| Sun, Gen the 28th. |
In November, Tony Tough 2 was released in Germany, Austria, Switzerland.
In January, the French version of your favourite point and click adventure was on the shelves.
The producers' site.
You might probably either not remember or not care, but "Tony Tough in a Rake's Progress" was based on a 1731 series of engravings by the English artist William Hogarth. It so happens that the TATE Gallery of London is organizing an exhibition on Hogarth between February and May.
Luckily enough, the organisation of the exhibition, in line with contemporary culture and new media, decided to prepare an informative panel in the exhibition with the aim of asserting the success of Hogarth's work through its being "re-mediated" along the last three centuries.
Prints, an operetta, literary works, television shows, videogames have differently addressed the themes and the aesthetics of the english artist.
To cut it short, Tony Tough goes to the TATE!

| Mon, Jun the 19th. |
Excellent news, everyone: we're just a month away from the Alpha version!!!
Hang in there...
(Adventure-Treff interviews Stefano Gualeni about Tony Tough 2).
| Sat, May the 13th. |
ANACONDA grants new look at Tony Tough 2 at E3.
"Adventure gamers will have to wait a little more before they can dig into the upcoming genre highlight Tony Tough 2, but trade visitors to E3, the world's biggest computer and video games expo, in Los Angeles can get an advance look at the current state of development.
At the show, ANACONDA will present new, playable locations from the game. For those of you staying at home, the publisher has released two new screenshots before the beginning of the show.
The release date for Tony Tough 2 is set for the third quarter of 2006.
Tony Tough 2, a prequel to the successful adventure game of 2002, sees the young master sleuth on the trail of a mysterious kidnapper. Beautiful graphics, cinematic cutscenes, tons of puzzles, a simple interface and Tony's trademark humor guarantee for a new benchmark in the adventure genre."
(ANACONDA press release)
www.anaconda-games.com
| Wed, Sep the 1st. |
| Fri, Jul the 1st. |
| Wed, Jun the 15th. |
Tony: "Wh-where is my dog hiding? Mhhh... Pantagrueeel? Pantagrueeeeeelll? Are you around here, somewhere?! Pantagruel?! [pause]
Mhhh... Thinking about it, it's been a while since I've last seen my puppy.
Yeah! And weirdly enough this sentence keeps making sense even if I substitute the word puppy with the words "naked lady" and the verb "to see" with... [longer pause and then gesture]
Ah, whatever!"
| Thu, May the 12th. |
How
very
sad...
| Thu, Apr the 21st. |
Slowly
proceeding towards the Beta-demo version.
Almost all of the characters have been modeled and are being animated while
scenes and text are being assembled, reviewed and integrated each and every
day.
The main portion of the in-game music will be handed in by next week, I've personally
written the lyrics for all of them while Simone brilliantly arranged them according
to what we've been researching, studying and collecting about the musical taste
in New Mexico during the fifties.
Will all the care and endeavour
eventually add up to a consistent and charming experience? Will all the hard
work pay off in the end?
If I didn't think so I would probably be a reckless check-out boy in some grocery
store with my name gruesomely pinned to my shirt...
Which is what I am most probably going to be when Tony will be over anyway...
Hrm...
| Wed, Apr the 12th. |
We
finally release the first series of six
screenshots taken from the "alpha 2" demo version of the game
dated March the 15th.
The environment is indeed barren and empty.
This is partly due to a precise design choice (the rather hypocritical part)
and to the lack of the characters meant to populate it (the absent part).
New screenshots of this same demo will soon be published in the screenshots
page.
In less than a month time we expect to be testing the "beta" demo
version, featuring environment animation, characters in the external sets, different
illuminations according to the period of the day when any specific part is played,
etc.
I would write a few more lines and I'd probably even try to be slightly nicer
if I still weren't quite sick...
Bye bye for now and try to take a better care of yourselves than I did.
| Wed, Mar the 30th. |
"If
I had eight hours to chop down a tree, I'd spend six sharpening my axe."
(Abraham Lincoln)
| Wed, Mar the 16th. |
The
third "Tony Tough Developers" rally in Belluno (Italy) @
Prograph was rather intense. We've all fixed, debated, rescheduled and eaten
over our contribution to this game and, with a choral effort, we've completed
the "Alpha 2" demo version of the game.
New screenshots taken from the first phases of the adventure will soon be published
on www.tony-tough.com.
Both the team's overall impression and the publisher's comments are enthusastic
about the work so far (despite the severe delay) and we're indeed higlhy motivated
to keep the quality level constant through all the rest of the development.
We cannot show you anything from the new demo until DTP
officially releases material, but we meagerly live in the hope we can try to
quell your eagerness with a group picture of us.
Lamentably neither the graphic department nor the new assembler (Dante, that
I welcome with these lines) were in the Prograph offices when the picture was
taken.
Ahhh... Well, I guess we'll try to get us all together when we will gather again
to test the "Beta" version.
Until next sign...

