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Everything posted by CaliburnCY

  1. Let's Create! Pottery is also a good one, albeit using a mobile device touchscreen, so the Kiln team would have to think about how to map it to gamepad and keyboard/mouse.
  2. Gabriel Knight goes through a pretty significant character arc in GK: Sins of the Fathers (1993), changing his lifestyle.
  3. Here is a promising adventure game with a playable demo. Excellent animation, Bill Tiller-esque background art, good voice acting. Should appeal to LucasArts fans while having its own flavor. And the project lead frequents the Adventure Gamers forum and seems to be a very nice guy as well as talented. https://www.kickstarter.com/projects/777841902/gibbous-a-cthulhu-adventure
  4. Yep! They're now manufactured! For anyone who set this thread to e-mail notify them, you may want to see this new thread.
  5. Welcome! Some people asked for a tip jar during the development of Broken Age, so they're used to be one. But it ended when the Slacker Backer option ended. It's an interesting idea to have a tip jar going all the time for Double Fine in general, but I guess in the absence of one then buying soundtracks from Bandcamp or cool stuff from the DF shop is your best bet.
  6. It was delightful to see the Day 11 video, post-mortems, and the spoiler chat with Pen Ward. A nice capper to the AF2014 experience. Thanks for another batch of great videos, Asif, Paul, and Paul!
  7. Read only archive, I guess. Merging is confusing and, as said above, loses the context of the original posts. As for a public or private read only, I'd recommend just leaving it private. The other Kickstarters I've backed seem to have just left their backer forums open, by the way, but that's just anecdotal, and I do get why Double Fine wants to have Act 2 discussion happening in the public forum.
  8. Personally, I'm fine with it. I'm fairly confident that it won't actually help that much to dispel the negativity, but it could be worth doing on its own merits. However, I think you should ask about this in a Kickstarter update instead of just the forums. Maybe point backers in a KS update toward a quick online survey form to gauge their response. Forums by their nature will attract some of your most dedicated supporters, but a Kickstarter update also goes out to some of your more casual backers who might feel differently than we do about whether they're OK with the documentary being made free to the public. As it is, you're currently going to get a significant selection bias if you only take responses from the forums.
  9. Thanks as always, Asif, for the update. Sorry to hear that 2PP was not able to get the elaborate menu design you hoped for (which did sound quite cool with the flyby animations) but it seems like you're making the right decision to scale back the menus and get the Blu-rays shipped. You can watch Tim and Isa play through the prototypes in this saved Twitch stream: http://www.twitch.tv/doublefine/c/4934317 00:00:30 Tim greets the company in the morning, and tells everyone to disperse and play the prototypes 00:08:57 Steed (Tim and Isa play the prototype while other employees also do so offscreen, then everyone reconvenes and discusses with the project lead) 00:48:40 Dear Leader (ditto) 01:38:32 Mnemonic (ditto) 02:19:53 Little Pink Best Buds (ditto) As this is an unedited Twitch stream, the AF2014 logo comes up at the end of each prototype discussion. Unless you want to sit through a long gap, you'll need to skip ahead until the next playthrough begins. So it's a little inconvenient but it's still watchable or browsable. When 2 Player Productions puts out the final episode/post-mortem content, I guess some of this material might be included, but probably in a more edited "highlights" form.
  10. Note that I'm not an audio engineer, but as far as I know, it shouldn't. Human speech can be decently represented with a lower sampling rate than music can. This is why iTunes, for example, uses lower settings for importing Spoken Podcasts [sampling rate of 22,050 Hz, bit-depth of 16 bits, bit rate of either 32 kbps (mono) or 64 kbps (stereo)] -- more than that is something of a waste of space. So even if the DOTT:SE voiceover stays at a sample rate of 22,050 Hz and bit-depth of 16-bit or whatever it originally was, it should sound decent enough (compare the 44,100 Hz and 22,050 Hz down the page). Unless DOTT voiceover is as low as 11,025 Hz 8-bit or something, which some early games used.
