Raising Torolith

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Raising Torolith is a physics based first-person platformer. Embrace the parkour style and prove your agility by claiming the orbs that will raise the kingdom back! Medieval fantasy, relaxing & beautiful scenery. Raise castles and islands from the water. Come to Torolith and join the adventure! ...learn more

Project status: Under Development

Game Development

Intel Technologies
Intel Integrated Graphics, Intel CPU

Links [2]

Overview / Usage

Raising Torolith is a first-person physics based indie platformer where you take on the adventure to raise back an entire kingdom - Torolith. Players learn about the world and what exactly happened while powerfully dashing through the medieval age in a relaxing & beautiful scenery. Castles, towers, islands and helpful companions are a strong part of the adventure.

Mastering the movement is a core part of the gameplay - the focus is set on high speed sliding, key point maneuvers and obstacle evasion.

  • Two Play Modes: Play in a Campaign mode where levels unlock one after another, learning about the world. Or, play in the Racing mode where you will have to beat the best times of the game creator.

  • Free Movement: Learn how to control your momentum and enjoy the feeling of smoothly cruising through the levels. Air control and timing play a big role in becoming a master. Boost yourself into the air, slide down & sideways on platforms, climb walls, destroy some obstacles. Combine chaos with precision.

  • Raise the kingdom: Reach the orbs and raise the kingdom! Entire islands and castles might emerge from the water.

  • Checkpoints: Tired of replaying already passed sections whenever you fall? Torolith is here to help you! It's up to you to decide if you wish to replay a certain part of the level if you fall down or teleport instantly back to the last checkpoint you've reached.

  • Exploration & Story: Talk to the Torolithians in the world, hear what they have to tell you. Interact with seemingly abandoned objects, you will get a better feeling about it all. Most importantly, enjoy the colorful, manually designed landscapes.

Methodology / Approach

Raising Torolith is being developed with the help of **Unity3D **and a big amount of story boards to aid the development process. Everything is being created by a single person - concepts, programming, design, promotional screenshots/logo, videos, demos, looking for the perfect models and/or creating such from scratch if necessary.

A brief summary of the work process is as follows:

  1. Concept (be it level design or mechanics)
  2. First iteration in the game engine
  3. Necessary tweaks to make it appealing and fun
  4. Playtesting, playtesting, playtesting
  5. Polishing

The steps above come one after another. It is important to notice that if the progress is not satisfactory, the whole process may start all over again or simply turn back to the previous steps. Think of it as a loop that will run until the desired result has been reached.

A critical part of the development is the creation of the so called "Prefabs". Think of them as pre-made modules that consist of many different things - mechanics, models, design templates. In short, they are custom gameplay/game design templates made by the developer by utilizing the already written code and created models/VFX/SFX. After having enough of them, the level design process may start. These prefabs are used to create each level. They are easily editable and it is easy to make changes to fit the planned design of the level. At times, of course, there are situations that cannot be covered by the prefabs so further custom solutions are required, which quite often lead to the creation of new prefabs.

So, the entire process of creating the game can be split into two main groups:

  • Creating the prefabs
  • Creating the levels

The first group is where all the coding and asset assembly come in place. It is a very long process combined with a lot of testing. At the end of this stage, the game already has a small playable demo level (for the developer only) and the developer has determined that the project has potential and is worth it to continue with the development plan.

The second group is the level design process where thought must be put into determining the player's goal in that specific level. At the end of this stage the game must be at a completely playable state and the game is ready to be seen by the public world - not yet released but instead showing gameplay demos, videos, screenshots, setting up download pages and so on. This, however does not mean that no new levels are being created after that.

**Testing **is being done on absolutely every change, not only on the final product. Each small change should be tested first in isolation then tested while being a part of the whole project. Interactions between different mechanics sometimes bring interesting unexpected results.

**Polishing **comes after the developer decides that the certain thing that should be polished is in its final form (or almost final) - be it a mechanic, a level design, an effect or any combination of the aforementioned. Polishing too early could lead to a waste of resources and considering the fact that Raising Torolith is being created by a single person - this should not happen.

Technologies Used

  • Unity
  • Visual Studio
  • Gimp
  • Blender
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