ok so I just hit save on the project and send the thumbdrive to the internet and then you guys can play it now
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some real old stuff beyond this point:
LATEST HAPPENINGS: Game is now called
Disco Elysium!
NEW TRAILER
--
Christmas teaser!
https://www.youtube.com/watch?v=I09cgNltDRUWe on Steam baby!
http://store.steampowered.com/app/632470/No_Truce_With_The_Furies/Come do the honourable thing - hit that wishlist button and spam the everloving shit out of that link to your friends! Or just share it all nice and decent and let them know there's this interesting little project going on here and they'd probably like it if they gave it a chance. We'd appreciate it either way.
TEASER TRAILER:(click on the screenshots for some juicy 2560 wide pixels)
We also had a go at writing a press release which I'm sending out now. It's strange to be one of the "guys in marketing" now and it's becoming apparent that it really is very
very hard to be short and concise about your video game while somehow trying to keep it interesting. Here goes nothing:
Ahem..
PRESS RELEASE:Today
FORTRESS OCCIDENT announce
NO TRUCE WITH THE FURIES, a story-driven role playing game about being a total failure. An almost irreversible, unmitigated failure. Both as a human being and an officer of the law.
Find yourself in a strange and familiar new world, where you can go anywhere you want to. See that liquor store? You can go there. See that motor-carriage? You can drive it into the ocean. See that phone booth? You can call her, and make her love you again!
Or – you can take one final case and crawl back to life.
NO TRUCE WITH THE FURIES has:
• An original genre of setting, developed for 15 years in absolute secret. Neither fantasy, alternate history, or any known type of -punk, a novel set in the same world has been dubbed fantastic realism.
• The most advanced visuals ever made for the isometric perspective. A trick of the trade we call paintshading lets us create a moving contemporary oil painting.
• Writing by chronically success-impaired science fiction author Robert Kurvitz and original music by the Mercury prize winning band British Sea Power.
• A realistic skill system lets you develop original ideas using Conceptual Thinking, tune your nervous system with Electrochemistry, and become a disgrace to the uniform with Composure, a skill that lets you don your disco outfit to the maximum effect.
• Thought Cabinet, an inventory for thoughts, where you process the ideas you've stumbled on. Ideas become fixtures, permanent beliefs that you can't get rid of, even if you want to.
• Exactly one hundred and twenty eight times more choice and consequence than previously thought possible in a role playing video game. This is a world where even the smallest things you say matter.
We are inspired by "Planescape: Torment", "Call of Duty: Infinite Warfare" and "Kentucky Route Zero".
NO TRUCE WITH THE FURIES has been in development for over a year. It's expected by the end of 2016 for PC.
Visit our frequently updated social media hijinks:
Website
fortressoccident.comFacebook
facebook.com/fortressoccidentInstagram
instagram.com/fortressoccidentOLD FIRST POST:Hello!
So! I figure it is probably high time to start with the devlog thread for the game I'm working on right now. It's a project I started putting together with a couple of friends last winter, but real work didn't start until around September or so. The project carries a tentative title of "No Truce With The Furies"
"No Truce With The Furies" is a short form isometric role-playing game set in a fictional mid-20th century world. You explore Martinaise, a coastal district of the Revachol metropolitan area where some decades before a failed revolution dethroned the Monarchy, but left the city and its people susceptible to the self-serving influence of the international community and free-market capitalism.
The game is set in a time of cold war in a world that never was. Off the coast you can occasionally spot airbound coalition warships keeping the peace. Further beyond the horizon there is the Pale that divides the continents.
You play this guy:
The finest officer from Precinct 41 of the Revachol Police Department! Sent away on a special mission to investigate a special report from the relatively remote port of Martinaise. There may be a slim chance the higher ups just want to get you out of their hair? There may be some haters who call you "a disgrace to the uniform", but you know what you really are; you’re a Super Star and the only cop who’s capable of getting anything done in that chicken-shit outfit.. You’re here to represent the fledgling self-organized and semi-recognized police force of Revachol and goddamn if you’re not gonna rock at it!
While in Martinaise you wait for an event you know to be coming. It is called
the Tequila Sunset.
The plan for this game is to eschew combat to focus more on event modeling and narrative decision making. Hopefully there are more ways we can interact with the world around us than reaching out and touching it with a gun. It's going to be a narrative driven dialogue heavy game laced with humour. (The irony that the character above is shooting a gun is not lost on me.)
I'm the art director for “No Truce With the Furies” so I make the pretty happen. We're doing pre-rendered backgrounds which I then paint over for stylistic reasons and we're spicing up our 3d character models with some hand painted normal map magic to get some more brushstrokes in there. The above image is an example of what the background art looks like.
Some background info for those interested - we're a fresh team of some 11 dudes sitting in some (currently very cold) rooms in Tallinn, Estonia making the game in Unity. As kids a bunch of us were big fans of the old Fallouts and Infinity Engine games, so it's pretty darn dope to be making one now. The dream is to make a full form RPG after this one, but for now we consider No Truce a first bite. A smaller game to work out our big mechanics and storytelling methods.