theinternetftw

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Everything posted by theinternetftw

  1. I was just going through the latest stream and saw once again some (pretty justified) hemming and hawing over how to say how likely it is that a potential regent will have a lot of kids. I think I've got a reasonable answer to this question. Give as part of the stats how many brothers and sisters the character has. "From a family of eight...", "five brothers", "only child...", etc. This language seems far more reasonable than coming up with an adjective that describes their fertility, while still giving some text that suggests the size of the family they might produce.
  2. Solving the Fertility Language Problem...

    If it's important to not be in a situation where you're surprised with zero children, one thing to do could be just not having naturally sterile characters. Sterility could be a negative status effect that occurs through battle (I remember that being thought about mechanics-wise a while back), so you always know how you got it, and there's more of a story behind it than "the RNG came up bad during character creation." e.g. if you have "Cursed - can have no children" in the traits, then you remember "oh yeah, barely made it out of that battle, and jeez those consequences are still following me." Otherwise, you'll know you'll have some amount of children, and it won't ever be a total loss.
  3. Solving the Fertility Language Problem...

    I actually like the fact that you might get some outliers that you can't account for. It should be rare but it could happen. The world implied by you looking at a guy from a big family and figuring "hey, he'll probably have a lot of kids too, might not, but probably so" makes a lot more sense than somehow knowing that a character is "virile", "fecund", "fertile", etc.
  4. Soundtrack on bandcamp

    I too would like it on bandcamp, but you might be able to keep the soundtrack from being download with certain games now that DLC can be disabled in the Steam game properties menu.
  5. I was looking at the (albeit placeholder) research dialog, and realized that there are pretty much two paths you can choose for the tone of what it means to "research" the demons/Cadence. One looks to be the way things are currently thought about. The tone is technological: the Cadence are understandable, and their ways and tools can be learned and incorporated. Dialog here would look like what we've seen: "By observing their armor and collecting materials from their fallen, we can use those materials to build similar sets for our warriors." This feels very "Fantasy X-COM", (which is fine), but I think the fantasy world can lend itself here to make game more unique. In fantasy, there are things that can *never* be understood. The Holy Grail can't be unlocked via research, but it can be quested for, and used for good or evil. Throwing yourself into a pool the color of midnight found in a desolate structure lost to time isn't something you understand, but you might be suited for the task through your strength of will and a lifetime of preparation, and when you appear again, gasping for air, you might have briefly seen through the creatures' eyes (say, putting clear patches in the fog of war for half the units on the field). You might also be one step closer to being completely consumed by the black the next time you throw yourself in. This you know. Others have been lost before you. This you do for the good of the realm. It's this kind of tone that I'd be really interested to see. The "tech tree" is still there: hunt for and discover the places of power, read the old tomes and search for ones older still, scour the land for one ready to face and control what has been uncovered. Plus missions can clearly easily be incorporated into the research progression. You also get all the mystery and horror and awe of magic and fantasy without a bunch of wizards running around casting spells at things. Anyway, food for thought.
  6. Insuring people catch the radio drift

    I'm sure the DL team is on top of this already, but I just wanted to suggest that there be cues other than just the tone of the voice for the radio. While conveying that information through tone of voice is a great idea, I think you lose a little thematic clarity when you add the distortion, so having other audio elements that reinforce that tone would be great. Something like: Sarcastic (Daily Show / AM radio) - Applause / Laughter / Maybe some zany sound effects (e.g. trombone wah-wah-wah) Normal (BBC / NPR) - Probably fine as is, maybe very short bits of subdued music / jingles in between "segments" Controlled v.1 (USSR) - Soaring music over the vocals a la the reference material, big thematic changes between patriotic and threatening from paragraph to paragraph Controlled v.2 (DPRK) - Military fanfares, no music during speech, again, pretty much straight from the references. The vehemence in the vocals should be so extreme that it comes through no matter what here. But like I said, I'm sure this is being thought about.
  7. Patanoir

    That sounds a ton like the Infocom text adventure "Nord and Bert couldn't make head or tail of it" which I had an absolutely awesome time with.
  8. The Daily Screenshot Thread

