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postfish

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About postfish

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  1. I use an old RPG character generator made for D&D/Shadowrun/GURPS and the like to help flesh out characters.
  2. I also have a white background. I'm currently on a 2008 laptop but it runs FTL, retro city rampage, hotline miami, and the hack+slash prototype without issue. I redownloaded the game and installed in a different folder. Same problem. Looking in the backgrounds folder, the backgrounds.png file is divided into four - three space backgrounds and a big white field. I tried copying a starfield over the blank area and that didn't work. I can't see meteors either, if you're supposed to, so gameplay is basically possible except in short order everyone dies in a meteor-related accident, occasionally followed by shipwide depression.
  3. I'm looking forward to the repaired gameplay and mechanics since the world/ambiance is quite robust. Watching the original stream, I wished they had an inventory and that the game would pause for robot building.
  4. Kerbal Space Program is doing pretty well for itself using this model but I don't know if it would be well enough to support operations, any middleware fees, and other overhead costs. Maybe if they did like google and had a few hours per week to dedicate towards upgrading their pet projects or if they were ever idle, waiting for something else in the pipeline to finish.
  5. Are your referring to this? http://www.youtube.com/watch?v=LjF223z-l4o
  6. It's looking good! The UI is filling me with an urge to go replay Evil Genius.
  7. http://www.opuslocus.com/logic/ A script to autosave!
  8. I've been obsessed with the concept of space and what we'll do when we're up there since about age 6. I've been playing space games since Codename Mat/Moonfall/Earth Orbit Station on the Commodore 64. I think being able to design motifs for your individual round could be fun - somebody designing a space prison would come up with something very different than somebody designing a space hotel. I don't think you need to get down to the minutia of the objects - just a few simple things like being able to lay out different types of hallways and public spaces would suffice. I always imagine crewmembers as employees for a Space Corporation. I'd like to see demotions for the truly inept [a geneticist turned space miner turned cyborg part manufacturer turned sewage technician turned assistant assistant] as well as people manipulating their way up the ranks. Part of the fun of Dwarf Fortress is expanding despite outside forces. I imagine infiltration by shapeshifters/spies/bandits/space commies could provide friction. For example, if a few crewmembers are sent on secret missions to kill a target or sabotage the engines, the player could choose a side or prevent anything from happening. Maybe the player has to protect the ship's captain, or the cargo supplies, or other random mission objectives that serve as an extra little impetus to interact and respond to threats. Much like SimCity, disaster options could be interesting. Turn off Atmospherics and watch people slowly suffocate to death. Turn off deflector shields and watch meteors rip your station in half. Malfunctioning teleporters release a plague of multidimensional space bees. I don't know how much the player is supposed to be like the ship's AI or just a distant god figure. If AI, having cyborgs and robots to destroy the world could be interesting. Cleaningbots try to scrub the bacteria off everyone, effectively devouring their skin in seconds before a janitorborg throws the writhing bodies into the incinerator. Chefbots throws people into a food processor and sells harvested organs. Anyway I'm excited for DF-9 and hope all the best.
