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DF Chris Remo

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Everything posted by DF Chris Remo

  1. The office is essentially one huge corridor. The only people in the main space with actual enclosed offices are Tim, Justin Bailey, and Isa, and 2 Player shares one room. There's also a dedicated separate space for the audio guys. Everyone else has a desk on the floor in the main DF space.
  2. Peter Chan worked as a concept artist, rather than on final game assets--that's the same scope of role he has on other DF projects, as well as other non-DF stuff he does these days!
  3. Yeah I'm a huge Bandcamp fan. It's the only place I sell all my music.
  4. EPISODE 14: I THINK THIS IS A WINNER http://www.doublefine.com/forums/viewthread/12870
  5. Hey folks--as DF Vic already commented elsewhere, you can now opt out of analytics gathering!
  6. Yep, Blu-rays are coming, but not until the documentary has been completed! 2PP is still making episodes!
  7. Hey folks, just a reminder that posting links to pirated or leaked content (ours or anyone else's) is against the Rules of Decency of the forums. Thanks!
  8. DF GAME CLUB: FESTER MUDD: CURSE OF THE GOLD http://www.doublefine.com/forums/viewthread/11634
  9. Marek's name is inspired by this guy's name: https://twitter.com/gwarek
  10. Factors like difficulty really have no particular relationship to the budget. I'm not trying to be flippant; we'd love it if everyone were equally happy with all creative choices in the game, but spending more money on the puzzles wouldn't have made them harder. Tim's past adventure games have spanned a pretty broad spectrum of difficulty and length (my favorite Tim game is Full Throttle, for example).
  11. We have a control update coming soon based on feedback from backers as well as our internal team. As for DRM, we're figuring out our release plan regarding that stuff, and we'll let everyone know as soon as it's nailed down. Re: difficulty, we'll keep it in mind for Act 2; but the reality is that no creative endeavor can possibly please everyone. On length, well, it's not the whole game of course! This is another highly subjective matter that differs from person to person.
  12. There hasn't been a firm determination on this, as it is largely a technical consideration that 2PP will have to deal with once they are able to tally up the total length of the absolutely absurd amount of video content they've created. After all, they're still working on more! I'm sure they'd love to have everything in there if it's possible. But I also think they wouldn't want to deliberately limit the amount of content they create in order to achieve such a goal.
  13. We are still in beta period, which was always stated to be on Steam. We will be announcing further points in the release plan in the near future, so please keep an eye out for that. There are a lot of reasons we used Steam for the Act 1 release, including the fact that it allows us to release "DLC" content (ie, Act 2) in a way that is reliable for both us and for players. All that said, I can't read every post in this thread and all the other places this issue is being discussed, but suffice to say, we are aware of the various opinions on this matter and will definitely be taking them into account as we finalize the rest of the release plan. The more release methods we use for the game (which already includes three different OS platforms) while also planning for consistent save formats and the later Act 2 release, the most complex our development and release pipeline becomes, so we need to make sure we consider this stuff carefully, and we're doing so. But obviously we have already announced that the full game will be available DRM-free and there's no question about that. We just need to figure out how we can best bridge the gap between what our release team can handle and what backers want. So yeah stay tuned!
  14. Not sure! In the US, the term "pit" seems to be used almost universally.
  15. The Kickstarter was for both a downloadable point-and-click graphic adventure game as well as an extensive documentary depicting the creation of that game. Both of these things have clearly been created and delivered, with more content coming in both cases. "Whether it goes well or whether it all goes to hell, we're going to show everything. ...Either the game will be great, or it will be a spectacular failure caught on camera for all to see. Either way, you win." -Tim, in the Kickstarter video. We do not consider the game to be a spectacular failure. We're actually extremely proud of it. If you disagree, well, that's one of the possibilities that was presented to you when you backed. I'm sorry the game isn't the precise thing you wanted; such a feat is impossible to achieve for every individual when you're dealing with an audience of a hundred thousand. But it's a game that was created in good faith and with a lot of hard work and dedication, and we do not believe we breached any contract, implied or explicit, regarding its content.
  16. We'll be requesting that backers be sensitive to the fact that non-backers won't be able to play the game yet so we'd like it if people could hold off on that level of spoiler until the game is out for real. But it's the internet, so we won't really be able to stop anyone. It's more just a case of "use your best judgment in how you discuss the game."
  17. EPISODE 13: CRASH LANDING A PLANE http://www.doublefine.com/forums/viewthread/11468
  18. Here it is! The Part 1 backer beta is only a few weeks away--tide yourself over with this extra-long new episode! [vimeo]82427142[/vimeo] 06:05- The Cloaca: http://en.wikipedia.org/wiki/Cloaca 07:30- The main hub of the cloud colony was one of the first areas painted for the game, and it went through more alterations than any other area. 09:50- The HOF is Double Fine’s “Hour of Fun”, a studio-wide game testing party that allows everyone to experience the projects in production and give feedback on their progress. 12:15- Gaijin Games, Creators of the Bit.Trip series, recently announced their new title “Destructamundo” at Double Fine’s Day of the Devs Event. http://gaijingames.com/ 19:45- “Ducking” is an audio production technique that lowers the volume of one track of audio in relation to another. In this instance, the audio team is talking about the music and sound effects of the game in relation to the dialog. http://en.wikipedia.org/wiki/Ducking 20:50- 21:10- Foley is the art of recording sound effects for games, film, animation, and radio. http://en.wikipedia.org/wiki/Foley_(filmmaking) 22:50- Some string and woodwind sessions where recorded at Pyramind Studios, which happens to be in walking distance of the Double Fine office. It was also Camden’s audio school, responsible for introducing him to a position at Double Fine. 25:40- 2 Player was fortunate to have video production friends in Melbourne who were able to cover the orchestra recording session. Special thanks to Cybertrix Media. http://cybertrix.com.au/ 27:35- Peter was actually at a small studio just outside of San Francisco. Melbourne is 19 hours ahead of San Francisco, which works out to be only a 5 hour difference in terms or daylight time. 34:30- 43:30- Since there is a gluten free variety of Rice Krispies, if those squares are made with regular Rice Krispies we’re going to guess they are in fact, not gluten free. http://www.ricekrispies.com/products/rice-krispies-gluten-free-cereal
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