    Hey, it compiles. Great success.
  9. I dare... to start a new thread! So in the first stand up, people were talking about the recent accidental heist of some cobalt-60 (link here). But that pales in comparison to the prototypical "stolen radioactive thing" story, the GoiĆ¢nia accident (wikipedia link here). I highly recommend reading the "Events" part of that Wikipedia article. Riveting and Horrific. Edit: and to reinforce the whole "surprise, that thing is incredibly dangerous" idea, here's someone finding a tiny chunk of the Chernobyl reactor in some grass by the side of the road:
  10. The Horror of Accidently Stealing Radioactive Things

    Kiss Me Deadly. Some other influences Derek mentioned before the standup were Twin Peaks and Night of the Hunter.
  11. [Suggestion] Balancing Turrets

    So I was reading through the dev plan, and read the bit about balancing auto turrets (making them powerful but expensive). Thought I'd add my two cents on how to balance that. Have a new "security" room that controls the auto turrets. Have the turrets be good against fleshies (though maybe they can attack something in the security room to shut down the turrets). However, if a robot based enemy gets to the security room, he (thanks to his robot-y-ness) can gain control of the station's defenses and have them start blasting everybody. That might be an interesting way to have some tradeoffs for covering your base in turrets. Also, when invaded, you get a "oh god, don't let them get to the security room" bonus concern. As I said, my two cents.
  12. Description: During camera zooms, subtitle text rearranges itself from frame to frame (words jump from one line to the next). Looks like it's trying to re-pack itself back into its bounding box. Seen in Meriloft. Reproduction: Go to Meriloft Main at some point in story where Vella knows what the signs mean (for me that was after the Meriloft quest). Stand in the center of the area Select the middle sign (maiden's feast area) Vella will walk towards sign and camera will zoom in as subtitles appear. You should see it then Platform: Win 7 x64, 1680x1050 screen
  13. It may be so late in the game (ha.) that it's too late to consider changing functionality, but it's pretty frustrating that spacebar skips all text in a conversation. This means there's no way to quickly jump through a conversation that you've already had but still read the subtitles. So if I want to get the riddle description again, that means I have to listen to the entire clip, instead of jumping forward in the conversation until I get to the part I care about. Some way to skip to the next line would be nice, is all. Edit: Oh god, there's already a big topic about this here http://www.doublefine.com/forums/viewthread/11975/ This is the part where I'd delete my thread, but can't do that so... *looks around awkwardly*
  14. Description: The off-key singing audio background clip at Shellmound will continue when trying to speak to another actor (even when attempting to converse w/ the singing girls themselves), and until the singing clip is over no speech will be played. Also, during this the actor will animate but their mouth will not (due to how lipsync is hooked up, I'm guessing?). As soon as the off-key singing clip has stopped playing in the background, things go back to normal. Reproduction: 1) Be at shellmound main when the girls start singing in the background. 2) During their "song" try to talk to someone in that area, even them. 3) That's it. Platform: Win 7 x64
  15. So I was reading through the Dev Notes and caught the gem near the end about how robots go through three stages: subservient automatons, angry murderous death machines, and chill normal metal dudes just trying to make it. First, I just want to point out how awesome it is that the unstoppable force trying to extinguish all forms of organic life is really just a bunch of snot-nosed teenagers mad at their dad. I hope that's followed up on. Second, I equally hope that this philosophy of brilliant lore that just happens to be very well suited to be told through whatever events or behaviors are thrown into the sim can flourish, take root, bloom, and many other extremely positive metaphors. Woo.
  16. Soundtrack

    Quick question for Chris: are you going to keep adding songs? (I assume so maybe? but thought I'd ask) And when adding a song, will it automatically be pushed out to that Soundtrack folder?
  17. Soundtrack

    You should definitely be able to? If you guys want to that is. I've seen a good many games on Steam with soundtracks available as DLC (e.g. Bastion: http://store.steampowered.com/app/107104/). Plus it looks like the soundtrack is already implemented as Steam DLC in SBDF9, it's just DLC that can only be obtained by buying a certain bundle that includes it. Maybe all you'd have to do is talk to the Steam guys and have them ok you selling it as a separate item?
  18. Conveying the battles as part of a bigger war

