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About Lord_Kristof

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    Action Newbie
  1. This is awesome, coming from somebody who just completed Costume Quest and the DLC this weekend, I've got to say I'm ready for more! Especially if it is more fully realized than the original was (I felt it lacked in depth somewhat). I'm wondering what working with a publisher will mean for Double Fine. I'm hoping Midnight City is a responsible and reasonable publisher (the guys who were present in the pitch video certainly didn't seem to be your regular clueless suits!) and your cooperation will bear fruit! Count me in for a Day 1 buy on Halloween! And yes, as G-Lord noted, you're making an actual sequel?! Congrats! Bring in Psychonauts and Brutal Legend next (I'm sort of joking, as it's obvious that these games are much bigger than Costume Quest was, so it's much harder to do... plus I'd hate it if all we saw from you were sequels - creativity is your biggest asset, never leave it by the wayside! But I don't have to tell you that!). The reveal video is obviously sweet as well! Anyhow, best of luck to you and I'm looking forward to playing Costume Quest 2!
  2. Hey, another poor sod here who can't get past the potato in the ground bit. All the buds keep talking about being let in, I don't seem to be able to do anything. Not sure what I'm missing. It would've been better if the game saved at the spot when the whole house potato happens. Because I'm pretty sure that you're supposed to pick Big Leg and that all the stuff that happens between you picking him and the house potato is always the same? So I'm unable to give a full summary, but I've got to say the dialogue is well written and voice acted, so that's something... but I'm not so sure if there's a game here, though it's definitely an interesting, delightfully creepy experience.
  3. Hey, guys. Just completed the prototype and wanted to share some thoughts. I only did the main thing/puzzle. So if there was anything else there (and from people's comments it seems like there was), that's a bit of a lost effort on me, so I apologise. This experience might've been worse for me because I got through the entire thing pretty quickly and I felt like there wasn't enough stuff to interact with in some locations (the garage being the one I had the most issues with). As a narrative-driven game, this is still a concept that might work pretty well, but the puzzles need some reworking in order to feel organic for this kind of atmosphere. I'm a little bit disappointed with how the gameplay part of this worked out, but the praises for the art style etc. are very well deserved and that's still enough to sell me on this idea... but it definitely needs polishing. I assume that you guys already had some ideas for alternative approaches while you worked on this, so I'm not going to muddle this post with some of mine But if you'd like to pick our brains for some solutions, I'll keep my eyes open for a discussion on that. I can totally see this game being a blast with the Oculus Rift though. I might even have the chance to try it out (there's a dev kit in the company I work in). As an Oculus Rift game, the light puzzles would play second fiddle to pure exploration, and if that element got polished, with the gameplay kept casual like, this could be a winner in its own category. Pretty good overall, if a little too short for its own good - but the two week constraint makes a project like this difficult to do perfectly, so good job anyway! Best regards to the whole team!
  4. I hope the constant surveillance by 2PP isn't too tiresome for you guys, because I loved both public Amnesia Fortnights. You've got a backer in me for every time you do this thing, watching you work makes me feel good and gives me hope for game development and my own career therein... I'm hoping I'll be lucky enough to join an inspired company like Double Fine one day... or maybe even Double Fine itself, dare I dream? All the best to all of you, and fingers crossed for all your projects.
  5. Yeah, I'm trying to fit the key to the Skyline, but I'm not sure where I have to stand, or maybe I got a bug. I got the message that I figured it out, but then all I keep getting is the generic "Doesn't work here" bit. It would've been helpful to have a dedicated comment on this use of the item with a hint on how far or close I need to be in order to complete it. In this particular case the generic comment isn't very helpful. I'm going to try it again tomorrow (it's almost midnight here in Poland).
  6. I liked the short time I spent with the prototype a lot. I really dig how you were able to create a nice short slice of gameplay which summed up what the game could look and feel like. Stuff I felt was a bit missing: - jumping - a key used for galloping a'la Assassin's Creed - the back kick was a bit clunky, it has to do with the camera which makes you move around in a weird way in order to line up an enemy. It's a design decision whether it should stay that way (and then the back kick is a support weapon of sorts) or if some way of making the attack easier to perform should be devised. - some minimal interaction with the environment could have been cool, like kicking down a scarecrow, or kicking a bucket to send it flying etc., but that would only make sense if you actually made use of it in some sort of puzzle or minigame. Obviously the focus for the prototype was on the core gameplay and that worked out fine! I really had fun with this and would totally be interested in seeing a project like this developed. Obviously open-world-like games are tough to do with a small team, so you'd have to figure out if that's what you wanted to do, or if you'd rather focus on a more linear experience (though I totally see why doing a lot of sidequests with different character classes could be cool in a more open environment!). All in all, I'm happy with this one. I see it as an ideal summary of the idea behind the game - just the right length and complexity to communicate what kind of game this would be at a basic level. Good job, two thumbs up!
  7. Thanks for the tip, I was a bit upset when it didn't work, but now I was able to play it!
  8. Lord_Kristof

