Fashion Fable almost done
by Jason McIntosh · in Torque Game Builder · 05/12/2006 (12:35 pm) · 26 replies
My next game is almost done. It's called Fashion Fable, and it's a casual match-3 game with some cool things you won't see in any other game of this type.

For those who don't know, Little Gods was my previous game, and previously my company's name was Grim Inventions. Since I've altered my vision for the company I decided to change the name to fit with our more "light" games as well as our upcoming "hardcore" games. Thus, Creatrix Games was born. The website's not ready yet, but you'll hear about it soon.
I'll post some more shots in this thread as the game enters beta and approaches total completion.

For those who don't know, Little Gods was my previous game, and previously my company's name was Grim Inventions. Since I've altered my vision for the company I decided to change the name to fit with our more "light" games as well as our upcoming "hardcore" games. Thus, Creatrix Games was born. The website's not ready yet, but you'll hear about it soon.
I'll post some more shots in this thread as the game enters beta and approaches total completion.
About the author
#2
(After this game, we're going to do a "guy" game based on an upcoming independent comic book. But more on that later.)
05/13/2006 (8:07 pm)
Thanks for your support, Melv. I know this game isn't really a "guy" game, and you don't even shoot one single gun, but TGB has the versatility to cover all the bases. ;)(After this game, we're going to do a "guy" game based on an upcoming independent comic book. But more on that later.)
#4
05/14/2006 (3:40 am)
It's always inspiring to see games with professional look here.
#5
The obligatory, action-packed gameplay shot. The main goal is to catch the "cloth imps" on each level. Each imp also has behaviors that interact with the game board, such as randomly changing pieces' colors, locking pieces, or transforming into a barrier. There's a sprinkling of powerups and bonus items, too.

And the "big" feature of the game, which is the ability to dress up in various clothes like a paper doll. Not only that, but you can customize the color of each item as well, which allows for a huge variety of looks. There are currently over 80 items in the game from hairstyles to shoes to pets.

Of course there's also a zany storyline for the whole game, too, which takes you through four different geological realms.
We're going into beta now, so if you are interested in testing, please let me know (and please include computer system specs): jason AT creatrixgames.com.
We hope to release on the Creatrix website (still to be completed, ack!!) within a couple weeks. From there, you'll probably also see it on a few game portals, but I'm not pursuing those options yet.
05/24/2006 (5:08 am)
Here are a couple more shots from the very nearly finalized screens.The obligatory, action-packed gameplay shot. The main goal is to catch the "cloth imps" on each level. Each imp also has behaviors that interact with the game board, such as randomly changing pieces' colors, locking pieces, or transforming into a barrier. There's a sprinkling of powerups and bonus items, too.

And the "big" feature of the game, which is the ability to dress up in various clothes like a paper doll. Not only that, but you can customize the color of each item as well, which allows for a huge variety of looks. There are currently over 80 items in the game from hairstyles to shoes to pets.

Of course there's also a zany storyline for the whole game, too, which takes you through four different geological realms.
We're going into beta now, so if you are interested in testing, please let me know (and please include computer system specs): jason AT creatrixgames.com.
We hope to release on the Creatrix website (still to be completed, ack!!) within a couple weeks. From there, you'll probably also see it on a few game portals, but I'm not pursuing those options yet.
#6
There's a lot of polish the engine needs, but it's really amazing to spend 5 minutes porting from PC to Mac and not have to touch anything besides copying the files.
Great job to all involved.
06/16/2006 (3:13 pm)
Just wanted to say that despite my impatience with T2D/TGB sometimes, it really pays off when you do cross-platform development. The nearly final version of my game had never been run on my Mac, so I copied the files over with some nervousness... started it... and it ran flawlessly without any more effort.There's a lot of polish the engine needs, but it's really amazing to spend 5 minutes porting from PC to Mac and not have to touch anything besides copying the files.
Great job to all involved.
#7

