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    by Published on 09-30-2014 07:56 AM
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    Hello all! The IndieGoGo campaign has been updated with a new perk! Details below:

    Highest Bidders! - The two people who contribute the most to the campaign will receive EXTREMELY rare mini statues of Torchlight 2's Dark Alchemist, courtesy of the people at Runic Games. At least one of the donations should be via the 25 Dollar Perk, so as to include your address, but the final result will be cumulative for all donations. The page will be updated with the latest Top Two amounts regularly, so check back to see if you are in the running!

    Current Highest Contributions:

    70 Dollars
    15 Dollars

    Donate now for your chance to win a Dark Alchemist Statue!
    by Published on 09-27-2014 02:04 AM

    Hello everyone! There's no way to cherry coat what I'm about to say, so I'm going to jump right into it:

    RGF is running out of money. For the vast majority of its lifetime the site has been able to support itself. There was a time in the beginning when I had to cover base costs, but that time was short and it didn't cost very much. These days, with hundreds of mods, a huge database of users and forum posts, and not very many people visiting, the site has been in the negative for a long while. There have been some people who many small contributions (using the Contribution system, which is currently disabled to focus on the fundraiser) who made it possible to keep the site online for this long, but now we're at the end of the road.

    ...unless you all can stop that from happening. I've written a much longer explanation on the IndieGoGo campaign page, but here's the short and simple version:

    • If we can raise enough money to keep the site going for a year, I'll keep the site online.
    • If we don't raise enough money but we still make SOME money I'll keep the site going until the money runs out, and then shut the site down when that runs out, UNLESS...
    • ... if the amount of money we raise is enough to keep the site going until things pick up again, then we'll keep going as things have been up until now.
    • Last, if we go over the goal and reach the stretch goals then the site will stay online AND there will be no advertisements for anyone until either another round of fundraising occurs or we have to re-implement ads to keep things going again.

    The campaign will go for 60 days, which is how long until the first round of in-affordable server bills will appear. For complete details, check out the IndieGogo Campaign either by clicking here, the special Logo at the top of the site, or the sidebar block! ...
    by Published on 07-17-2014 12:36 AM

    An interesting little tidbit of information has trickled into the wild today, when the database information for Torchlight II on Steam was altered. Now, in addition to the entry for the PC Version there are entries for Mac OS (which is confirmed to still be in development) and Linux. Here is a copy of the entries, which originally can be found by clicking here.

    • 200714/config/language: english
    • 200714/config/oslist: macos
    • 200714/name: Torchlight II Mac
    • 200715/config/language: english
    • 200715/config/oslist: linux
    • 200715/name: Torchlight II Linux

    Meanwhile, Torchlight 1 had a similar change. While Torchlight 1 was released on Linux already, it was only available via a Humble Indie Bundle, and not through Steam. Here is a copy of the Torchlight 1 changes:

    • 41504/config/oslist: linux
    • 41504/name: Torchlight Linux

    • launch/2/config/osarch: 32
    • launch/2/config/oslist: linux
    • launch/2/executable: Torchlight.bin.x86
    • launch/3/config/osarch: 64
    • launch/3/config/oslist: linux
    • launch/3/executable: Torchlight.bin.x86_64

    Perhaps this is a sign that there will be Linux releases simultaneously with the Mac release of Torchlight 2, and the big day is finally almost here? I'll be sure to post when either there is confirmation or official denial. ...
    by Published on 06-22-2014 08:17 AM

    Hello all! Great news to share with you today! To get straight into it, thanks to several considerate contributions to the site we'll now be Advertisement-Free for all registered members until the end of July! That means no download delay screens for the Torchlight 2 mods and no more banners anywhere. Thank you all! It really feels like every time I start to worry about the site's finances someone selflessly steps up to help out! ...
    by Published on 06-20-2014 06:13 AM
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    Welcome to the summer everyone! (Except for those of you on the south side, then welcome to the winter!) Today I've got a great way for you to empty your wallets: Cheap copies of the Torchlight series and merchandise! Here's the skinny straight off the official website:

    Need to update your wardrobe for the sunny, summer weather? Well, head on over to ourMerch Store because we've got just the thing for you! Fashionable Torchlight II tees for guys and gals are on sale right now. Did I mention that we have posters and a limited edition concept art print?But wait — there's more! For the Steam Summer Sale, both Torchlight and Torchlight II are on sale, starting at 50% off!
    Get these prices while you can. And remember to enjoy the sun! <3

    Get it while it's hot! (Pun intended!) ...
    by Published on 06-13-2014 10:42 PM

    Hey all! Sorry for the delay in posting today's content! What can I say, the baby's gone mobile and needs watching. Speaking of being 30 years old and with a small child, let's start with the most recent Q&A with UI Artist Mike Fisher and move on backwards in time!

    Tell us about how you got started in the industry and your background.

    I can sum it up in one word: accidentally.

