Board Thread:Video Game Discussion/@comment-34541932-20181209211511

Please note that this will most likely update over time: For anyone who doesn't know Stick of Truth has had a long development history starting around 2009 to around when Matt Stone and Trey Parker were towards Obsidian for an RPG game in the style of the show to around April, 2014. A long road was a head of the two of them with showings of presentations, writing scripts, and supervising the project with almost two-to-six hour meetings, along with the original publisher THQ filing bankruptcy and South Park Digital Studios having to combat this. I usually split the main history of game development between these parts, usually using different builds.

Initial Draft: During pre-production Parker wrote an estimated 500 page draft of a game similar to Skyrim, but in the style of the show. The two of them even presented an animation as to what they wanted the combat and animation to be like within it. Around this time as well South Park Digital Studios was also financing Obsidian to cover the game to be playable, as first glance potential publishers wouldn't want to publish a game for a controversial TV show. THQ then announced around December, 2011 that they would publish the game.

Pre #814 (Game Informer Show Case Build): For the issue of Janurary, 2012 several journalists from Game Informer Magazine went out to visit Obsidian. They were shown off something similar to that of what THQ would've saw. The setting was different, as all of the boys would've been into one kingdom, Clyde would've been with you at the start, and it seemed to be operated within a tree house. Classes were also different with Adventurer, Rogue, Wizard, Paladin and Jew. The first mission that would've been to rescue Cartman's doll Polly Prissypants, the new kid would've been convinced it was the ginger kids. From there he would've found a piece of doll hair and would settle into the Ginger Forest. From there the new kid would battle on with Ginger Kids, find a burning Cartman Shrine that they could enter, and would enter into a barn to rescue the doll. Another level would've mentioned fighting Vamp Kids at the church near a castle-like building, along with references to fighting Hippies, Crab People, and City Wok. The promo art also featured many differences among the characters, including Kenny not having his signature-hood and the designs more closely resembled ''The Return of the Fellowship of the Ring to the Two Towers. ''



E3 2012 (Pre-814): E3 2012 was the very first unrevealing of the game, which included a trailer and a presentation by Matt and Trey. A lot of what was shown in the trailer and the presentation was the same that Game Informer shown off, but also included several details pointed out by Matt and Trey. However there was content that wasn't shown off around this time, and went almost completely unused. In there is an option enable a "demo mode" of the game. This menu has three options "Demo: New Game, Demo: Play Trailer, and Demo: Play Intro." The frist option would let the player start a new game of the game, though it skippped Cartman's prologue and the character customization menu. The second option would play the exact same trailer that was shown off at E3 2012. Finally the third would load a level called "0_e3_cemetery" which is an edited version of the cut cemetery level. Cartman would've been your buddy and you were equipped with several items within the game, the player would've entered into the castle and battle Count Ravyncrowe hiding in a coffin. This would let the player test and emerge into the combat the game offered, until they had gain enough PP to summon Mr. Slave. Though gameplay like-wise this was also when the original class system was removed in favor of the near final class system of Fighter, Thief, Mage, Jew, along with the removed class Cleric. '''Included below are the presentation and the cut content being played under build #814. ''' ​​​​

Build #814: This build was leaked out by a member of AssemblerGames, who found a PS3 and PC version of the game on a Xbox 360 Development Kit's hard drive that originated from THQ. A few screenshots of the 360 version were avaliable and the PS3 version was given out to anyone to download. It is the most stabliest and completeable on a normal playthrough compared to the others that were leaked out. The build had a closer resemblence to what was shown earlier, though around this time the Cleric class would've been completely removed from the game and story was changing.

The main story was that much more of the final game, with the whole Ginger Forest level being almost removed completely. It only exists as levels with no enemies in place. Instead rather after defeating the Elves that took the stick you would have a second encounter and battle the kids that appeared earlier, which would've been humans converted to be as Robbers instead of Elves. From there Mr. Stoch would've been there to ground Butters for breaking his hammer "as it was part of his construction worker costume."

The player would pull off a quest to break into their house through the basement, grab supplies, unlock the crafting station, and retrun to Mr. Stoch with the tapped-hammer. From then on the game would progress through the same as normal, though to fight the guard the gas mask would be over at Kupa Keep instead of Jimbo's Gun Shop. Tweek's and Carig's situations have mostly stayed the same. Mainly though when you're in the school it introduces the player into using fireworks, instead of bows to get certain objects and destroy things. Once you recruit the three you'll notice that Tweek uses his beta costume and Token still uses his blacksmith costume. From there the player will try break into Chris Donnelly's house (instead of Jimmy and still is referred as Donnelly in the files of the final game.)

The Alien Capture scene relatively stays the same, expect for the fact that the probe is limited to only certain destinations, and instead of solving puzzles with games of Uno the player would pick up holograms and place them around the map. Instead of coming across Randy Marsh it's a random guy that is also being probed. For the most part the game stays the same, though instead of going to the Abortion Clinic the player would go to Heidi Turner's house and steal her diary. As for the Goth Kids it seems the Henrietta would've been turned into siding with the Vampire Kids. You would fight her at first, and once you're in the castle you would either have to confront Count Ravyncrowe, Mike, or both.

As for Canada from what I understand it stayed the same, though it seemed that Scott the Dick was upto a scheme as always in the show. For the most part the story stayed the same with some changes here and there.



Rockets were the primary way that the player would use to

Build #858-865: For the most part these builds are relatievly close, and would have minor differences from here and there. 858 being the most stablest and 865 being the least, mostly with different ideas and implementations breaking the game in some way. They were originally uploaded to YouTube by a member of Obsecure Gamers, since then the videos were taken down, and a Mega Archive was shared for people looking into getting them.

The story for the most part was the same as 814 with new fully rendered cutscenes or story-board versions, though it had its differences. As for instance Token and Tweek would use their final designs, instead of their original beta costumes.

Another was that Henrietta was never converted to be part of the Vampire Kids, and the castle-like building at the Cemetery changed to The South Park Genetic Engineering Ranch. The events that follow through though is that it would play the same, but you confronted Mike and grab the Vamp Kid's spell book to summon HP Lovecraft in order to stop the "Deep Ones." While doing so Michael Jackson would've possed Michael's body. After that the player would show up to the  Makowski Household to find out the "Deep Ones" were Crab People.

Another minor change was Mr. Stoch grounding Butters never actually happened, though the Robbers would still try to fight you.

Gameplay like wise most of it stayed also the same as #814, though some UI has changed and some features like the crafting station became almost useless. During perfect attacks and blocks an announcer would always state "Perfect!"  