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
#2
03/13/2010 (12:12 pm)
looks really good, one of the best TGEA project for sure. BTW Resurrection is missing an "R". Can't get the video to play :(.
#3
The "R" is particulary of the game name. :)
03/13/2010 (12:21 pm)
@ Thompson : Thanks you for your comment.The "R" is particulary of the game name. :)
#4
03/13/2010 (12:30 pm)
That's some great work Cyril.
#5
03/13/2010 (12:31 pm)
oh, I see it is a different language on the site :). The video on the site works, looks amazing. your team is very talented, i like all the action. do you have plans on porting to T3D at all?
#6
03/13/2010 (12:38 pm)
... AWESOME DUDE (my first reaction when seeing this). And that you did this in TGEA makes it even more awesome. Like the story, and the music. Keep it up.
#7
@ Stadi : Yes ,port the game under T3D in my plan.
03/13/2010 (12:39 pm)
@ Gareth and Marcus L : Thanks a lot.@ Stadi : Yes ,port the game under T3D in my plan.
#8
03/13/2010 (1:28 pm)
I'd love to see this in T3D. Great work so far!
#9
03/13/2010 (2:30 pm)
Wow thats awesome! great work just shows what TGEA can do!
#10
Best of luck with the rest of your journey to getting it completed.
03/13/2010 (2:40 pm)
Brilliant, I love to see the results of someone who has worked hard on their game. That boss model was very cool, and I loved the trench scenes and going over the top particularly.Best of luck with the rest of your journey to getting it completed.
#11
03/13/2010 (6:35 pm)
very good video, congrats!...
#12
03/13/2010 (7:17 pm)
The animations, the music, everything is just perfect...AMAZING work! Can't wait to play this, I wish you the absolute best of luck getting this completed.
#13
03/14/2010 (12:46 am)
very very nice video. This is awesome work.
#14
03/14/2010 (4:02 am)
100% love the final boss.
#15
03/14/2010 (4:33 am)
Really nice blog post, game looks awesome thus far!
#16
03/14/2010 (9:29 am)
Wow that looks great! It's inspiring to see how long you've been working on this project :)
#17
03/14/2010 (12:21 pm)
WOW!
#18
03/14/2010 (4:49 pm)
Very very nice... FPS is not my type of game but I really love the historic/scifi concept and the eye candy and music is great. Congrats!
#19
03/15/2010 (6:33 am)
Well done. I am impressed by this amount of models, textures and programming!
#20
03/17/2010 (1:16 am)
@all : Thank You for Your Encouragement ;) 
Torque 3D Owner J.C. Smith