(Left to right: Marco, Vincenzo, Me, Valerio, Alberto and Simone.)
| Mon, Feb the 28th. |
"If
it's true that design is a process, I should start gathering proof of my innocence."
(Stefano Gualeni)
| Sun, Feb the 27th. |
Taken from one of the in-game songs titled "Not any worse".
When that night the phone rang, - he couldn't say "hello?"
and mind that he was not deaf, - sick or anything at all...
He was gagged and tied to a chair,
they simply stole everything was there...
So when that night the phone rang, - he couldn't even say "hello?"

(A scene taken from the initial movie storyboard drawn by Valerio Massari.)
| Wed, Feb the 23rd. |
In
the last couple of days both the first edition of the scripts + texts and the
rendering of the outdoor sets were completed.
Don't you find it rather unsettling to talk about an "external space"
which was actually shaped and built in the depth of box called computer?
And isn't it even slightly more paradoxical how those same computers are phisically
located in a larger box called "room" and so on?
An "outdoor space" which eventually is not a space in the common sense
of the word and, apparently, is even less outdoor... But for which I would like
to publicly congratulate with Demis: the atmosphere,
the precision and the care for the details he managed to pour in each single
frame seem to me to definitely deserve praises.
On an unrelated note, it seems it stopped snowing.
| Wed, Feb the 16th. |
I
find it most amusing that a band called "Orchestral Manoeuvers in the
Dark" published a record called "Architecture and Morality".
Hm, it rather discordantly reminds me of the way I approach the whole digital
architecture discourse.
"Live hidden" was an epicurean motto.
Unlike the artificial space
which is included in the category of "built space" and actually imposes
itself onto the masses' perception, the "imaginary one" seems to be
indeed rather shy.
It is expressed (and compressed) between the pages of books, in the noisy tape
of a VHS cassette or on the silvery surface of disks.
One cannot be exposed to imaginary rooms, bulildings and cities unless one willingly
decides to explore them, seduced by the covers or allured by some other sort
of fascination (like, for example, popularity).
The same happened for you and this site.
"Videogame architecture" is framed according to principles and strategies
that are a lot more akin to scenography than to functional rationality. Buildings
are bereft from gravity, economy and accordance to its cultural and urban context.
Very often just two ties keep it in contact with the material production of
space:
Architecture and Morality (the both aesthetical and cultural
awareness of imaginary space as part of the "thesaurus" our generation
will pass to the next one).
You find this boring?!
WELL, I FIND YOU BORING!

