Thursday, December 19, 2013

Chops and Bops

Torb is a game about  playful combat. We removed all animations from the players and enemies, handing over the dynamics to a simplified physical world. Every movement is tied to springs, joints and wheels that you trigger in simple, familiar ways to produce true free-form combat.

The combat feels extremely "loose" at first, probably because most games about sword fighting are extremely stiff. It doesn't take long to find the rhythm and fluidity of the character's movement, and you realize you can get very creative about how you approach the game play. There are so many styles you can explore, invent and even apply from real world techniques.

Lately we have been working in a new combat sandbox, testing different weapons with different weights and pivot joints. Here's a video of some fun things we are discovering!

Tuesday, December 3, 2013

Thursday, November 14, 2013

Friday, November 1, 2013

TORB Invades Reality

Welcome to our blog about TORB, where we will be posting videos, pictures, random inspiration, and development progress for our pet project!  If you like the sound of an intuitive, free-flowing multi-player combat game that rewards your creativity and intuition with endless possibilities, we think you will like this little experiment.

Like Adrian said, TORB is the combination of two dream games that have been stewing inside our brains for a long time: My childhood vision of a free-form sword combat game and Adrian's amazing game of pure, physics-driven gameplay. The current iteration, TORB: ALPHA is just a baby step into applying game modes to our physical sword fighting playground.

We work on TORB in our spare time, and we want to see it grow in unexpected directions. Check back here to see whats going on with development and let us know what you think!

Our Whack-y Dream Game...

Jason and I have been working on a passion project called TORB in our free time for a while now, and we want to start documenting and sharing our progress.

TORB is the combination of Jason's dream sword-fighting game and my dream physics-based game. Our main focus has been on having no player or character animations so that all motion is simulated physically. No movement is pre-built. Instead, players have analog control over physical springs and joints resulting in fluid and dynamic motion. We're hoping to create a sword-fighting playground where we can have all sorts of wild creatures and characters, each designed with different physical structures and functions. By having physics define the rules of the world, we can then extend the game infinitely in any direction!

We'll go into more details in future posts, but for now here's a video of our early work in progress TORB: Alpha submission to the Independent Games Festival.

We're excited to finally share TORB!