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==Development== Pre-production on ''Torchlight'' began in August 2008, shortly after the dissolution of [[Flagship Studios]]. Runic Games was founded by Travis Baldree (lead developer of ''Fate'' and ''[[Mythos (video game)|Mythos]]'') and veterans of [[Blizzard North]] and Flagship: Max Schaefer, Erich Schaefer and Peter Hu.<ref name="shack" /><ref name="gamesource.it">{{cite web |url=http://mmorpg.gamesource.it/Articolo/115/RunicGames-Intervista-2.html |title=Runic Games: Intervista - Articolo |publisher=Gamesource.it |author=Massimo Villa |accessdate=2009-08-15 |date=2008-05-30}}</ref> The "entire Flagship Seattle team" consisting of 14 people (the branch of Flagship which created the original ''Mythos'') signed on to Runic Games at the time of its formation.<ref name="eurogamer" /><ref name="warcry">{{cite web |url=http://www.warcry.com/articles/view/interviews/5127-WarCry-Interviews-Runic-Games-Travis-Baldree |title=WarCry Interviews Runic Games' Travis Baldree |publisher=WarCry Network |author=Suzie Ford |accessdate=2009-04-06 |date=2008-08-11}}</ref> Having lost the rights to ''Mythos'', the Runic team saw the development of a new game as a way to "finish what [they] started," although they would have to start over with none of the code or art assets from ''Mythos''.<ref name="gamasutra-art">{{cite web |url=http://www.gamasutra.com/view/feature/4123/from_the_ashes_of_mythos_the_art_.php |title=From the Ashes of Mythos: The Art of Torchlight |publisher=[[Gamasutra]] |author=Jason Beck |accessdate=2009-09-11 |date=2008-09-03}}</ref> From the start, the company's ultimate goal was the development of a [[massively multiplayer online role-playing game]] with gameplay similar to that of ''Mythos'' or ''Diablo'', but before tackling the MMO, Runic's founders decided to "go back to [their] roots" with a smaller game that they could refine and polish within a relatively short production cycle.<ref name="shack">{{cite web |url=http://www.shacknews.com/featuredarticle.x?id=1210 |title=Torchlight Interview: Runic Co-founder Peter Hu Shows Us the Light |publisher=[[Shacknews]] |author=Nick Breckon |accessdate=2009-10-22 |date=2009-10-21}}</ref> This single player game was intended to introduce the ''Torchlight'' game world to the public ahead of the MMO. Further, it allowed the team to get a released game under their belts sooner than if they had immediately started on the MMO.<ref name="rpgamerint">{{cite web |url=http://www.rpgamer.com/games/other/pc/torchlight/torchlightint.html |title=Torchlight Interview |publisher=rpgamer.com |author=Michael Cunningham |accessdate=2009-08-21 |date=2009-08-21}}</ref><ref name="gamasutra1" /><ref name="gs-working">{{cite web |url=http://www.gamasutra.com/view/feature/4173/working_by_torchlight.php |title=Working by Torchlight |publisher=[[Gamasutra]] |author=Chris Remo |accessdate=2009-10-23 |date=2009-10-23}}</ref> Full production on the game started around November 2008, giving the entire project a development period of approximately 11 months.<ref name="g4tv">{{cite web |url=http://g4tv.com/games/pc/62407/torchlight/articles/68712/Torchlight-Interview-With-Runic-Games-CEO-Max-Schaefer/ |title=Torchlight Interview With Runic Games CEO Max Schaefer |publisher=[[G4 (TV channel)|G4 TV]] |author=Patrick Klepek |accessdate=2009-10-14 |date=2009-10-12}}</ref> As of July 2009, 25 team members were working at Runic Games.<ref name="pcgames.de">{{cite web |url=http://www.pcgames.de/aid,690812/Torchlight-Mega-Interview-und-neue-Screenshots-zum-Action-RPG-im-Diablo-Stil/PC/Special/?page=5 |title=Torchlight: Mega-Interview |publisher=Pcgames.de |author= |accessdate=2009-07-25 |date=2009-07-24}}</ref> In a feature article on ''[[Gamasutra]]'', art director Jason Beck explained that ''Torchlight's'' art style was inspired by comic books and classic film animation, using stylized character designs combined with painterly background textures.<ref name="gamasutra-art" /> The developers have described the game's look as inspired by "''[[Dragon’s Lair]]'' meets ''[[The Incredibles]]''."<ref name="gamasutra1" /> The team chose to give the game world a lighter fantasy tone to make it more inviting, rather than utilizing a "dark and gritty" style.<ref name="gamasutra-art" /> The game uses the [[OGRE]] [[open source]] 3D graphics engine, although the rest of the game engine was built by Runic. The game was designed to run on a wide range of systems (including a 'netbook' mode) and does not require [[shader]]s.<ref name="zam">{{cite web |url=http://www.zam.com/story.html?story=19615 |title=Remember Mythos? Meet Torchlight. |publisher=Zam.com |author=Chris McGraw |accessdate=2009-09-16 |date=2009-09-10}}</ref> ===Audio=== ''[[Diablo (video game)|Diablo]]'' composer and [[sound design]]er [[Matt Uelmen]] also joined the team, creating original music and sound for the game.<ref name="osv">{{cite web |url=http://www.originalsoundversion.com/?p=5278 |title=Stay Awhile And Listen: Matt Uelmen Talks Torchlight |publisher=Originalsoundversion.com |author=Jayson Napolitano |accessdate=2009-10-14 |date=2009-10-13}}</ref> Uelmen based his score on the pacing and context of the gameplay, which he observed even in very early playable builds of the game.<ref name="curse">{{cite news|url=http://www.curse.com/articles/torchlight/552135.aspx|title=Torchlight Interview With Lead Composer and New Screenshots|publisher=Curse.com|date=2009-08-24|accessdate=2009-09-28}}</ref> For the "Torchlight" town theme, Uelmen incorporated some elements reminiscent of his "Tristram" theme from ''Diablo'', but also tried to give it a distinctly different sound. For this piece, he recorded over 200 live takes using a [[twelve-string guitar]] among other instruments. For other portions of the score, he played a [[pedal steel guitar]], and created a different sound from the instrument's typical use in [[country music]].<ref name="osv" /> The developers cast [[voice acting|voice actors]] with the help of veteran voice actress [[Lani Minella]], who also performed in the game.<ref name="osv" />
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