| Mon, Feb the 14th. |
«Mh,
I'd better pause for a second and reflect on what I am doing. The thing is...
Well, I once again seem to be making confusion between the concepts "evade
from my prison cell" and "put together a rudimentary scarecrow".»
| Tue, Feb the 8th. |
Work
work work and more work.
I am finding it hard to even update this diary.
Briefly: it's the last week of textwriting for me and I've begun with a preliminary
testing on the first phases of the game.
All the "external" sets and cameras are ready and are being rendered
and post-produced while Marco and the Prograph guys are finishing assembling
the hospital.
I literally just cannot wait for the writing part to be over.
Not only I feel dry as Coober Pedy's welcoming sign, but also I am eagerly looking
forward to getting my hands dirty on some severe playing and testing.
That's actually my favourite part!
For this reason me and Valerio are planning on soon spending some days up in
the alps with the team of coders / assemblers (possibly combining our stay with
the commencement of the sonorization) and try to personally supervise the most
delicate phases of the montage.
I love to test and scribble-dabble-wiggle-scribble-scribble-chew on random pencils
etc.
So
sleepy
| Wed, Feb the 2nd. |
<Simone>
Don't apologize to me. I am the musician for the game, remember? The most miserable
among the slaves.
<Simone> I even come after the testers. Treat me bad,
that's what I am payed for!
<Stefano> Bah, they don't pay me enough to treat you
bad...
<Simone> Ahah.
| Sat, Gen the 29th. |
<Scott>
done with work at all for the day?
<Stefano> I've basically just started.
<Stefano> When it comes to text-writing I need to only
work part-time
<Stefano> or at a certain point I would start writing
even more unconsequential
<Stefano> crap than I usually do.
| Sun, Gen the 23rd. |
«Dear
Mr. Stefano,
I was just thinking that together with the pictures you could just say that
we've completed the classroom location and are proceeding with new characters
(the mailman and the various fat ladies) and the new locations. What about something
like: "the guys in Prograph - after having assembled all the seemingly
interminable school part - are eventually working on the external locations
and the little hospital. The cameras have been repeatedly moved in order to
accomplish a better visibility and gameplay, not leaving out the original direction
choices, obviously. The characters on which they're dabbling are the postman
and two huge sisters, which is to say: there's a whole lot going on. Soon enough
we will have Tony wandering as free as a butterfly all over Washington. I think
that's something to be proud of."
How do you like this as a trace?»

(Alberto Doriguzzi - TT2 Quality and testing manager, locations assembler)
| Mon, Gen the 10th. |
Christopher Kellner: «We absolutely consider Tony as art. When I first saw the screenshots I immediately thought "Wow, this is Edward Hopper creating a pc game". I also think what you as an author do is nothing less than art. Why shouldn't the author of a game not be seen as an artist whereas book-authors, regardless how bad they are, get all the credits as artists?»

(An in-game poster of a theatrical play)
| Sat, Gen the 8th. |
A very productive weekend for what concerns my writing.
Thousands of bug-like letters all marching together in an orderly fashion.
It's just five more weeks to go and the main body of text will be handed in,
then my work will shift from creation to criticism, which is the part I like
the best.
Being somehow the reflection on what is already a reflection of myself, it makes
me kind of dizzy in a very ticklish way.
One of the first locations in the game (the classroom) seems to be giving a
hard time still to coders and animators after having severely teased Michel
during the modeling. I wonder if we'll be able to overcome all the paradoxally
expectable "unexpected issues" and manage to finish the work by time.
While Valerio is espected to have the new external group of cameras ready by
early next week, I'll try to complete Tony's comments for the treehouse and
Chucho's office.
Great new characters (my beloved mailman, Alexis and Lorraine Biddle) have moulded
by Demis while Simone, our musician, started composing last Monday.
More lukewarm news soon...
| Mon, Gen the 3rd. |
We're on vacation, allright.
Being the rather pathetic person I am, I have nothing better to do than to dirtying
my hands still (or the keyboard, according to the points of view) with dialogues
and text integration and the review + correction of the new locations' material.
Despite risking to sound further shallow and boring, I will spew out a short
and rather personal entry.
I want both my colleagues and the reades to know that I am growing verily satisfied
with my work so far and even more so for its integration and that I am having
quiet nights of sleep tangled in yellow bedsheets.
I want to thank the graphic compartment of our team for the brilliant quality
of the material they're managing to achieve in the last period and all the press
(justadventure, the
inventory, adventuresplanet.it
and all the others) for the interest they've shown and keep confirming since
early stages of the development.
I would also like to recommend anybody Kim Ki Duk's last movie "3-Iron",
probably the best movie I've seen in years.
Happy new year everybody, wishing for an at least less tragic 2005.
Stefano Gualeni.

