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Joel

The Journey So Far

by Joel
The Journey So Far

Almost a year ago, we began working on A Township Tale. Boramy and I started playing some Virtual Reality games, and experimented around within our own project. We soon found the possibilities seemed absolutely endless; every single movement you made could affect the game. We made a multiplayer, test environment within which we were able to move and pick up objects. Simply with these mechanics, we found ourselves having fun playing catch, hide-and-seek, and chasing each other everywhere. Just imagine two kids at a park - we could make our own fun.

Amongst the random assets I had placed within the scene, Boramy came across an anvil and a hammer. They did nothing. Absolutely nothing. But when he picked up that hammer, it was like Harry Potter touching a Horcrux, I could sense the images flashing through his mind, revealing all sorts of wonders to him. A Township Tale had been born - in idea form at least. We discussed a town bustling with activity: woodcutters, miners, warriors, chefs, and of course, blacksmiths. And so we got to work.

A few months later, we attended PAX Aus (‘16), to show off the game so far, and to get an idea of how you all felt about our dream. People had fun racing around the town, exploring every corner, climbing to the tops of the mountains, mining, and showing off their archery skills. Our growing team was so encouraged by the interest, feedback, and ideas that everyone had to share. We were absolutely overwhelmed. If you were at PAX however, oh how much more we have to show you!

Rooster Teeth’s Michael and Lindsay had jumped into the game at PAX, and had an absolute blast. Soon after, we found ourselves at the Rooster Teeth convention, where they wanted to play A Township Tale live. By the end of this convention, over 1000 people had experienced our first prototype of the game, and honestly, the feedback has been invaluable.

Over the course of half a dozen conventions, where only our prototype was on display, behind the scenes, we were working on the core art, and systems of the game. The overworld was being hand crafted. Our infinite, procedural caves were being written. The characters, and customization was created. Combat, in various forms emerged. New roles, items, and activities have filled our world since.

Over the next few weeks, we’ll really dive into different aspects of A Township Tale. The objectives, roles, and places you can explore. For those who have been following us since PAX, thank you for your support so far! For those, who are new, welcome to the Township!

Joel

The Journey So Far

by Joel
The Journey So Far

Almost a year ago, we began working on A Township Tale. Boramy and I started playing some Virtual Reality games, and experimented around within our own project. We soon found the possibilities seemed absolutely endless; every single movement you made could affect the game. We made a multiplayer, test environment within which we were able to move and pick up objects. Simply with these mechanics, we found ourselves having fun playing catch, hide-and-seek, and chasing each other everywhere. Just imagine two kids at a park - we could make our own fun.

Amongst the random assets I had placed within the scene, Boramy came across an anvil and a hammer. They did nothing. Absolutely nothing. But when he picked up that hammer, it was like Harry Potter touching a Horcrux, I could sense the images flashing through his mind, revealing all sorts of wonders to him. A Township Tale had been born - in idea form at least. We discussed a town bustling with activity: woodcutters, miners, warriors, chefs, and of course, blacksmiths. And so we got to work.

A few months later, we attended PAX Aus (‘16), to show off the game so far, and to get an idea of how you all felt about our dream. People had fun racing around the town, exploring every corner, climbing to the tops of the mountains, mining, and showing off their archery skills. Our growing team was so encouraged by the interest, feedback, and ideas that everyone had to share. We were absolutely overwhelmed. If you were at PAX however, oh how much more we have to show you!

Rooster Teeth’s Michael and Lindsay had jumped into the game at PAX, and had an absolute blast. Soon after, we found ourselves at the Rooster Teeth convention, where they wanted to play A Township Tale live. By the end of this convention, over 1000 people had experienced our first prototype of the game, and honestly, the feedback has been invaluable.

Over the course of half a dozen conventions, where only our prototype was on display, behind the scenes, we were working on the core art, and systems of the game. The overworld was being hand crafted. Our infinite, procedural caves were being written. The characters, and customization was created. Combat, in various forms emerged. New roles, items, and activities have filled our world since.

Over the next few weeks, we’ll really dive into different aspects of A Township Tale. The objectives, roles, and places you can explore. For those who have been following us since PAX, thank you for your support so far! For those, who are new, welcome to the Township!

Joel

The Journey So Far

by Joel
The Journey So Far

Almost a year ago, we began working on A Township Tale. Boramy and I started playing some Virtual Reality games, and experimented around within our own project. We soon found the possibilities seemed absolutely endless; every single movement you made could affect the game. We made a multiplayer, test environment within which we were able to move and pick up objects. Simply with these mechanics, we found ourselves having fun playing catch, hide-and-seek, and chasing each other everywhere. Just imagine two kids at a park - we could make our own fun.

Amongst the random assets I had placed within the scene, Boramy came across an anvil and a hammer. They did nothing. Absolutely nothing. But when he picked up that hammer, it was like Harry Potter touching a Horcrux, I could sense the images flashing through his mind, revealing all sorts of wonders to him. A Township Tale had been born - in idea form at least. We discussed a town bustling with activity: woodcutters, miners, warriors, chefs, and of course, blacksmiths. And so we got to work.

A few months later, we attended PAX Aus (‘16), to show off the game so far, and to get an idea of how you all felt about our dream. People had fun racing around the town, exploring every corner, climbing to the tops of the mountains, mining, and showing off their archery skills. Our growing team was so encouraged by the interest, feedback, and ideas that everyone had to share. We were absolutely overwhelmed. If you were at PAX however, oh how much more we have to show you!

Rooster Teeth’s Michael and Lindsay had jumped into the game at PAX, and had an absolute blast. Soon after, we found ourselves at the Rooster Teeth convention, where they wanted to play A Township Tale live. By the end of this convention, over 1000 people had experienced our first prototype of the game, and honestly, the feedback has been invaluable.

Over the course of half a dozen conventions, where only our prototype was on display, behind the scenes, we were working on the core art, and systems of the game. The overworld was being hand crafted. Our infinite, procedural caves were being written. The characters, and customization was created. Combat, in various forms emerged. New roles, items, and activities have filled our world since.

Over the next few weeks, we’ll really dive into different aspects of A Township Tale. The objectives, roles, and places you can explore. For those who have been following us since PAX, thank you for your support so far! For those, who are new, welcome to the Township!