    I was about 30 with one toddler, another baby on the way, and was working as a cashier in a lumber yard. I was going to community colleges to do something with my artwork. And finally — I was really getting fed up with it — and I saw a commercial for the Art Institute and I remembered there was one in Seattle.

    So I thought, alright, I wanna do something with my art. At that time, I wanted to become an illustrator and do illustrations for fantasy books and stuff. At the time, computer graphics was just starting. There were programs like Illustrator 2.0! Very limited!

    As part of my graduation requirements, I needed to apply for an internship, so I applied with a fellow who came to speak at the school. His name was Dev Medan. He worked in the gaming industry and was an illustrator.

    So I go to the graduating show, and get all set up. My wife had gone and she dropped off the kids with the babysitter to come back. And while she's away, Dev shows up and says, "yeah, we'd like to offer you a job."

    And I got a job working for Humongous Entertainment. That was my first job in the industry and things kind of went from there.

    That's how I got into the industry and it's been close to 20 years.

    Moving on back, last week's Q&A featured Lead Character Artist Jeremy Miller:
    While you were starting out, did you interact with any online communities?

    Yeah, that was one of my "aha!" moments on how to use the Internet properly. I found 3DTotal when I was in school and they had a contest, some kind of figure modeling contest, that I tried to enter. I didn't finish anything for it, but it was enough inspiration to hunker down and learn how to use the software in a specific way; to set a common goal to work towards.

    I see that as one of the most important tools on the Internet for artists. Having access to other artists on forums, but also contests where everyone's working towards their version of some specific theme. It gives you enough of a framework of rules to have something to shoot for, but enough leeway for creativity. It's just incredibly inspiring to see what other people grow from the same seeds you were given. You can learn from other people technique-wise, and be inspired by vastly different thought processes.

    I joke that if I could redo college again, I would probably just sit in front of a computer contributing to art forums for four years instead of going to school. At some point, that won't be a joke, but a very real decision artists will have to make. There's so much free information out there and so many people online willing to help you learn. On top of that, there are plenty of completely digital paid learning paths already out there. I don't think it's quite ready to replace a full traditional art education just yet, but I think the point where it does is getting closer and closer.

    And finally, the week before last featured the extremely awesome Level Designer Jesse Tucker:
    How did you get started in the industry?

    I started out with a computer and electrical engineering degree, which has some programming background, but not as much as if you were to do a pure computer science degree. It also had lots of hardware and just crazy math stuff and it was a bit less of a focus on programming. I think I might have gone into programming if I'd had more of a solid foundation through school. And then I ended up getting mono right before graduating college, which delayed lots of projects and I ended up not going into the regular work field for a year after graduating. I ended up doing just odd things here and there and got into modding with Unreal Tournament 2004.

    So did that kind of become your gateway to the industry?

    Not at first, but it helped eventually. I played around with modding vehicles, and making new weapons, and got into making maps for mostly large multiplayer type things.

    And then one of my friends from high school was in QA at Bethesda. I was living in Colorado at the time, shoveling snow because that was the best paying job out there. I ended up getting a temp QA position at Bethesda. After being a QA temp a few times, I eventually stayed on as full-time QA working on a Star Trek project and a Pirates of the Caribbean game for PlayStation 2 that featured the voice of Johnny Depp. They were all externally developed games.

    I had been doing pretty well in QA. They initiated a quarterly QA performance award and I was the first person to get that. Around that time, Fallout 3 was starting to ramp up on production and I managed to get moved onto that project. After a few more months of doing QA, I was talking to the Level Design lead and I let him know that I was trying to start working on the actual development team instead of QA. They were looking to ramp up their fairly new Level Design team. I was given an assignment to make an Oblivion mod, and if it went well they would consider hiring me.

    That's it for now! On a side note, Runic also recently posted that they are hiring for a visual effects artist, but the listing with up nearly two weeks ago, so I'm not sure how good your odds are at applying now. If you're free and qualified, give it a shot!
    by Published on 05-16-2014 07:50 AM

    Hello world! Haven't seen us much lately? Don't worry, we're still here, and so is Runic! After a pretty long dry spell on news of any sort, Runic's starting to vamp up its communication with the community again with some developer Question and Answer sessions!

    The first Q&A is courtesy of QA (Quality Assurance) Manager Jason Lamb. Here's a snippet:
    And then you joined Runic when about? Was it right at the beginning? Were you at Flagship?

    I actually started at Flagship. I wanna say it was in '08 or something like that. Man that was a long time ago. *laughter* '08 or '09, I can't even remember now, but it was towards the end of the year and we were working on Mythos. We were the red-headed stepchild of Flagship Studios up here in Seattle—we were kind of like the satellite team. When Flagship folded, I did some work at another large studio as a temp for a while.

    After going in and out of various contracts then Runic formed and I got my old job back as a tester. Eventually, the test lead went on to other things after Torchlight, and I stepped up and took on the position for the Xbox 360 port and then Torchlight II.

    To submit more questions, check out the Submission Thread on the official forums! ...