P.S. Finally I too can hum that "I have a Tiki God"!
| Tue, Dec the 21st. |
A
short, delirant article by me and an interview on the first screenshots for
"A Rake's Progress" featuring your favorite developers...
Or are we?
All and more disgusting little thingies can be found on the DECEMBER
2004 issue of THE
INVENTORY !
| Mon, Dec the 13th. |
Nearly
two over sixteen sub-parts of the game are now assembled.
Alberto and Valerio are collaborating for
what concerns the placement of a new and enhanced set of cameras while they
are respectively assembling the game (A) and sketching out the last characters
and the first storyboards for the full motion videos (V).
Michel should be beginning a new interior location modeling, Demis
enriching and correcting the external ones, while Daniele is
busy fixing the last issues with a few details in the classroom location.
Vincenzo must be trying to have icons and icon animations ready
before he'll have to take care of the realization all the game full motion videos.
Brrr...
Marco and Ubik (Stefano C.) are moaning and
twitching trying to put it all together.
I am proceeding with the location texts and the integration
of material for puzzles and dialogues.
Feeling drained although delighted.
| Tue, Dec the 7th. |
"Climb
Mount Fuji
little slug,
but slowly."

(One of the latest renderings of Arroyo Rd., one of the least important roads in the imaginary city of Washington. Ha-ha)
| Sun, Nov the 18th. |
| Fri, Nov the 19th. |

| Mon, Nov the 15th. |
| Thu, Nov the 4th. |
| Fri, Oct the 29th. |
Beginning
take 4.
Today we will most likely have to face another team re-organisation in the hope
this will lead more efficiently to our goal.
No, I am not talking about being able to instruct monekys to train more simians,
but to finally reach the transparency and the timing that I retain necessary
to bring this game about.
At the moment we're stuck: some delays with the graphics team not only caused
malcontent but comprehensibly jammed any cog in the somehow delicate development
machine.
Assemblers cannot assembre the locations, writers cannot write witty or less
witty remarks and although the direction and storyboard for the full motion
videos is partially ready, it cannot be taken on screen.
I am full of hope and passion, though and I am positive this family of issues
will soon be nothing but a difficulty we've overcame in a recent past.
The spare time I'm granted I can dedicate to trying to be a trifle more sociable
and to go back to some solid morning reading.
Until next sign...
(One of the game sub-episodes' title)
| Sat, Oct the 23rd. |
I
hereby declare the charachters’ dialogues first edition complete.
Drinking tea and wishing well for the future of this game.
“... Drive home with
no lessons learned.”
| Thu, Oct the 14th. |
We’re
proceeding a bit too slowly, but the delay is not what worries me the most.
I am mainly concerned about the “solubility” of the problems we’re
facing more than about delays we’re not responsible for.
Like a nasty gallstone in the kidneys of... of... well, at least I hope it’s
not someone I know!
Why, at least it seems the problems with real time shadows are solved for good,
game icons are being modeled and I will be done with charachters dialogues in
their first edition by the end of this week.
On an partially
unrelated note, I am investing the spare time I am allowing myself out of the
game in this last period to complete the gathering of all the papers I need
to apply for a PhD in California and to steer away from a routine which got
a trifle stifling and ceased to keep me stable.
I strongly believe that the dialogues for this game will be very accurate and
amusing, once they will be assembled.
At the moment only I and a few other lunatics can enjoy them in dark corners
or some equally spooky location, wringing our hands with a wry smile.
| Thu, Oct the 7th. |
While the old demo we’ve prepared in September is being refined and dolled up with new charachters, fonts and pointing devices, we are blessed with the first autumnal shower.
(Stefano showing
the first map disposition to Valerio
in a picture which dates back to the first month of conception, March 2004).
| Sun, Oct the 3rd. |
Another
hectic weekend for what concerns my personal contribution to this game!
I both manged to support Valerio with the positioning of the cameras over the
main external sets of Washington, to finish writing the main body of Chucho’s
dialogues (took me more or less six days so far) and to begin to structure Cornelia’s
ones.
Cornelia – what a lovely name – will be a black maid in her twenties
who works part time for the Toughs’. Incidentally she is a pivotal charachter
for what concerns the uncoiling of the main storyline thread.
Yeah, like if you cared at all...
Although you soon will
be informed about the history and architecture of the town itself (in
the “BACKGROUNDS” link), someone gracefully insisted on being
informed about this game’s general characteristics.
Imagining that many others would probably be more interested in something of
that kind more than to listen to my petty mumbling, I guess I will try to endeavour
to sum up what this game is going to be.
Hrm... “Tony Tough in a Rake’s Progress”
will be a very elegant 3D point and click adventure in third person.
A more logical and mature prequel to the first crazed episode featuring a young
Tony Tough which will paradoxally be the old Tony relatively to the time when
the first one is set (the first which is indeed, chronologically, the second).
The old Tony, or if you prefer, the younger Tony has just turned 13 and lives
a simple life in his native town with his parents and his dog.
The game is very accurately set in 1953 and allows the player to drive Tony both thru the hardness of adolescence and acne, both on the road – paved with passion for mystery and notionism – which will lead him to become the private eye we’ve cordially hated in “The Night of Roasted Moths”.
The sun shines over nothern Italy.
| Wed, Sept the 29th. |
In
the last couple of days I have personally been quite productive, moulding the
personality and writing the dialogues for a most lovely character named Jesus
“Chucho” Juarez. His narrative and symbolic roles in the plot were
of course determined in an early conception stage, but in this specific phase
I need to work on his details and malfunctions, trying to give this puppet a
soul and make the next human wreakage out of him.
I would paste some quotes here, if only they were written in English...

