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Klink

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Everything posted by Klink

  1. Like Penn, saying anything would spoil the surprise. I will give you this hint though - listen very, VERY carefully to Big Leg. When the [potato], run and look for something odd.
  2. I plan on going through all the prototypes and recording them tomorrow with a bit of voice over as to my thoughts and on how each prototype could be expanded upon. If all goes well it should be uploaded relatively quickly. Also, just finished the game and got to the wicked end. WHAT... THE... FRUMP? Now I really, REALLY want to see this expanded upon.
  3. You will make Lee Petty proud. Good work, comrade!
  4. Before I forget, I want to give a massive shout out to the voice direction in the game! Isa's son did a masterful job playing Twig and the conversation with him and Bell was cute. Andy Wood also nailed the narrator. I can just imagine his kids lying in bed, wide-eyed as their dad takes them on an amazing adventure through imagination using nothing but his soothing tones.
  5. Pretty much this. Would it also be possible to bind a key for another action to use it combat? Front kick, power front kick, rear kick, bite and charge could be some of the combinations one could consider to expand the combat. I also managed to fall off the face of the level; then again I DID run through the invisible walls so it was my own fault. This is a wonderful concept John and Emily's art style suits it perfectly. Also massive props to the animation team! Well done to everyone and congratulations!
  6. I honestly don't know if I'm missing something towards the end of the game. Judging from the reactions of the LPBB team on the Day 10 documentary episode as well as Brad's reaction on the playthrough day, I was expecting something extremely weird and messed up as opposed to the relatively simple (POTATO) that can be activated at any point in the game. I'll need to play around with it some more. The ChatScript while absolutely fascinating and interesting needs a hell of a lot of work. For a prototype it's easy to see what Penn and the team were trying to shoot for and I can highly respect that. For most people though, not having the Buds react accordingly to what you're typing is a bit of a let down. There is also an issue where some of the vocals aren't firing. I can see what Big Leg and the other buds are saying in the subtitles but I can't hear the appropriate vocals for them. Also, where's Mr Anthony Vaughn on the wheels of steel/Pretty Lips? He said he fixed most of the subtitles to compensate for Raz's improv but there's still some mistakes there. For shame, Pretty Lips. I honestly want to see Penn back in the Double Fine studios to finish this idea. It has so much promise and potential and if he and the team can get it done as envisioned, there's no doubt this will be absolutely incredible!
  7. I see what you did there. For Annas' first project as lead and although this is a prototype, Dear Leader is fantastic! There's definitely a lot of systems work behind it which I really, REALLY want to see expanded upon. Similar to the other points raised in this thread, some of the edicts/reports didn't make sense especially with the counter-revolutionaries. I also couldn't seem to progress through to the end of the game without executing Generalissimo. Once I did get to the end and read the text talking about what I have done, it promptly boots me back to the office where all of my edicts have been removed with several ministers going through most of their dialogue one after the other. I'd have been happy with a 'Thank you for playing' and a 'Restart' game option. Other than that, congratulations to the Dear Leader team and congratulations to Anna for her first project!
  8. I voted for this prototype to be made simply due to the concept and the awesome visual style of Derek. While watching the AF documentary episodes I became worried; Derek obviously wasn't one to stand in front of a lot of people which made him extremely nervous and unsure of his idea. Thanks to Brad, Andy and the rest of the Mnemonic team, Dereks' vision for the game came to fruition and it was an absolute joy to play. In terms of feedback I have 2 main issues both stemming from the fact that this is a prototype: 1) Being that it's a first-person perspective game, a field of view slider/controller would have been fantastic. As it currently stands the FoV is ridiculously low at around 60ish when on PC it should be around 90ish. 2) The inventory system. During the playthrough streams both Tim and Isa had trouble managing the inventory and while I thought I wouldn't have those issues I did. It's not complex but it can be quite fiddly having to scroll with the mouse wheel, hold right click and then left click on the highlighted object. Is there a way to use keys to quickly change between (the at most 2) inventory items? Possibly Q and E or even 1 and 2. This is of course thinking about the future if this game should go into full production. Other than that, congratulations to Derek and the Mnemonic team! Well done!
  9. Was just about to post this. LPBB is the only game on Humble that currently isn't available for download. -EDIT- It's up now, go nuts.
  10. That's definitely something to consider. I'll add my two cents of an idea I've been shooting back and forth with Cheese (although I do agree with him that we should focus on the driving aspect first before attempting any on-foot section). My idea is primarily inspired by Happy Gilmore. You drive around in your cart, position yourself just right and when you get in range of your ball, you press a button/key to LEAP out of your cart, RUN towards the ball, whack it and jump back in again. It's important to note that during this sequence your cart is 'ghost riding' by your side. The entire sequence is automated or possibly having a button-mashed sequence to increase your speed. The further away from your ball the more 'Max' potential power you have at your disposal. There's a small cone to steer the direction of the ball in this sequence but it's largely dependent on the angle you drive at it with your cart. As to why you would want to leave your cart at all, it increases the risk of being run over by other players. After all, the goal of the game is to sink your ball while doing anything to stop the other players. It also adds a small layer of strategy - the further away from your ball the longer you're exposed to other players. There's nothing like the looming fear of being run over to force a player to make a quick decision. This idea keeps the game fast-paced while also adding a layer of strategy and several layers of chaos. I keep saying I'm going to sketch it out to help everyone visualise the camera angles and stuff but I just haven't found the time. I'll definitely get around to it while also attempting to add a few vocal files (mostly grunts, cheers and pain effects).
