Work In Progress / TV189 - By Trollbae

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Trollbae
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Posted: 26th Jan 2020 00:59 Edited at: 26th Jul 2022 19:36



Storyline / Developer

Created by Toby Clark - Indie Game Developer
TV189 is a game created in GameGuru, that was published pre-maturely to Steam. Ever since, I have been working hard to update it, to make it the product that it was mean't to be from the start. Take my words as a lesson; please ask others in the community for their honest opinion on whether it is ready to publish, before publishing, it will lead to a more successful release.

TV189 is the name of a fictional experimental bio-weapon, capable of mass destruction.

TV189 aims to incorporate horror and action into a unique experience. Dynamic, progressive environments, constant uncertainty, and distrust in a suspenseful plot aim to make the player feel immersed. You will have to form a judgment on what weapons to adopt in your private arsenal against an ever growing threat of bloodshed.

You are an operative working for the U.S Government investigating a isolated group called the Russian Front Force [RFF] in Northern Russia 10 years after the TV189 Timalyun Disaster. The game's approach to telling the story is unique compared to other games, as it is entirely focused on the player, rather than the bigger picture, and this allows the story to be told hearing only what I want the player to hear at the time.

Set in mostly bunker-style interiors, and compound-style exterior levels the game features a wide range of styles. During development I feel like I have zoned my skillset onto interior design mainly using the EBE however, also using exterior assets. If it wasn't for everyone in the discord, and the talented sellers on the GameCreators store, the project would be nowhere where it is now. Thank you!

Any questions or want to try a demo? Add my discord: Trollbae#4878


April 2021 Gameplay:



Screenshots :





Please tell me any thoughts/suggestions/criticism below.
Thank you for reading - Trollbae
[/color]
T B Clark | United Kingdom

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Mav3r1ck1981
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Posted: 26th Jan 2020 01:14
looking really good mate, particularly like the rocket! kepe it up! Seriously though, your EBE work is seriously good
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Wolf
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Posted: 4th Feb 2020 03:22
Looks good! I love what you can do with the EBE This came a long way!
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Posted: 4th Feb 2020 22:24
Cool use of EBE there. And kudos to you for including cutscenes in your game, not many users do!
Definitely a good start!

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Trollbae
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Posted: 9th Mar 2020 22:19 Edited at: 20th Jun 2020 13:28

[LOST AFTER HARD DRIVE CORRUPTED] Gameplay Footage :


I have just uploaded a new video of some beta game play footage.
Please reply with constructive criticism or any general advice as it would aid me greatly.



Thank you - Trollbae
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Trollbae
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Posted: 26th Mar 2020 11:50 Edited at: 20th Jun 2020 13:29

[LOST AFTER HARD DRIVE CORRUTPED] Intermediate Level - Wartorn City


Good Morning Folks!,
I have made an intermediate level, between the first initial tutorial level and the train-yard saga of level's. Whilst you was in the tutorial level, the US. Army have pushed through Timalyun ( where the tutorial level is set ), and set up a base in the main war-torn Timalyun City. After you escape from the Tutorial level you return here to be briefed during 2 cutscenes, before moving onto the Trainyard levels.

Here are 2 screenshots of the city:





Thank you!
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Wolf
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Posted: 27th Mar 2020 11:46
Nice to see how far you've improved
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Trollbae
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Posted: 21st Apr 2020 01:58


Due to a fault on my hard drive, the TV189 update has been delayed further due to loss of map data. I am working to recover what I can but this ultimately will slow development time. I'm sorry for the inconvenience, but I will keep going with it.

Kind Regards,
Trollbae
T.Clark
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Avenging Eagle
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Posted: 22nd Apr 2020 13:41
Sorry to hear this, always frustrating when that happens!

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Trollbae
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Posted: 12th May 2020 12:28 Edited at: 20th Jun 2020 13:32

Announcement - Improving Old Levels:

I'm back on my trajectory now!
I've been improving previous levels, and I have made an introductory cutscene that plays when the player starts the first level. This intends to give the player an understanding of their environment, as well as the storyline of the game.

Asides from that I've been making more interactive environments as well as adding interesting features, such as allowing the player to pick up items and move them about; including explosive items.



I have also been working on a standalone shooting range for the player to test weapons in, and improve their aim with weapons, or just to mess about in. This will be included in the launcher as an extra. I have made the loading screen for it and have started planning it out.
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Bored of the Rings
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Posted: 12th May 2020 12:58
looks really good, well done with this
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Posted: 12th May 2020 21:26
how did you made hint during loading screens?
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Trollbae
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Posted: 13th May 2020 00:16
JC LEON,
It's just the background, So the hint will be the same for every time.
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JC LEON
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Posted: 13th May 2020 11:34
Quote: "It's just the background, So the hint will be the same for every time. "


ah o.. cool trick btw... thanks
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Trollbae
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Posted: 13th May 2020 16:56
I have begun salvaging the Zombie Survival mode.
I've altered the scripts so it is now functional again, I just need to add some more stuff then it will be fixed. From there I will add a better UI, main menu and polish it, from there I will be focusing on the main story mode.
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Trollbae
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Posted: 28th May 2020 16:09 Edited at: 20th Jun 2020 13:30

New Video [TV189 Introductory Video] :

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Trollbae
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Posted: 4th Jun 2020 23:38 Edited at: 20th Jun 2020 13:34

Slaughterhouse Series:


This is a series of levels set in an abandoned slaughterhouse controlled by the Russian Front Force. All made using the Easy Building Editor.

