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About apeman

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  1. Take your time and do it right. Just keep posting updates. Updates are fun.
  2. I thought DFA always was a masterclass in how to make a cool game on a budget and in a short period of time. It's great that it ballooned into something bigger, but we shouldn't forget it's roots. They were going to try an make this for $400k. Tim's right when he says talented people don't come along everyday, and he's lucky enough to have around him a small private army of artistic samurai - a smaller tighter game of the calibre these insights suggest isn't a bad thing. Also, if they can turn around this project on or under budget, it means that this sort of thing is more likely in the future. I think $3million+ was an anomaly, a happy wonderful accident that we were all part of. But a future kickstarter, for DFA2 or whatever, probably won't be as magic, BUT if DF can turn around awesome projects in a few short months, then we won't have anything to worry about. If Tim says he's ready to kill babies, that's good!
  3. Looks great. Loving the traditional media look, hope we see more of it! (I never get tired of the astonishing stuff artists using programs like Painter can create)
  4. Well put! This is what I think the game should avoid. Going on the internet is just as bad. A subtle (and of course optional) in-game hint (emphasis on the word hint) system that only kicks in when the player has resorted to clicking on random things and talking to characters with nothing left to say for an hour of real time would not create a quick-fix crack scenario.
  5. Of course they should release the code - even if they don't support it. Just dump it on the community and let them take over. I'd also say forget licensing and never charge a penny for it - DF, as a maker of adventure games, benefits from an active and interested market place. The more people buying and talking about adventure games means the more people buying and talking about the latest DF offering. Re: some of the naysayers further up, in that interview with Tim and Ron (iirc it was that vid), they stress how important it is for every artist to be able to tinker with the code, so if they create and in-house tool then it will almost certainly be easy to use, because that is the way the process works best.
  6. I hate looking at walkthroughs, it's horrible. But sometimes I do get totally headblagged. A hint system keeps you off the internet - which is great. One compromise: A proper time delay on hints. Not 5 minutes, not 10 minutes, not 20 minutes. If I'm still not achieving anything after half an hour... or an hour of getting nowhere, add a line of dialogue with a hint (not an answer).
  7. I don't think the inelasticity of 3d models is down to the technology, it's down to the animator. But you're right, it is the animation that sells it, and I hope DF has some top class animators on the team, no matter which route they choose. I think 3d characters would work - a polygon character has just as much squash and stretch as his 2d counterpart - all it takes is an animator who understands that and can use it. I'd still like to see 2d backgrounds though - all the way. They need to be works of art I'd want to hang on my wall!
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