  11. Congrats to Cheese for being team lead. No pressure or anything. Also, judging from the github repo am I right in assuming you plan to make this a 2D game? A sidescroller or possibly a top-down game? I've got a few ideas (if the game is in 3D) which I'll sketch out and post when I have enough free time.
  12. It'd be nice to get some of the incredible skyboxes from BrĂ¼tal Legend. I just had a wild idea while eating dinner just now. What if the lobby system were the 'tee off' to each hole? Each player gets to make their shot, possibly see a map of where all the balls have landed and when all players select 'Ready!' it starts the countdown to the race.
  13. I remember Bad Golf always being pitched with everyone playing simultaneously. Think of it more as a racing game and less of a golf game. More driving, less... driving (HA! I MADE A PUN). Like a race everyone lines up, sets their initial direction/power/swing and once everyone is 'ready' (made their selection) everyone jumps in their respective carts and mayhem ensues. Unlike a race however the win condition in this case would be to get your ball in the hole with 'traditional' golf scoring. Birdie will become BADASS or something to that effect. The round ends once everyone has sunk their balls, meaning whoever sinks their ball first (or in rare instances gets a hole in one) gets to drive around and try to screw other players out of their scores.
  14. For me the two major inspirations I can see for Bad Golf 2 are Carmageddon and Road Rash; driving around this massive field while kicking/hitting/punching anything that comes close to your cart. However I think everyone using standard golf carts will become boring. Like Carmageddon, let's have different characters with totally unique vehicles. Since this is a DF inspired project, why not incorporate characters from their franchises such as Eddie Riggs w/ Duece, Shay w/ Mini-Mog Chothra etc. I absolutely hate the idea of a progression system. This is supposed to be a fun, wacky, over-the-top game; adding a progression system will do nothing but slow everything down and create a massive disadvantage to players who decide to join later. Call me old fashioned but games like DooM and Quake are infinitely more fun to play simply because everyone is on a level playing field and is reliant on player skill, not pointless upgrades that throw off balance ala CoD. Besides, I think it's out of scope for a community project. For a prototype there is no way in hell we can make a full 18 hole course (each hole being a separate map themed differently like Mini-Golf) OR different characters/carts. To get something out the door as fast as possible we'd need a human model, a golf-buggy model, one map (size pending), UI elements to show players where in the map their own ball and hole is and a way to get multiple players in the game. If we can get online play working, fan-freaking-tastic but chances are local play will be enough. I'd love to have more than 4 players (8-12 for more chaos) but again it's out of scope for the prototype. Anyone can dream big but we need to be absolutely realistic with our goals if we ever want something playable quickly.
  15. Oh man that skill tree concept looks amazing. Love the angular look to it. It's a shame I won't be able to watch it live. :\
  16. Today was a really good, chilled out session with a lot of discussion about MC as well as the industry at large. It was highly enjoyable and I'd love to get in contact with most in the chat for future discussion. Don't hesitate to PM me.
  17. Add me to the list of people with this issue. Running the game on Fullscreen 2560 X 1440 results in massive frame rate drops when hovering inventory items over anything at ANY point in time during the game. It is most noticeable in Vellas' story. I'm running the game on an AMD Phenom II X6 1090T Processor 3.21Ghz (Hex core CPU) with 8GB RAM and an AMD Raedeon 7970.
  18. Broken Age is absolutely fantastic. Add me to the list of people who absolutely loved the ending. I initially thought the way in which Vella and Shays' stories connected was through time; that each of the stories take place hundreds of years from each other. Now to add my theory to the mix: Everyone seems to have forgotten that in the beginning of Vellas' story, she asks where the Mogs come from and is told they come from a "forbidden land" (sorry, forgot the name) where she must never go. This "forbidden land" is actually Shays' home; not a planet in the middle of space. The question is, what is the purpose of building these Mogs, sending them out to capture maidens and bringing them back to the "forbidden lands"? My current theory is that the land in which Shay comes from is inhabited by a technologically advanced race of people, however these people have no way to reproduce or are infected with some kind of disease and are constantly on the verge of being wiped out. The only 2 humans we've seen from Shays' world are Alex and Shay himself; both males. Every person we've seen "sacrificed" have been female. There is also the question of the origin of the Mother A.I. I propose the theory that she isn't an A.I. at all! There is yet one room to visit in Mog Chothra because the Mother is "preparing a surprise for Shay". What if she was actually one of the maidens who sacrificed herself in order to give birth to Shay, who in turn is "special" because he is the only way his race can procreate and thus survive? So what is Project Dandelion? I believe it is nothing more than a desperate attempt to keep a dying race alive! There are certain people within the story who clearly know exactly what has been going on; Marek, Mother, old lady who organises the Sugar Bunting Maidens' Feast (forgot the name) and so on. As they say, this has been going on for hundreds of years - there is always a new 'Grand Mog' every 14 years - and yet in all that time Shays' race is still dying out. Let us also not forget that Sugar Bunting used to be called 'Steel Bunting' until the old lady arrived. I still have one unanswered question though - what is wrong with 'Prima Doom' aka ShellMound? If we are to believe that the Maidens' Feasts have been going on for hundreds of years, surely the Mogs would have visited that location AFTER the 'Dead Eye God' "ship" crashed. I'll keep adding to what I've come with further down the line. For now though, I'm absolutely happy with Broken Age thus far and I cannot wait until part 2 to finally get the answers to all these questions!
