A.Typical RPG. But you can call me Dan. Or wait, Poseidon is better. Call me Poseidon.
Me: I’m going to go with Dan. So Dan, what do you do? Dan: I am the conversation system used in the game. You should know, you are the programmer who created me. Now let’s take a look at how I work :
Hey everyone. Firstly, thanks to those who voted for us in the Indie of the Year awards to get us into the top 100! You guys are awesome. While it may be a tall order for a small game such as us to win the second round, we will try our best! And this brings me nicely to this update :
In the programming front, I have sadly been delayed by exams and the demise of a very close friend of mine. However, I have been working on a brand new conversation system for the game, to be used whenever the pressure is high and important stuff is at stake. That warrants it’s own separate post (and I don’t want to inflict programmer art on you guys when we have much prettier stuff to show). Stay tuned!
And our super cool artist Henri continues to dazzle me with a pretty and surreal new level. What could it be? Take a look and maybe you can figure it out!
Hint : Look at the heading.
And last but not the least, Jesse, our new music emperor™ has composed not just one, but 3 new tracks! I won’t spoil all of them right now, but here’s a sneak peek at some *gasp* gameplay and music simultaneously!
Hey everyone, I’m posting this audio update on behalf of our new music overlord(TM) Jesse! So this is him from here:
How do we describe something in only sound?
First we close our eyes. What do see when these sounds are heard?
Music and sound help us get places emotionally that pictures alone can not. It is together that the full impact can be felt. I’ve always mixed music with the lights out. When I listen to mixes back it’s with my eyes closed. Writing a piece that reflects a sense of place for me starts with my eyes open.
The world map screen music was something I came up with based on several things. Arvind’s direction (over all temperament of the piece) , the visual mood of the screen, and the over all story of this character.
In regard to the composition and how it relates in context of the game. There are lots of choices to be made here, many bad and many good. A feeling of mystery with an underlying sense of adventure and child like exploration was also something I wanted to portray.
Music in games that is played over and over again is often loops of small sections so you always have to be thinking how to you make this interesting without being repetitive and cluing the listener in that this is in fact a loop. Typically I will try to cover at least two different melodic perspectives to induce movement and progression into small sections like this.
The basic chords started on guitar, was later moved to piano and then the strings where added. The sliding guitar melody heard throughout was added last and is supposed to represent the main character.
World Map Music!
This is the basic approach I use for each scene or screen through out the game itself. Sometimes things come quickly to me and others there is more concrete thought involved and less gut. Much like a dream is something less driven by yourself, when you are in that place of creation the feeling is that of a passenger.
I find it a little hard to describe my method to someone. I nearly I always find that other musicians and writers understand that sense of creation that is less easy to describe than it is to simply show.