    I was just thinking about solving the same problem, but instead of coming from a "show this battle in the context of the war" angle, my thoughts are more about how to "show the play area in the context of the battle." What I mean: an isolated showdown between two teams of a handful of units each might have trouble feeling epic simply because of how divorced it is from the kinds of massive battles one would immediately imagine for a demons vs. humans smackdown over the centuries. The way to fix that particular problem, I think, would be to have either some or all fights be shown to take place right in the thick of the kind of all-encompassing battle for the fate of the world that fits this kind of scenario. I think that's doable and would have some handy benefits that could hook back into gameplay. Visual Aid! (not to scale) So the idea is that you have a border just outside the play area that helps visualize the rest of the battle going on around you. Your team is in the thick of it, pushing forward to their objective or defeating enemies, etc., but you can see that where you are is just one small part of a huge battlefield. This border is in shadow, or silhouetted or what not to clearly differentiate it from the play area. But once this is here, you can do neat stuff aside from just having the battle feel bigger. You can have events that cause things to seem like they're spilling in to the play area from the battlefield proper e.g.: * allied/enemy units running in to help/hinder * retreating units cutting through your area to escape the battlefield entirely (maybe you can cut the cravens down if they're enemies (or you're a vengeful leader), or rally them to your cause if allies, or maybe some time limit makes deciding to give them any time during your turn a tough choice). * plot points, changes in the battle, etc. can be telegraphed before hand as the fighting on the borders changes, gets more unruly, etc. You could also have victory in a multi-battle sequence be clearing the play area and running to one side of it (CHARGE!), at which point the play area scrolls up, revealing the next sub-objective (maybe sometimes you can always see the big objective, and you move closer to it each sub-mission? That would be nice, seeing the demon tower you'll be taking down in the distance a la the Citadel from HL2). Anyway, just saying that having the play area be contextualized as just a small patch of land in a bigger epic battlefield would be pretty sweet, and that it would be exploitable from a gameplay perspective in ways that would also be pretty sweet. My two cents.
  19. Ha! I *knew* Chris wrote that site! He called the variable where they're going to put the screenshot thumbnails "idleThumbs"! It's the little things. Also, you know how you can tell a good game title? When you google for it and *every single result for eight pages is about your game*. Edit: Might wanna tell Chris there's a bug on the site! When you click any close button, it fades out the element but doesn't remove it. This means when you close the pre-order section, invisible paypal links are still sitting there in the background, lying in wait to be accidentally clicked. It's not the worst thing in the world, but it's worth knowing about.
  20. Pokemon Yellow Total Control Hack

    Looks like the repository is down atm (500 err), but going through that log was ridiculous. That exploit video took like 6-8 months of concerted effort. And of course it involves writing a ton of gameplay automation code in Clojure and building something that can interpret MIDI and PNG in z80 assembly. Obviously.
  21. Personally, I'm for it. Notch's Ludum Dare streams were a treat ( ), and I'm sure DFs would be too, as well as being more realistic seeing as you guys have you know, actual teams, a real engine or two, and more than 48hrs at your disposal.But with the way twitch is currently set up, it'd be completely inscrutable. No way could anything be read at the 480p-ish current res. If you guys could pop up the resolution to HD at those times, it should be fine (the static nature of the average screen would probably keep bandwidth reasonable, if that factors in to all this). But if you can't manage that, any attempt to show people programming will look incredibly similar to Black Squiggles Getting Longer: The Movie.
  22. Programming Livestream Segments

    I guess I'm just not brilliant enough to turn my nose up at such things. How much did you watch? Enough to see him actually produce anything? Watching him get rendering and perspective stuff up was really cool, I thought. Though I don't know much about graphics.
  23. Programming Livestream Segments

    For the record the few I've seen have been very interesting. Check out the Notch link above for such an example.
  24. Autonomous: Voting Discussion Thread

    Just saw on the stream pitch that Lee mentioned seeing out of the automatons eyes. That might be a good chance to throw in some Terminator-vision style features, like the outlining of "targets" and scrolling overlay text (and of course some 6502 assembly for good measure), which could also have the bonus of informing the player about robot intent/behavior, much in the way visor color will, but you could be more specific, since you then have an excuse for actually having text explain what the robot is doing (maybe in a playfully obtuse way). Just a thought =D
  25. Milgrim Official Thread

    Googling it would totally have given you the right idea, I think (though the name's a bit of a bastardization): http://en.wikipedia.org/wiki/Milgram_experiment i.e. it's your job to kill "marios" because that's how the game works, so how far are you willing to go to do what the game is telling you? So maybe the name's a little joke about the gameplay.