Investigation into a building in Timalyun, Originally built in the 1940's, this was a slaughterhouse, abandoned and old, it was seized by the forces, and they are keeping files in the basement. Explore a cluttered interior as you weave your way through the rooms.





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Avenging Eagle
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Posted: 6th Jun 2020 10:02
Nice use of EBE. I tend to write off EBE as being another one of those unfinished, only-useful-in-a-handful-of-select-circumstances kind of tools, but you get the best out of it

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Trollbae
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Posted: 6th Jun 2020 20:31
@Avenging Eagle
Haha thank you! It's quite limited but it is good for indoor levels I find, the engine seems to run it amazingly too, I had a whole town using EBE buildings running at 150 FPS, its quite well optimized for me atleast?
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JC LEON
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Posted: 6th Jun 2020 21:06
trailer is really well done.. did you utilise some specific system for trailer?
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Trollbae
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Posted: 11th Jun 2020 01:34 Edited at: 20th Jun 2020 13:35

TV189 June Preview Video


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synchromesh
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Posted: 13th Jun 2020 22:54
I edited your post to show the video.
Looking very impressive !!
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Trollbae
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Posted: 15th Jun 2020 23:05
Thank you Synchromesh!

I've got a little writers block; well, developers block?
Anyways I'm a bit stuck on where to go next, I have plans for further along in the game, but i'm at a part that I feel has a missing part, over the next 2 weeks I will be deciding on what to do to fill this part, so I will be posting less.

I was looking towards infiltrating a building to find a map, then following the map to the area where you have to go to progress. Using symbols & signs etc, to bring out the puzzle elements more.
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GubbyBlips
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Posted: 21st Jun 2020 20:47
I hear ya! I like the direction this is going Trollbae. I like the map hunting idea.
Just be sure (in case you haven't yet) to read up on Wolfs suggestions on
level making. I see these great projects on here, and hope they hold up to all
the ambitions the users have.
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Medmatheus
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Posted: 25th Jun 2020 16:19
Hey Trollbae, I'd love to see an unique HUD for you game. Your game have a good atmosphere and seems you have good ideas to follow untill the end of your project.
Trollbae
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Posted: 1st Aug 2020 22:24
Medmatheus, Well I have something for you! Just made the custom HUD, with my money scripts. So now I have a working money system for this level. It is a stealth based level where you have to steal money from a bunker.

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Medmatheus
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Posted: 2nd Aug 2020 23:21
HUD is looking great, congratz
Trollbae
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Posted: 17th Aug 2020 03:52 Edited at: 17th Aug 2020 13:11
I've begun improving earlier levels. This was previously 2 levels, but I figured I could merge it into 1 to save the player a loading screen. It's not done yet, but it will also serve as the tutorial. I've been studying tutorials on lots of games and I am going to try to make the tutorial not explicit, and instead implied, avoiding text and instead focusing on teaching through gameplay. Wish me luck haha!

I 've been working more on the HUD, this is a more finalized version:

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Loretta
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Posted: 17th Aug 2020 16:38
Love where this is going.
Impressive work!
Can't wait to see what is next!
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Trollbae
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Posted: 3rd Oct 2020 20:54
Development has slowed to a halt in the past month, the return of school has impeded my process; I have had to focus my time on my project for computer science (A terrain-generation algorithm with an AI that adjusts to the environment around it, made with Python3 for anybody who is curious). Hopefully I will get motivated to develop some more soon.
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Trollbae
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Posted: 2nd Dec 2020 16:52
Good Afternoon!
Hope everybody is doing alright with the abysmal state of the world right now.
I've managed to salvage some time to develop a little bit more of the bunker level I was talking about earlier, essentially you are tasked with repossessing a bunker to a certain amount of value, then exiting via a custom winzone that only triggers when you have enough cash.





Here are some screenshots from in-level, I have been working hard on the lighting and scene composition for this level along with the ambience.

Thank you,
Trollbae.
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Trollbae
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Posted: 20th Jan 2021 01:41


Been working more on a tutorial level and introduction to combat level as well as providing background information on the storyline.



The player wakes up in the morgue after being shot, then is directed out of the starting area by a CCTV operator. (Yet to hire the voice actor).