  9. I would just like to say the promotional photo including Raz done in the style of a Bastion human boy creeps me out a little. It's as if the Precious Moments ceramic figurine company had done a Psychonauts collection. You can see it in this blogpost - http://blog.humblebundle.com/post/24135140832/introducing-humble-indie-bundle-v
  10. Everyone's doing a great job of running the gauntlet of inspirations - interesting locales, other games, lulrandom places, and unexpected places. When I look at things like the 40 most powerful photographs - http://www.themysteryworld.com/2012/06/40-of-most-powerful-photographs-ever.html - I always think of how it's the emotional context of the situation that gives it meaning. You feel the emptiness, defiance, bravery, hope. Similar with movies and other media. Charlie Kaufman has a great quote - "It's very important that what you do is specific to the medium in which you're doing it, and that you utilize what is specific about that medium to do the work. And if you can't think about why it should be done this way, then it doesn't need to be done." I feel like the locations will be in service to the story. I also get the sense from the videos that Tim feels some pressure to conjure something original yet familiar, defiant but similar, unknown yet expected. It's a delicate balancing act and not bad work to have if you can get it. Radiolab has a great episode about an afghanistan musician that basically ripped off American hits but was huge, and then Taliban came and pop music disappeared. When the Taliban fell, his songs came back on the air and now people are making new music. I imagine playing the DFA will conjure similar feelings for me - I remember this and at the same time it feels like I've never had this before. I get a feeling that the overall storytelling has had a certain trajectory - zany goofball to more refined characters and plot as time has passed, technology has improved, and Tim's become more practiced exploring worlds and fleshing out characters. They're talking to all sorts of people about what did and didn't work in the old games. SCUMM-style games have been slumbering and now they're going to wake it up and give it an overhaul. DoubleFine has done all sorts of innovative gameplay working in small teams and really thrive as a company because of it. I imagine the final project will be exploratory, nuanced, mature and affective. Man is a feeling creature and, because of it, the greatest in the universe. We'll learn, too late for ourselves, that men have to make their own way, to make their own mistakes. There can't be any gift of perfection from outside ourselves. And, when men seek such perfection, they find there's only death, fire, loss, disillusionment, the end of everything that's gone forward. Men have always sought an end to toil and misery. It can't be given; it has to be achieved. There is hope, but it has to come from inside, from man himself. Or maybe it'll all be microwaved hamsters and luchadore jokes. I dunno.
  11. For pictures of manmade places everywhere - http://www.reddit.com/r/abandonedporn+cityporn+designporn+infrastructureporn+machineporn+militaryporn+villageporn I doubt being derivative of past adventure games is going to be considered for creative and legal reasons.
  12. Well, what if the boy is replaced by a robot version of himself that throws him off a cliff, then he has to play twister with Death, and goes to heaven to befriend alien scientists that make a Radio Shack robot version of him, and he somehow picks up a Renaissance era girlfriend and wins the Battle of the Bands and the Kiss song "God Gave Rock and Roll to You" plays over the credits? That's all I can remember of Bogus Journey. Other ideas I have include "Robots sent from the future to destroy the unborn leader of the future rebellion, a scientific experiment accidentally left unfinished when his creator dies is discovered by a makeup saleswoman, and a dystopian society where a scientist kidnaps children to steal their dreams." So if you're an agent in the year 1986, please call me. I can make you a fortune. Back on topic - when I was a kid I played the King's Quest games with my Dad. In visceral terms that I didn't fully comprehend then, I wanted to make an adventure game about a father and son learning about each other and becoming better people. Something to do with family pictures and our parents living inside of us and family being a form of immortality. Except with werewolf-gargoyles kidnapping various family members. There were no fan editors at the time so instead I mostly made my mom mothers day cards in ZZT.
  13. - Temple/Sanctuary of Truth in Pattaya, Thailand. - A water station in the Sonoran Desert - Operation Streamline courtroom - ICE detention center - Emotionally charged places that are mundane except for what happened there touch something deeper, connected to something true. - Inside cinemagraphs - Inside a deteriorating VHS recording - Hong Kong if it was in the style South Dakota - Math as a physical space. Tau, Pi, multivariate calculus, etc. - The Abandoned Disney world imitator in China http://www.theatlantic.com/infocus/2011/12/chinas-abandoned-wonderland/100207/ - A series of reconstructions with varied meaning that bears little resemblance to the actual event. - Any location thematically representative of the social frictions inherent in contemporary depictions of normative femininity that misrepresents the nuanced, quietly contemplative and fierce, introspective wisdom. - Any location where people are forced to act in a manner that tests what they proclaim they would do in hypothetical situations. Mundane example - park bench when a purse snatcher runs by. - A vast collection of wood and string. - Bamboo forest full of marble statues of improbable things - Artificial rural villages in wooded mountains actually inside of an Agropolis - Bicycle repair shop built of reclaimed lanterns - Silk trading routes - Architecture if Amedeo Modigliani was an architect - Wormhole Taxi Cab - Bin full of buzzers, bulbs, relays, switches, and resistors - Echo chamber of positive cliches and negative aphorisms
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