06/22/2006 (3:06 am)
The game is at "release candidate 1" status. Only a few details left and we'll be offering it for sale, along with a free demo of course. :)
#8
06/22/2006 (5:06 am)
Nice and consistent. I think it will find it's buyers.
#9
Thanks to GG for such a wonderful tool in TGB! :)
06/23/2006 (12:42 pm)
Fashion Fable for PC has been officially released. You can grab a demo or the full version from the Creatrix Games website.Thanks to GG for such a wonderful tool in TGB! :)
#10
06/23/2006 (12:58 pm)
Congrats :) I'll look forward to downloading it and giving a spin a little later on.
#11
I did notice quite a few errors in the console.log once I'd quit though. I can post them up/email them to you if you'd like to see. They didn't seem to impact the actual game, but on several levels, there were no items for me to buy. Don't know if this was due to the errors, or just part of the game.
Congrats again :)
06/23/2006 (2:48 pm)
I've just given it a whirl, and for someone who doesn't generally like match 3 games, I did enjoy this :)I did notice quite a few errors in the console.log once I'd quit though. I can post them up/email them to you if you'd like to see. They didn't seem to impact the actual game, but on several levels, there were no items for me to buy. Don't know if this was due to the errors, or just part of the game.
Congrats again :)
#12
I'd like to hear more about what you encountered. There are some error messages in the console largely because I stripped out a bunch of stuff from the demo, but not having items to buy is a bug. Please email me, if you would be so kind: jason at creatrix . com.
Thanks again for giving it a try! :)
06/23/2006 (2:53 pm)
Thanks for playing, Philip! Glad you liked it. I think it has a slightly more strategic gameplay than most match-3 games, so it's good to hear that it can "cross over" to a different audience a bit.I'd like to hear more about what you encountered. There are some error messages in the console largely because I stripped out a bunch of stuff from the demo, but not having items to buy is a bug. Please email me, if you would be so kind: jason at creatrix . com.
Thanks again for giving it a try! :)
#13
I was wondering if you had ever checked out my game, Creatrix.
http://www.ultrafish.com/creatrix
Ummm. Yeah. Seems like we like similar names:) I was going to convert creatrix over to TGB this autumn. Now that the release is done and all. I really like the name... been using it for this project for about 7 years and its gonna be tough to change it. But maybe I could be persuaded, if it seems like a big deal to you. Or, I dunno, is there any positive cross-marketing possible?
Anyway, check out the game. I think you might like it
Cheers
Spider
06/23/2006 (4:24 pm)
Hey JasonI was wondering if you had ever checked out my game, Creatrix.
http://www.ultrafish.com/creatrix
Ummm. Yeah. Seems like we like similar names:) I was going to convert creatrix over to TGB this autumn. Now that the release is done and all. I really like the name... been using it for this project for about 7 years and its gonna be tough to change it. But maybe I could be persuaded, if it seems like a big deal to you. Or, I dunno, is there any positive cross-marketing possible?
Anyway, check out the game. I think you might like it
Cheers
Spider
#14
I hadn't seen your game. Looks cool! It'll be exciting to see it running in TGB.
I don't see any reason you should change the name. It's a good name! :) I certainly don't mind the coincidence.
06/24/2006 (3:03 am)
Hi Spider,I hadn't seen your game. Looks cool! It'll be exciting to see it running in TGB.
I don't see any reason you should change the name. It's a good name! :) I certainly don't mind the coincidence.
#15
The game really looks polished and professional.
06/24/2006 (3:07 am)
Well my coffee just went cold over playing the demo. I guess that's a good sign :)The game really looks polished and professional.
#16
06/24/2006 (3:15 pm)
Thanks, Michael. :) Glad you enjoyed it.
#17
Tell your friends and support indie game development! :)
Get the Mac version from Creatrix Games.
06/24/2006 (7:51 pm)
The Mac version is now available. There are some more tweaks to be done to tidy things up a little, and we're going to clarify the introductory help some with animated images, but overall the product is complete now. There will only be minor changes after this.Tell your friends and support indie game development! :)
Get the Mac version from Creatrix Games.
#18
/side_note:
are you still using Python for all your game logic? And, if so, where can the python bindings be found? Google search fails me. :(
09/20/2006 (10:33 am)
Looking good! /side_note:
are you still using Python for all your game logic? And, if so, where can the python bindings be found? Google search fails me. :(
#19
I am not using Python. For this game I used 100% TorqueScript. :(
Josh Ritter released a new version of his Python bindings, which are very cool and appear to work with TGB (and TGE and TSE), but I don't think it's available outside the TGE private forums. I don't plan to use it, though, as I've decided that I probably won't be using any Torque-based engines for future games.
09/20/2006 (11:33 am)
Thanks, Shane!I am not using Python. For this game I used 100% TorqueScript. :(
Josh Ritter released a new version of his Python bindings, which are very cool and appear to work with TGB (and TGE and TSE), but I don't think it's available outside the TGE private forums. I don't plan to use it, though, as I've decided that I probably won't be using any Torque-based engines for future games.
#20
09/20/2006 (11:53 am)
Any particular reasons why you chose not to use Torque based engines in the future?
Associate Melv May
Good Luck.
- Melv.