As
I write, Valerio is presumably working on refining the main set of cameras for
the central square in the village of Washington (an imaginary, lonely and squalid
town in New Mexico where our hero was raised and a big slice of this adventure
takes place).
Alessio is starting his journey as character animator for this project, Vincenzo
is busy modeling the first set of icons and pointers...
I am sure I will soon have the chance to appropriately describe the settings,
my teammates’ work, some - I guess - charming aspect of the main charachters’
features, their double relationships and whatever else I may fancy revealing...
Although right now I reckon it might be more interesting to introduce you “the
cast”.
I have, then, asked any colleague to integrate and enrich the very schematic
description of himself listed in the “TEAM” link, simply using four
words.
This is what came out:
Valerio
– “Total and distressing waste”
Marco – “No time for dummies”
Alberto – “Nice, tenacious and mediocrity-proof”
Stefano C. – “Generous game cube player”
Vincenzo – “Happily untidy big-boned designer”
Alessio – “Hhygienically correct long-haired rocker”
Demis – “****“
Michel – “Precise, messy and busy”
Daniele – “Fearless, tenacious: a mule”
Simone – “Long Haired Music Box”
Stefano G. – “State of melancholy madness”
Mon, Sept the 27th. |
Just like when observing
a planet, I believe one can have a complete and wholistic vision of what’s
being examinined only from a certain range of distance. Being too close might
be deceiving, being too far, useless.
These few intermittent lines will not - by design - try to either describe objectively
the process of blooming of this game (I’d rather call it that than “product”)
nor to technically log its development steps, but to pour on screen thoughts,
anecdotes and pictures which will hopefully add up to some kind of reflection
of it.
Whose reflection is it going to be? And why is this journal tracking the development
of “Tony Tough in a Rake’s Progress” starting today?
The narrative voice belongs
to Stefano Gualeni, Tony’s game designer, locations architect and writer,
besides being a real architect and a part-time human being. It’s nice
to meet you.
Or is it?
And, replying my solipsistic second question, this journal will start tracking our very progress since the second big development meeting in Belluno (Italy) on Thursday September the 23rd, after roughly two months of development.
Needless to say I’ve
been working on this game for many months before anybody else, in order to allow
all the ghastly people involved in this crazy and artsy project to start working
on it efficiently and to make it come (untruly) true.
In my eyes it will, then, resemble more to the chroicle of an embalming then
of a growth, having this phase more to deal with the detailed and careful rendering
of a set of ideas of mine, then to the actual production of new thought.
(In a way, for me, those ideas died a while ago. More or less like the adventure
genre... hee hee...)
Besides my personal spare
time, another reason to start today has to be found in that last meeting of
ours, in which some equilibriums and roles in the crew members were rearranged
(Demis Trevisson who was the character artist for Broken Sword 3, is now responsible
for the modeling of Tony Tough and all the other lunatics in the game) and some,
in my opinion, fundamental decisions made.
This journal will, hence, start from a sort of beginning.
Beginning: take 3.
(In the picture, clockwise starting from upper left: Valerio, Marco, Stefano G. and Alberto)