Spaff

Super Double Fine
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  1. I've updated the first topic with the answers to your questions folks!
  2. OK! Gonna get all these answered by Chad and the team ASAP - last call for more questions!
  3. Check out the Rhomb us of Ruin launch trailer, 2 Player Productions (specifically Asif) did a really good job with this one! Pre orders are up now, the game is $19.99 and you get a free copy of Psychonauts on PS4! US Pre orders: https://store.playstation.com/#!/en-us/games/psychonauts-in-the-rhombus-of-ruin/cid=UP2154-CUSA05808_00-PSYCHONAUTSITROR EU Pre Orders: Coming soon!
  4. Listen. Sometimes it's late in the evening and you really need a catchy title for a detailed, technical forum post about games development, and "Devsplanation" seems as good a name as any. You know that in the morning there will be better ideas, and you also know it will be too late by then, and the late night one will be the one you have to use forever onwards, you'll shrug and think, sure, let's just go with that. So here we are with a quick Devsplanation (ok i'm already starting to regret this choice, but maybe it will be fine?) from Psychonauts 2 Lead World Builder Geoff Soulis, which is part of Psychonauts 2 Fig update #3! If you haven't seen that yet, this post will make far more sense if you head on over to fIg and read the full update! As part of the update, we talk about how we learned to build the game, and find it's look. How to balance the new technical fidelity we can build to, with the more painterly look and feel of Psychonauts. This is a detailed look into that process... Read it? OK let's do this! -------------------------------------------------------------------------------------------------------------------- Geoff Here! First we start with the mesh in maya, here we’re making sure the platform fits our metrics and setting up the file for eventual export. From here we export this file so we can bring it into Zbrush. In Zbrush we sculpt the rock platform surface while making sure to not deform the edges too much, being wary of how Raz is going to hang on the side of this object. We don’t want too much interpenetration with Raz and any surface he’s attached to. Then we are going to marry some of the painterly aspect of the original game to the Zbrush sculpt, sculpting in small details like the concentric spirals or anything else that you would want to interact with light. To put this in terms of a painting, anything you would paint light and shadow into should be sculpted. Once we’re happy with the sculpt we export a high and low res .obj for re-import into Maya and Substance painter. Kristen Russell, our texture artist, creates a smart material using the photoshop brushes Bagel uses on his concept paintings. This allows us to break up our surface in a painterly way and make the edge detection look more artistic. Once this smart material is applied we export the textures. To answer the question “If you’re using Zbrush why don’t you start there?” Well, we start in Maya because there are additional things we’ll have to do there. On top of the mesh we’ll need to create level of detail meshes and collision, and in most cases we’ll have to make a shadow mesh as well. Coupled with this we have to make sure the model is still conforming to the metrics so it will be the proper scale in the world and Raz will be able to interact with the platform properly. From here we take the final step of importing it all into Unreal and getting it into the game!
  5. We hosted a little preview event here yesterday, so you might spot some previews appearing around the place over the next week. Here's one now! https://www.engadget.com/2017/02/03/psychonauts-vr/
  6. From our newsletter..... Get ready to dive headfirst into the mysterious and paranormal world of the Psychonauts for the first time in more than ten years, because Psychonauts in the Rhombus of Ruin is coming out on February 21, exclusively for PlayStation VR! This is not Psychonauts 2; it’s a standalone chapter of the Psychonauts saga — a mind-bending adventure puzzle game made from the ground up for VR that will chronicle the events between the first Psychonauts and its forthcoming sequel. You’ll assume the role of Raz, an intrepid young psychic and now fully fledged member of the Psychonauts — an elite group of international psychic secret agents! You’ll see through Raz’s eyes in first person, using his various psychic powers to affect the world, and solve puzzles: the power of Clairvoyance will allow you to see through the eyes of others and explore the environment, while other abilities such as Telekinesis and Pyrokinesis allow you to move things around with the power of your mind… or just set them on fire. The story picks up exactly where it left off at the end of Psychonauts, with Raz, Lili, Sasha, Milla, and Coach Oleander flying off to rescue Truman Zannotto, the Grand Head of the Psychonauts. Their mission takes them straight into the heart of the Rhombus of Ruin — a mysterious part of the ocean as deadly as two Bermuda Triangles back to back! When the rescue party itself is kidnapped and held prisoner in the Rhombus, Raz is immobilized and must use only his psychic powers to reunite his friends, reveal the identity of the mysterious kidnapper, and free Truman before the madness of the Rhombus consumes all their minds! Psychonauts in the Rhombus of Ruin was designed to be as fun for long time fans as it is for people new to the franchise, so if you’ve never played Psychonauts before that won’t be a problem. You do have time to check it out before this installment arrives though, the original Psychonauts is available now for PS4 as a PS2 Classic! It’s hard to convey what a VR game will be like with just 2D screenshots, so we thought we’d try our hand at a fancy “3D screenshot” This 3D video clip allows you to pan around 360 degrees and experience the world of Rhombus of Ruin first hand. The video also supports stereoscopic 3D, so it should work on your PSVR, other headsets like Google Cardboard, or just a pair of red/blue 3D glasses!