    Day 9

    It's the Ninety-ninety rule, the first 90 percent of the code accounts for the first 90 percent of the development time. The remaining 10 percent of the code accounts for the other 90 percent of the development time. You'd be surprised to know how much time actually goes to things like balancing, polishing up features, finding bugs, optimizing, testing etc. Yup, that's true most of the time. But I'm still in awe of how much work DF is able to do in small teams during these 10 days. As a comparison - in the company I work in we've been doing a single stage of a prototype for a month now, and it doesn't seem like we're reaching the finish line. I think it's a question of organisation - since Amnesia Fortnight works with well rounded ideas, there's a feeling you're working towards a specific goal and with a specific vision in mind. Unfortunately, not so with the project I'm working on. Clarity of design gets much, much harder when publishers have a say about it, believe you me. I'm happy Steed was chosen and that you feel like you're on schedule. Can't wait to play it, and maybe play the official published version in a year or so, hmm?
  9. Music is awesome! I'm hoping you'll have it in the Humble pack so I can listen to it after getting the prototypes It's amazing to me how much quality stuff you're able to dish out during Amnesia Fortnight
  10. Guys, thanks for doing this. Thanks for three reasons. First of all, thank you to Double Fine for organising this event for their employees. This industry is a thriving source of creativity, but that creativity is stifled at times with stuff like market analysis, CEO's who are too afraid to experiment and a progression of a rigid, choking approach do game design. Designers and ideas should be nourished, not limited, and the fact you spend time on developing these crazy games speaks volumes about what you value as a company. For that, I thank you from the bottom of my heart - it makes my inner game designer feel all fuzzy and warm. Secondly, thanks to all the great creative people in DF who decided to participate. Watching your videos makes me happy, as a gamer and as a designer myself, because it reminds me of what's most important to me in this industry and why I wanted to get into it in the first place. I'm going through a bit of crisis here, not sure if I picked the right career path and unsure if I'm doing it right, but your enthusiasm gives me strength. It's awesome that you're here, and it's awesome that you're sharing your ideas with us! And finally, thank you to Double Fine AGAIN for deciding to share this process with us. The last Amnesia Fortnight was a blast to watch - the documentaries kept my spirits up while working on a project, they helped me appreciate the work I did and helped me further appreciate design work in video games I play day-to-day. It's a great feeling to be part of this, even if I'm only an observer (well, ok, I also vote for the games, but so do many other people ). So again, to everyone at one of my favourite companies in the industry - a BIG THANK YOU for making this happen, and I wish you all the best.
  11. THe shadow behind you and to your right looks like a short man in a black coat and top hat lol. Liked the vid btw, some great points there. That's my bathrobe hanging on the cupboard Funnily enough, there is a hat lying there, but above it and I don't think you can see it in the video. It's a cloth cowboy hat
  12. Hey, guys. Here's mine - it's nothing much, just a guy saying boring stuff with a foreign accent, but I hope you get to use something out of that. At least the sound quality is alright Fingers crossed for this idea, I love it.
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