  11. id3THVHG0Mo Orion Trail is a mash-up of Star Trek-style space adventure and The Oregon Trail-style simulation gameplay that some friends of mine are working on. There's a playable prototype that gives a good taste of what to expect. PC Gamer article Kickstarter page Hope you will give the prototype a try if it sounds interesting!
  12. Midnight City (the publisher) also shut down, so anything related to Costume Quest 2 could have legal complications that need to be worked out.
  13. Here's a detailed interview with a couple of the folks who worked on the Monkey Island 2: Special Edition soundtrack. They talk about what they had to do to recreate the iMuse transitions.
  14. Hey, I'm in a hurry to see the playthrough/postmortem video(s)! :-P :lol: Just kidding about the hurry (no one wants to create stress or rushed quality), but I'm serious about the anticipation. It's the finale and epilogue of an enjoyable series that currently ends on a bit of a cliffhanger! Everyone completes their prototypes and goes home but hasn't played each others' games and taken stock of their work yet. The Twitch broadcast that I mentioned offsets this, but it's still true as far as the official, edited videos go. So yeah, I am stoked for the wrap-up! :coolgrin: Of course if the postmortem videos are still being tweaked or if the Blu-rays will be shipped soon enough that 2PP wants to send everything out at the same time, that's totally fine by me. But if the Blu-Ray production will take longer as it currently sounds like it might, then maybe it does make sense to post the postmortem videos and the downloads of the previous episodes on their own release schedule, assuming that isn't a big hassle or extra expense. Either way, I look forward to it. Thanks for the updates, Asif; and thanks to everyone at 2PP and DF. You're awesome!
  15. Hi countzrow, As Flesk mentioned, you should also have a free copy of Hack 'n' Slash from Double Fine. It's a thank you for being an early supporter and an acknowledgment that SpaceBase development did not last as long as hoped. (Tim Schafer and JP LeBreton gave some short explanations here and here, if you want to read what happened with Spacebase, but essentially it's as CrashFu summarized.) Hack 'n' Slash won't show up in your Steam games list automatically; you have to redeem it by going to the Gifts section of your Steam inventory as explained here. Let us know here on the forums if you have trouble, or contact support@doublefine.com
  16. Most of you have probably seen this, but on the previous page, Asif (2PP's Director of Photography) gave a couple relevant bits of info: In the meantime, for just the part where Tim and Isa play the prototypes, and then all the DF staff gather to comment on them, you can find that in this Twitch broadcast: http://www.twitch.tv/doublefine/c/4934317 (skip the first 30 seconds) I'm guessing some of this will be edited into 2PP's eventual video along with the post-mortem interviews. Obviously, the discs didn't ship by the holidays and Asif did not jump back in to let us know, but I'm not suggesting that we shoot the messenger. Asif's the Director of Photography, not the Producer, Director, or DF Community Manager, so he's going above and beyond his job description by touching base with us in the first place. Thanks, Asif, for your help so far! I do think it's about time for another update, and hopefully now that everyone's back from holidays we will get one soon. Also, I really hope Double Fine is able to get a community manager again.
  17. SpaceVenture updates are generally public, so even non-backers can see what's new. Their most recent post has some nice art (as do several previous posts): https://www.kickstarter.com/projects/spaceventure/two-guys-spaceventure-by-the-creators-of-space-que/posts/1004475
  18. Sorry to hear that. Check the advice in this thread and if that doesn't work, let us forum members know more specifics about your situation or e-mail support@doublefine.com Hope that helps!
  19. It's interesting to note that we always use the Mona Lisa as the go-to example. Does everyone really believe it's the most masterful or beautiful or thoughtprovoking painting they've ever seen? Probably not, many of us are just bending a respectful knee to the status that others give it. That is to say, there's an element of social conformity, above and beyond the Mona Lisa being a good painting. In the case of the Mona Lisa, at least some of its current reputation probably comes from the public interest generated by its theft in 1911: http://www.cnn.com/2013/11/18/world/europe/mona-lisa-the-theft/ On a related note, here's an interesting study that suggests the role of chance and social influence on what music becomes popular: http://www.npr.org/2014/02/27/282939233/good-art-is-popular-because-its-good-right That being said, yes, it's hard to imagine my completely skill-less stick figures competing with something drawn with actual skill, so I'm not saying social influence is the whole story, just that it's one aspect. I do think that in order to function as artists we have to assume that the building blocks of art impact most humans in similar ways. For example, in music the 7th degree (or leading tone) of a major scale will sound like it wants to resolve to the 1st/8th degree (or tonic). To what extent this is an inherent neurological thing about humans and to what extent it is socialized, I don't know, but either way, in order to make music we must assume this response is shared amongst neurotypical or similarly socialized people, at least. So that could be considered "objective," I guess.
