Prophecy Resurection Dev Blog #1
by Cyril Rousselet · 03/13/2010 (11:23 am) · 22 comments
Hi, I am Cyril Rousselet, Since 2001,with a friend composer Frederic Texier, we began the development of
a video game RPG/FPS single-player called "Prophecy Resurection".
At this time, I had developped a prototype of an engine for the game, called the "K.A.R.L" engine using the API OpenGL.

After 2 years of relentless development, i realized it was not easy to arrive to a convincing result before many years. The project knew ups end downs until 2005. I was looking for a new engine, and my researchs brought me to the site of Garagegames.
I have been very quickly attracted by the Torque Engine, its large flexibility and a strong commmunauty.
All this offered me a real opportunity to start again the project. The 3 following years allowed me to make a remodelling of the game : design, gameplay, script, and so on...
As well as it port on the TGEA v.1.7.1.
Evolution of the game under the different engines

Screenshots of the prototype of "PR" TGEA 1.7.1


More Screenshots Here
for this version, i use :
- SSAO kit de Ubiq Visuals.
- Depth of Field Shader Kit de Ubiq Visuals
- Fx Pack #1 de GameExtract.
- Sticks and Twigs Environment pack de Really Good Things Studio.
- Tropical model pack de DEXSOFT Multimedia.
PROPHECY RESURECTION
Prophecy Resurection is a FPS/RPG single-player based on six characters. Each person has his own specifications and skills. The game follows a main framework interrupted by parallel researchs allowing a better understanding of the script. It offers too for each of the heroes, a wide world including a lot of NPC.
Here is a small example of the environments the 3 first heroes will have to cross.
For the first one a French soldier, on the battle fields of the first world war mainly in Verdun.
For the second one, an agent of the PTS (Scientific and Technical French police) who will lead us in a small French village to solve dark inquiries.
The third one, a soldier of the Daguet Division in the Golf war during the taking of the village of As Salman and of its fortress, the cave Shanidar, the archaeological site of the sumerian town of Uruk and its Ziggourat.
I will give you more informations in my next blog concerning the six characters.
GAMEPLAY FPS/RPG
The main challenge is to match up the FPS with the RPG. The game includes actually 8 specifications and 22 basic skills + specific skills (bout 10 more).It's the most complicated part to balance. It will be explained in my next blog.
Management of the equipments via an inventory of drag and drop.


MUSIC AND SOUND DESIGN
I have always liked a good sound environment of a game and it musical accompaniment.
This noble task has been given to Frederic Texier, who during the development was enable to
restranscribe con brio the particular atmosphere of "Prophecy Resurection". The task was
particularly difficult because the environments of the game were various, from Iraq to Paris via
the Ghenne in israel, and so on...
DEVELOPMENT STRATEGY
Aware that this project is important, i am studying the possibility to release a "Prophecy Resurection" by episodes,more particularly the first chapter which corresponds to the first character (French Soldier) : "Prophecy Resurection Origin".
The plan :
- To port the game under T3D.
- To implement the GameMechanics Kit of Yuri Dobronravin.
- To implement the Guide Bot of Yuri Dobronravin.
- To implement the Cliff Construction Kit of Konrad Kiss.
- To finish the script and the gamplay (80%).
- To Study the release of an eventual "Prophecy Resurection Origin".
TRAILER PR
Here is the first trailer of "PR", made with in-game scenes of the prototype under TGEA V.1.7.1
At last, i would like to thank the team of Garagegames for his fabulous engine as well as all the communauty for their precious advices and the numerous helps they give to the small developers.
Thank you to everybody.
See you soon for the next blog.
a video game RPG/FPS single-player called "Prophecy Resurection".
At this time, I had developped a prototype of an engine for the game, called the "K.A.R.L" engine using the API OpenGL.

After 2 years of relentless development, i realized it was not easy to arrive to a convincing result before many years. The project knew ups end downs until 2005. I was looking for a new engine, and my researchs brought me to the site of Garagegames.
I have been very quickly attracted by the Torque Engine, its large flexibility and a strong commmunauty.
All this offered me a real opportunity to start again the project. The 3 following years allowed me to make a remodelling of the game : design, gameplay, script, and so on...
As well as it port on the TGEA v.1.7.1.
Evolution of the game under the different engines

Screenshots of the prototype of "PR" TGEA 1.7.1


More Screenshots Here
for this version, i use :
- SSAO kit de Ubiq Visuals.
- Depth of Field Shader Kit de Ubiq Visuals
- Fx Pack #1 de GameExtract.
- Sticks and Twigs Environment pack de Really Good Things Studio.
- Tropical model pack de DEXSOFT Multimedia.
PROPHECY RESURECTION
Prophecy Resurection is a FPS/RPG single-player based on six characters. Each person has his own specifications and skills. The game follows a main framework interrupted by parallel researchs allowing a better understanding of the script. It offers too for each of the heroes, a wide world including a lot of NPC.
Here is a small example of the environments the 3 first heroes will have to cross.
For the first one a French soldier, on the battle fields of the first world war mainly in Verdun.
For the second one, an agent of the PTS (Scientific and Technical French police) who will lead us in a small French village to solve dark inquiries.
The third one, a soldier of the Daguet Division in the Golf war during the taking of the village of As Salman and of its fortress, the cave Shanidar, the archaeological site of the sumerian town of Uruk and its Ziggourat.
I will give you more informations in my next blog concerning the six characters.
GAMEPLAY FPS/RPG
The main challenge is to match up the FPS with the RPG. The game includes actually 8 specifications and 22 basic skills + specific skills (bout 10 more).It's the most complicated part to balance. It will be explained in my next blog.
Management of the equipments via an inventory of drag and drop.


MUSIC AND SOUND DESIGN
I have always liked a good sound environment of a game and it musical accompaniment.
This noble task has been given to Frederic Texier, who during the development was enable to
restranscribe con brio the particular atmosphere of "Prophecy Resurection". The task was
particularly difficult because the environments of the game were various, from Iraq to Paris via
the Ghenne in israel, and so on...
DEVELOPMENT STRATEGY
Aware that this project is important, i am studying the possibility to release a "Prophecy Resurection" by episodes,more particularly the first chapter which corresponds to the first character (French Soldier) : "Prophecy Resurection Origin".
The plan :
- To port the game under T3D.
- To implement the GameMechanics Kit of Yuri Dobronravin.
- To implement the Guide Bot of Yuri Dobronravin.
- To implement the Cliff Construction Kit of Konrad Kiss.
- To finish the script and the gamplay (80%).
- To Study the release of an eventual "Prophecy Resurection Origin".
TRAILER PR
Here is the first trailer of "PR", made with in-game scenes of the prototype under TGEA V.1.7.1
At last, i would like to thank the team of Garagegames for his fabulous engine as well as all the communauty for their precious advices and the numerous helps they give to the small developers.
Thank you to everybody.
See you soon for the next blog.
About the author

Torque Owner BrokeAss Games
BrokeAss Games
Glad to see indies kickin' butt!
Keep at it!