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About RJ815

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  1. True, but I like left clicking stuff like melee attacks in order to position my soldier better before confirming. So getting in the habit of always right clicking for walking, and then generally left clicking for attacks seems a bit odd IMO. I know that right clicking for fast attacks is also a thing, but attacks are generally something that a confirm layer is useful for, as many new players have probably unwittingly right clicked an Alchemist bomb near themselves at least once. Well enough, but doesn't solve stuff like the Caberjack taunt radius and presumably other things. I was wondering what the eye symbol was, the game was unclear on that.
  2. So, some initial feedback from the few hours of the beta I've played thus far. Forgive me if I'm echoing what others have already said. If I am, let my voice be another on that pile for consideration of the popularity of that feedback. * It'd be nice to have an option (under Controls maybe?) to at least have left click moves complete without asking for verification every time. It's true that the confirm might catch the rare "mistaken" move orders, but whenever the move order is correct it feels like a bit of "Are you sure?" tedium. So long as the player can toggle between asking for the confirm and not, I think that customization will help those who want either one. Since attacks can have a bit more tweaking put on them prior to confirming (such as changing the angle you want to melee attack from), I think it's okay to leave their confirm as is. * It'd be nice to have either an option to make walls more readily invisible/transparent (a la something like The Sims where they are reduced down to just a small section to let you know where the walls are without actually impeding your view) or to have a camera that can rotate in 45 degree increments rather than just 90. XCOM: Enemy Unknown has this same somewhat annoying issue in that there are plenty of times where any 90 degree angle is not that great but a 45 degree one would be just fine if it were available. It was a common enough complaint that the popular Long War mod implemented that camera angle tweak among others. Since the game is in 3D, presumably the angle increment change would not be so difficult to implement compared to if it were 2D only. Any concerns of "unnaturalness" would be easily tempered by the fact that being able to see better would be worth that alternate view. * Some kind of maximum range indicator for attacks/abilities would definitely be nice. As it stands it's hard to tell just how far Alchemists can throw their bombs and how far the Caberjack aggro ability can go unless you actually activate those abilities and move the mouse around. Any kind of at-a-glance general indication of the range, triggered by hovering over the ability and/or doing the initial activation but not confirm of it, would be nice. Maybe a blue or red polygon similar to the one already used for movement.
  3. RJ815


    They'd have to be arcane multi-generational unicycle relics! We know where the real super units are: how do you turn this on
  4. IIRC, going to sleep is like "dying", and you just go back to the last main clue you saw text at, as those function like checkpoints.
  5. While it's true that Okami didn't have mouth animations for talking, I think that was because they used a kind of mumble speech similar to Banjo Kazooie. If they (or another game) used actual human speech, it probably would've been weird since the general trend in games nowadays is to associate human speech with lip synching. And though old games might not have flapped gums, remember that a lot of old games were purely 2D (not 3D like Black Lake), where either there wasn't enough pixels to show mouth animation in a reasonable way or where talking could often be done by moving mouth pixels up and down a few spaces. In any case, I feel that the real reason for the weird talking animation with the fox was the time constraint. Whether they did telepathy or something else, I imagine the end result would look better than the prototype since they'd have more time to polish things.
  6. Yeah, the fact that you might be able to get a better result whilst simultaneously reducing the work load on lip synching sounds like a win-win to me. The only difficulty would be how to properly convey the fact that it's telepathy and not a failure in lip synching! IIRC, Psychonauts had some sort of solution for this with Milla and Sasha, right? Either way, the simplest solution to the conveyance problem would be to have different speech bubbles for thoughts and regular physical speech. The common format in comics would probably work fine.
  7. I was really excited about this project from the outset as it seemed to be a spiritual successor to Psychonauts in some ways. (The fact that the protagonist's model is based off of Razputin helps the link in my mind.) The earliest peeks at it didn't make it seem all that interesting, but upon playing the prototype my fears were completely blown away. Specific comments: + Amazing atmosphere and tension and aesthetics right away and until the end. Games with a slower pace like this can risk falling into the boring/uneventful category, but I felt the huge focus on environmental details and maintaining a feeling of tension throughout did wonders to keep the prototype engaging despite the fact that there's very little of traditional game goals and such. Not that it necessarily needs it, but it seems like the atmosphere is among this prototype's biggest strengths, which is great because it's also the thing that probably is where most of the potential for engagement and immersion comes from. + The look around feature was great. Also, in general, everything with the controls was very good, though I wish there was an option to run a bit faster, with the consequence being much stronger sound emanations to hinder stealth when it's necessary. + Really liked the birch tree easter egg. In a game as tense as this, a little levity like that (that didn't really break the fourth wall) is appreciated and also all the more effective due to its juxtaposition. - The "main path" was fairly easy to follow without being too literal most of the time, which isn't a problem in an of itself, but I found myself getting completely lost when the fox "takes a bath". I searched for quite some time, and it wasn't at all clear to me what the fox's actual path was. I had to look it up to proceed, and once I did I realized that I felt the trail hint immediately before the "bath" is insufficient and maybe even downright misleading. Things like this could probably be sorted out with more time and playtesting though. - It's difficult to put my finger on it, but the dream repairing didn't seem quite right to me. I liked pretty much everything about the accordion once I saw how it was implemented, but the actual mending didn't really feel engaging enough. As per my initial thoughts, I thought this was going to have a decent amount of stuff similar to Psychonauts, but what I actually saw with the fox's dream sequence was a bit bland in comparison to the rest of the goods bits about the prototype. It's certainly something that could be worked on more if there was enough time. - I agree with that. In a lot of ways, I think leaving the fox's mouth closed and implying some kind of telepathy would be more interesting and perhaps even thematically consistent. Since the protagonist just dealt with a manifestation of the fox's dreams, why would physical talking be necessary? Remaining within the realm of the psychological and mental for that part seems more interesting in my opinion.
  8. Ah, the livestream was so long that I didn't see fit to watch the entirety of it. I recall it being possible to eliminate some of the Octorocks by dropping health to 0 (yes, they shoot in four directions upon death, but if you're far enough away you can dodge it) or dropping the amount of fireballs they shoot to 0. I wasn't sure about the solution I used because it seemed like it brute forced an intricately laid out puzzle. I kept thinking: "Was I supposed to be able to do that?"
  9. Allow me to throw my hat in too. I've been a major fan of Double Fine ever since I discovered Psychonauts years ago (it remains one of my all-time favorite games to this day), and I've casually followed the team's work through to Brutal Legend and beyond. Amnesia Fortnight and the entire prospect of it seemed really interesting, and I eventually overcame my slight trepidation and limited budget to donate to the project. And boy I am glad I did. It was clear to me that, even if you excluded the prototypes, the work you and Two Player Productions all put into the Fortnight and the resulting videos was worth above and beyond the purchase price. The insight into design and rapid prototyping, as well as the laughs and peeks into the employees' lives and minds, was a genuine pleasure to behold. Thank you all for pouring passion into the games you work on, and I hope you all see continued success and joy.
  10. There's a dungeon room filled with Octorock-esque fire spitting enemies (not the easy one that can be ran through with or without time slowing, but the longer one where some enemies are initially inaccessible with your cable due to constant barrages of fire). It seemed clear to me that this was a puzzle, but I'm not sure whether or not I solved it an unanticipated way. Let's just say that changing the fireball scale and the friendly fire option to certain numbers can clear the room very quickly.
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