  20. Great talk! I've always appreciated Double Fine's openness. Even in DF's early days (during Psychonauts development), Tim used to post to the news page with more funny/gross details than I really wanted to know about the rat infestation in the old office. :lol: But in all seriousness, that does speak to how it's always been part of the spirit of Double Fine to talk to its fans directly, even before the digital revolution, Kickstarter, and Steam Early Access led to an era of increasingly open development. I can only imagine how the crazy ride of the last couple years must feel from the perspective of those of you at Double Fine. Obviously there's been a lot of high points as well as a lot of tough decisions and harshness along the way. But for what it's worth, I truly appreciate your willingness to share the cool stuff you're working on and talk about the process and the challenges. I think there's a quiet, humanizing power to being open and vulnerable, and while that does open you up to extra criticism (some valid, some unfounded), it also has earned the respect and affection of myself and many others. Keep on being awesome, Double Fine.
  21. Yeah, Psychonauts does seem like a universe where episodes or DLC expansions could seem appropriate. To an extent, Psychonauts has elements of a procedural: mental problem of the week. I'm only half kidding Though I do wonder what impact it would have on the game ramp and the flow of a platformer to divide it into smaller chunks. Interesting thought experiment. I definitely think it would make sense for Double Fine to look for more ways to add new content to some of their IP that people have liked in the past, as they've done with Costume Quest. It has to be the right IP, of course, where new content would feel genuinely interesting to people and not like mere sequelitis. One of the things people (including myself) appreciate about Double Fine is that they're always trying new things. But Double Fine also create cool universes and sometimes it's fun to have more than one window into a universe. If Massive Chalice does well, it'd be a great type of game to create DLC expansions for. Obviously it takes less development time to add new content to games where you've already worked out the systems, settled on an art direction, and made a lot of potentially reusable art assets. So that could be a good option for Double Fine to consider, at least for games where it's appropriate.
  22. I guess the main reason is because adventure games are almost entirely content-driven, whereas platformers and similar genres do have content (levels) but are more systems-driven than adventure games are. Perhaps an episodic approach could still be done, but it would mean mostly locking down the systems design as early as Episode 1, whereas traditionally the more systems-driven games have often continued to fine-tune systems design in tandem with level design right up to beta. So an episodic platformer is an interesting idea; it would just take someone willing to rethink the way those games are produced, like hiring fewer level designers and have them move from one episode's level to another rather than having several level designers working on all the levels in parallel. (For comparison, a recent action game I worked on--though not a platformer, so those might be different--had five systems designers and twelve level designers simultaneously.) But the episodic approach for a platformer or other action/adventure genre might not provide that much savings in terms of compartmentalizing development into episodes, because the first episode would still need a lot more development time than the other episodes in order to get the systems finalized, and if you're going to do that, arguably you might as well work on more levels at the same time. The Telltale model works partly because a lot of their systems presumably carry over from series to series, albeit with some evolution of the systems over time. They're almost like a company making DLC all the time, if that comparison makes sense.
  23. Yep, apparently Midnight City is one of Majesco's two main units left at the moment, in what seems to be a struggling enterprise, according to Gamasutra. It's not confirmed if they are the publisher who cancelled Double Fine's unannounced project or if it was another company, but the fact that Double Fine has at least one game (Costume Quest 2) with Midnight City certainly puts Double Fine in a rough position. Best wishes to all those at Double Fine who were laid off. Hope you find new projects soon. With your talents, I am confident that opportunities will open up for you, but this is always depressing when it happens.
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