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Ninja Dodo

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About Ninja Dodo

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    Action Newbie


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    I make games and animation.
  1. Would play that.Colossus: I remembered you talked about that one in one of the 2P videos so I figured I'd mention it as like, well, *besides* that one... cause man, that game. Can't wait to see what Ueda does with Last Guardian. I'm not a fan of zombies but I guess that makes two zombie games now that I really probably should play despite the theme... Last of Us and Walking Dead. I feel like now that still graphics have kind of plateaued people are starting to pay more attention to what can be done with animation, but sometimes I feel like the real milestones are quickly forgotten in favour of shiny new tech like performance capture which is 100% non-interactive. Maybe if they figured out a way to break performance down into smaller components to create something more dynamic (like brief expression moments, or held moods)... I want to see what a more procedural LA Noire would look like, with more back and forth and reacting to the player instead of linear questions with only one right answer, with expressions that change dynamically as the conversation progresses instead of just one set performance. Maybe it could react to timing and the order in which you ask things, current mood, what you're looking at etc... so many things you could try!
  2. My question was already sort of answered, but is slightly more specific: Who is doing the most interesting *interactive* animation right now in your opinion (no cutscenes, but actual gameplay stuff)? I love it when games use body language as feedback or build their entire core mechanic around how things move (Colossus). @I am The Mad Pirate: The Walt Stanchfield lectures are definitely great. The animationmeat PDFs were taken down when they were published as books. @Permafry_42: I would be careful about going into animation if what you really want to do is design. It's definitely a super useful skill for many aspects of design (mainly understanding movement and 'feel'), but there are very few studios where animators get to also do game design. Mainstream development tends towards specialization. If you want to learn and practice several disciplines all at once you might be happier going indie. Learning an artist-friendly tool like Game Maker or Unity and starting small is definitely good advice. If you're looking for a good indie dev community, try TIGSource.
  3. I just finished playing the PC version Brutal Legend after originally playing it on PS3. Was fun to play again and I think I prefer this version, but there were two weird visual bugs I noticed, probably related, so I thought I'd post a quick report: In the 2D legend cinematics the drawing extends beyond the letterboxed vignette shading (see attachment). It seems like something that's normally either cut off by the edge of the screen or hidden by a mask. And in the credits there's a font glitch at the bottom of the screen (also apparently outside the letterbox). 1680x1050 60hz, fullscreen Geforce GTX 650 I imagine you probably don't have plans for further patches, but just in case maybe this is useful.
  4. Super interesting stuff! A thought: Would it be possible to use Twine to create character profiles like these, with links for relationships (family, friends, enemies) and shared attributes? I'm not really familiar with the software so I don't know how well suited it would be to the task, but from what I've seen it seems like it could work... in the absence of a more user friendly dedicated tool for building character profiles. Alternatively: genealogy software
  5. I voted for this pitch and was sad it didn't get selected. I think simulation of animal movement is a really interesting area with a lot of gameplay potential that's generally overlooked in games. Most games that have animal avatars don't actually *feel* like you're moving as that animal... I made a small game a while back trying to do some flocking-like behaviour, only with fish, not birds. Maybe you guys would like it: http://www.ninjadodo.net/guppy/
  6. Somewhat related question: I was wondering why the GOG version of Costume Quest and Stacking don't include any extras beyond a few wallpapers and avatars... Most games on GOG have concept art, behind the scenes notes, videos, soundtrack, etc... in light of all this DFA openness this seems an especially glaring omission. And why not include the Amnesia Fortnight prototypes as well? I have both of these games on PS3 but if the GOG version included a few more extras I would definitely consider buying them again, if not now, then certainly later.
  7. I mainly voted for concepts that clearly described what the player would DO that was interesting and also a few that were lighter on gameplay but suggested an atmosphere or world that appealed to me. Bonus points for cool concept art or test animation. I must admit I didn't notice the "Game concept PDF" and forum links until voting was over so only voted based on the pitch videos. I voted for The Flock, despite being low on details, because non-imaginary animal simulation (with movement that actually feels believable) is something that's really under-explored and could be very interesting if done well. Scope could be tricky though... creating varied landscapes to fly through and occasionally land and rest in. Maybe procedural? The appeal of Cloud Prix, moving through clouds, overlaps somewhat with The Flock. Echelon because spies (and not the action part we usually get in games). Bragging and Fighting because even though I don't like card games that much actually getting to play out the absurd situations you create sounded really interesting. White Birch, Black Lake: atmosphere Also voted for: Autonomous, SpaceBase DF-9, Kaju Piledriver, Milgrim, Bad Golf, Primordial Slime (all interesting mechanics) Did not vote for: A few games seemed like they could be cool but didn't create a clear enough gameplay picture. Some seemed too similar to existing games (Knockover, Flopulus, Battle Bros), or relied too heavily on references and in-jokes (Red Bot, DFine High). I did not understand Turk. Mentioning achievements as a selling point (Shine Run) was an insta-NO-vote for me.
  8. Any chance the game will have iMUSE-style dynamic music?
  9. Yeah I only mention it because the thread does and I guess it's a Thing That Could Happen In The Future.
  10. As long as it's not for resale, surely they can put a "no commercial value" sticker on it?
  11. This is actually something that made me like Stacking less. I liked that there were multiple solutions, but the internal achievements system made it feel like I was working through a checklist. If it's on PS3 you can't ignore them because pop-ups cannot be turned off.
  12. Yeah, it's kind of strange watching the setting/protagonist/items threads. Some seem to be under the impression that they are going to be designing the game by vote. Mentions of feedback in the pitch may have contributed to this, but obviously the idea is that Double Fine makes the game they want to make and if we give useful feedback they may use it, but we are not entitled to anything beyond the documentary and the finished game (plus rewards).
  13. It's true that you can't avoid achievements on PSN and Xbox but there's no reason to have achievements in the PC version. Achievements have no place in story-driven singleplayer games. Games used to be about discovering things for yourself and being rewarded by the experience of playing, not by a meaningless virtual pat on the back. At the very least, if you're going to have achievements, include an option to force turn off all notifications, even on PS3. (because Sony still doesn't let you turn off Trophy pop-ups)
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