  19. Wow that throne concept looks incredible. I can't wait to see that in game; both in the strategy layer and the tactical layer.
  20. I just want to chime and in add that I am impressed and thankful for the voice direction on the project. I did a course on 'Voice Acting for Animators' which eventually changed into a full voice acting course that went through the process of acting and directing. It was there that I learned that I am not an actor (voice or otherwise) and I'm terrible at directing others. It gave me a new found appreciation for the work that everyone can now see in these videos. To Khris and all the voice actors on the project, Thank you!
  21. Here's the funny thing about LA Noire. I remember being really, REALLY impressed with the facial animation tech until I saw in game how it actually worked. The face isn't actually animated at all, instead a video plays over the texture/model. I discovered this near the end of the game when I had the camera positioned quite close to the face of the main character at the time. It wasn't a cutscene, just a casual conversation that tends to happen quite often in the game. After the main character finished the conversation, I saw the video fade out into the normal face texture. I admit the way it was done was extremely clever but I don't like the idea of everyone thinking it was modelled/animated/captured when it really wasn't.
  22. Todays' stream was amazing. I love the amount of progress Massive Chalice has gone through and I love how it looks currently. Congratulations on finishing up pre-production! To all MC team members and to the rest of Double Fine, Merry Christmas, Happy Holidays, Happy New Year and I can't wait to see what's in store for next year! Also, I hereby decree that BRADROCK shall be an official piece of Massive Chalice merchandise!
  23. I can't wait for tomorrows' stream. Here's hoping the Ultimate Warrior makes his triumphant return.
  24. I second this notion! I completed my studies 4-5 years ago with a submajor in animation. To be honest all my animation courses were the best part of my degree. The problem is that I haven't animated nor drawn anything since that point (after that 'Thorak' alpha/demo I mentioned in another thread) yet I'm keen to get back into it when I can find the time. Also, great call with The Animators' Survival Guide! It's a fantastic read and a must-have for any animator. To add my own question, how does one keep motivated not only to start an animation project but throughout the project as well?
  25. I had a quick playthrough of it last night so consider the following words an initial impression and not an in-depth review. For the most part Autonomous LEAP is quite literally the Amnesia Fortnight prototype with added bells and whistles. Considering Autonomous is the only prototype that can stand alone as a complete experience, thanks to an excellent concept and a great project leader, there really isn't much more you could add to the experience (without adding multiplayer mind you). The additions seem minor but they're welcome. While the LEAP version has an options menu you can't change resolution sizes, graphical detail or FoV. I don't know what the default FoV in the game is but I wouldn't mind bumping it a little higher. If you can run the AF prototype version you'd be able to run the LEAP version without issue. As for how the game works, it's exactly the same as the prototype; build bots, destroy bots, collect energy and convert towers. Ultimately what separates the AF version from the LEAP version is how it CONTROLS and your opinion on this is entirely dependent on if you enjoy motion controls. Your right hand moves independently from the left hand with the crosshair following the hand to let you know where you're aiming. Moving the hand closer to the edges of the screen moves the camera. Clenching your fist charges a stun and performing a throwing motion, well, throws objects. An easy way to explain it or imagine it is to think about how FPS games worked on the Nintendo Wii. If you can picture that then you've basically got the control scheme of Autonomous. I tried playing with the LEAP in front of my keyboard but I quickly learned that the LEAP needs to be positioned where your mouse would be. Doing otherwise will cause immense strain on your arm. Since I don't mind motion controls and the LEAP itself is a pretty accurate device (with limitations of course) I enjoyed playing it. It really is one of those experiences where you need to play it for yourself to get a feel for it (much like Dropchord). If you hate motion controls I honestly can't recommend Autonomous LEAP. I also can't recommend it to those who already own the AF prototype but don't have the LEAP. While the additional features and content are nice it's still largely the same experience. Definitely not worth the asking price of the LEAP. However if you DO own a LEAP, regardless if you've played or own the prototype or not, get Autonomous LEAP.
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