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Tony Tough in a Rakes Progress Developers Journal- Article

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Tony Tough in a Rake’s Progress
Developer’s Journal


One of our favorite games of the past few years was Tony Tough & The Night of the Roasted Moths. This pint-sized Columbo’s ‘mis-adventure’ was a throwback to the LucasArts and Sierra games of the past.

During that period we became close friends with Stefano Gualeni, Tony’s game designer so, of course, we were thrilled to learn that after many trials and tribulations, a sequel – Tony Tough in a Rake’s Progress – was in development.

Graciously, Stefano has agreed to write a Developer’s Journal following the creation of Rake’s Progress exclusively for Just Adventure readers. The following weeks and months should be interesting as Stefano indeed possesses a unique sense of humor and has promised many exclusive screenshots and inside information.

We hope you enjoy it – Randy.


Tony Tough in a Rake’s Progress
Developer’s Journal
Entries by Stefano Gualeni
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.

Valerio & Stefano

(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 postitioning 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 wreckage out of him.

I would paste some quotes here, if only they were written in English…

Jesus “Chucho” Juarez

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 modelling the first set of icons and pointers…

I am sure I will soon have the chance to appropriately describe the settings, my team-mates’ work, some – I guess – charming aspect of the main characters’ features, their double relationships and whatever else I may fancy revealing… Although right now I reckon it might be more interesting to introduce you to “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 – “Eugenically correct long-haired rocker”
Demis – “****“
Michel – “Precise, messy and busy”
Daniele – “Fearless, tenacious: a mule”.
Emanuele – “Roman guy with glasses“
Stefano G. – “State of melancholy madness”


Mon, Sept the 27th.

Just like when observing a planet, I believe one can have a complete and holistic 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?

Tony Tough - click to enlargeAnd, 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 the chronicle 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 modelling 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.

Tony Tough 2 developers pic
(In the picture – clockwise starting from upper left: Valerio, Marco, Stefano and Alberto).

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