Really happy with recent progress!
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Kraven
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Posted: 20th Jan 2021 16:47 Edited at: 20th Jan 2021 16:50
Looking great so far, and I really enjoy your frequent video updates that show off actual gameplay, rather than just posting exclusively screenshots throughout developement (not that there's anything wrong with that, of course, but videos are much more enjoyable, IMO).

I think your work is yet another great example that goes to show what can be done with Game Guru when a developer spends time tending to EVERY aspect of game design in their project (gameplay, atmospheric visuals, scripts, custom/third party media, sounds, voice overs, cinematics, etc.), instead of just focusing exclusively on one or two of these things and calling it a day.


Quote: "Yet to hire the voice actor"

Not sure if you're aware of the resource already, but Fiverr is an excellent place to find amatuer (and professional) voice over artists for pennies on the dollar, that I use to use all the time with great success. I'd recommend stopping there first if you haven't already; you can usually get around 150-500 words for about $5 USD, depending on the artist.
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Trollbae
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Posted: 20th Jan 2021 21:56
Thank you. I hired a voice actor to do the trailer, so I might go with him for some characters from Fiverr. He seems friendly and was very fast with delivery so I think I'll be using him again.

Thank you so much for your kind words, I do try to work on every aspect.

- Trollbae
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Duchenkuke
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Posted: 21st Jan 2021 20:49
Nice!! I am working with fiverr actors too. So far I only had positive encounters!
I gotta play your game soon man...
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Posted: 3rd Feb 2021 21:33
[video=youtube]https://youtu.be/ikNPkgTF2gY[/video]

This video is the second draft I have been working on. The trailer is a important part of the game, so its still a work-in-progress, however I have been working with some scripts from the store, CineGuru and Teabones Director Pack to implement more cutscenes as well as an inventory system and skill tree system, which is going well!

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Trollbae
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Posted: 9th Apr 2021 22:34
Development has slowed down a bit due to school stuff and some exams so I have taken a break, however after this is over I will go back to development to hopefully finalize this update. Thank you.
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Trollbae
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Posted: 14th May 2021 21:42 Edited at: 18th May 2021 09:10
Little WIP video I made!

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osiem80
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Posted: 14th May 2021 23:33
u put just the "Asxnac4rBUg&t=26s" part between the ] [
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Trollbae
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Posted: 18th May 2021 09:10
Sorry, link is now working.
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Trollbae
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Posted: 1st Jun 2021 21:24


June 2021 WIP
Prison Level
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Posted: 1st Jun 2021 23:32
Looking very good, Trollbae! That prison level looks very well planned out, nice work on the textures too. Also love your Arsenal/ Inventory/ Notes menus system as well. It rocks!
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Trollbae
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Posted: 27th Jun 2021 20:34
Another month, another level. This is after the April level, (The server building). Hidden inside of an old bunker, the player has to navigate these underground tunnels as-well as explore a venting system to gain access and shut-down the servers. I've got a few WIP screenshots below, bearing in mind that I still need work on the floor (as it is too clean at the moment).





Thank you,
Trollbae.
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Trollbae
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Posted: 29th Jun 2021 18:29


I've been using CineGuru (https://www.tgcstore.net/product/35318), to make some interesting cutscenes. It's a really powerful tool, and I have been having lot's of fun using it! I'm no Martin Scorcese (yet), but it's improving the game.
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Trollbae
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Posted: 26th Jul 2021 23:23


Small laboratory level (Early WIP)
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Posted: 1st Aug 2021 07:13
Lookin great!
Wolf
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Posted: 1st Aug 2021 14:35
Cool script work!! Really nicely done.
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Glad to see my hard work being used in anger, and glad you are happy with the results.
Been there, done that, got all the T-Shirts!
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Trollbae
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Posted: 25th Jul 2022 20:55
Hello!
After a year long break (due to starting university & quite frankly just frustration) I have decided to continue TV189 development and push for a final release. Starting with really looking at what levels are good enough to go into the final game, and deciding what to keep, improve or remove. In the end I have taken the decision to remove about half of the games levels as I feel like they are not of a high enough quality to make into the final game.

I've also started creating 3 more levels, to finish the game on - which involves poisoning the main enemy (leader of the RFF). Breaking into his compound using information found on servers previously found in the game. In terms of current goals I need to seamlessly integrate the Skill Tree & Inventory system across all levels, and fine tune the later levels to accommodate the players upgraded skillset.

I've also started writing a document about the games development process spanning the last 4 years to the upcoming (hopefully) final release, which also overviews the decision making process regarding data from Steamworks and how I have used it to improve, and target certain parts towards an audience.

Here are some of the latest screenshots!

The final level is set in a compound (shown below), where the player must collect a series of poisonous mushrooms from caves which are used to poison the final enemy.


Cave shown below:


Tunnel from compound shown below:


Thank you for reading and I would love to hear some feedback!
A small demo of the game is also available if you discord me (Toby#2670)

Kind Regards,
Trollbae
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