  7. Fairly sure The Goonies is a key influence
  8. The game is published and funded by PlayStation and so definitley is an exclusive. But then so are the LucasArts remasters that we've been doing and those have pc versions too. If there's any chance for us to bring Rhombus of Ruin to more people then we'll definitley try our best to do that, but we can't make any promises there I'm afraid!
  9. Hey guys! Rhombus of Ruin is nearly complete, and those of you who are lucky enough to possess a PSVR headset will be able to play soon I thought it was a good time to host a community Q&A! I'll collate all the questions you may have for Tim and the team from this thread and get them answered for you. let's do this! --------------- OK, Project Lead @DF Chad aka Chad Dawson took some time out to answer these for you, here we go! Morry has a pretty big head. It's even bigger in VR. I don't know about a meat circus but your friend is going to be squished! You are right! It does feel a bit more like an adventure game than a platformer, particularly in the kinds of puzzles you might encounter. Even so, we did notice during development that it has a different feel when you put adventure type puzzles in VR. Looking all around you in VR to discover clues has a different feel than hovering over an object with a mouse cursor. Maybe more of a sense of exploration since everything is not on the screen in front of you, but might be down by your foot or just over your shoulder. Picking up an object using Telekinesis and moving it around by turning your head also makes you feel a bit more psychic than dragging an object with the mouse. The Psychonauts world seems like such a good VR fit for that experience. #1 Good point! Luckily Raz is using his Clairvoyance to see through the mind of others most of the time. Fortunately they see the world in full color. I can't guarantee that their vision is better per se, but full color, yes. Well usually yes. Yes-ish. #2 Hmm.. There is a campground squirrel if you know where to look. (Hint - they like tight cramped compartments that are never quite big enough for all your stuff). As for other characters, you'll just have to play and see. ;) The mission is to find and save Truman Zanotto! He's Lili's dad, so you better get started! As for bridging the story, Tim has written the story of Psychonauts such that the details of Rhombus of Ruin are not required to jump right into Psychonauts 2, nor do you need to have played Psychonauts 1 to jump into Rhombus of Ruin (although it is encouraged). Originally the rescue attempt of Truman was only going to be hinted at in the story of Psychonauts 2, so the details are a nice bonus for those who have played it. That said, we are always looking at ways to fill in our fans on the full story and have some ideas in the works! It's a pretty good mix of puzzles with multiple solutions, multiple one solution puzzles that you can solve in a non linear fashion, and a few straight up linear ones mixed in to keep it interesting. You'll have to wait for Psychonauts 2 for that one! Yikes! Remind me not to let you near my PSVR! Raz can get a book off the shelf using his telekinesis. Or he can just pyro or Psi blast it to smithereens if it is a particularly mean book. He needs his head and goggles intact so no running! We've crammed a lot of dialog in and there is a bit to discover if you are that cool kind of player who likes to try things differently and play through multiple times. I just heard a new line myself last week that I hadn't heard before and you’d have thought I’d have heard them all! Raz doesn't really have an "inventory" in Rhombus of Ruin since he is traveling with his mind. So, the complexity of combinations isn't quite as elaborate as say carrying Mr. Pokeylope around in the first game, but there certainly are a few Easter eggs. Rhombus of Ruin is the first real team mission for our heroes, so there is bound to be a little more team building and development for them all. Coach Oleander is with them too and he has some explaining to do for his actions in Psychonauts 1. And of course Raz has Lili on his min - we catch him daydreaming about her in the opening of Rhombus of Ruin… "There was that first kiss." As Tim tells it, the rescue attempt of Truman was to be an untold part of the story that would happen to our heroes sometime between Psychonauts 1 and 2. With Rhombus of Ruin we got a chance to tell that missing story and even better, tell it in VR. So we knew the "when" of the story going into development, but the "how", "what", "where", "why", and "who" behind the story events were fleshed out in our early design meetings and refined as we starting playing the first builds. As Psychonauts 2 story development started taking shape over the past year, we integrated a few of those ideas back into Rhombus of Ruin for continuity and foreshadowing. Possibly, but not at launch! Good spotting! It's probably more the from underwater setting in a few of those scenes. The big daddy characters with the diving suits in Bioshock are so awesomely iconic to that game it is hard not to see a diving helmet without thinking of them, but looking at them side by side you pick up on the differences more. Rhombus of Ruin has a bevy of locations and characters with different visual aesthetics (such as the Psychonaut's Jet) that should keep things fresh and be a feast for your eyes. Its been a while since I saw that movie! I think for any kid those memories of being stuck on a school bus full of crazy kids, looking out the window, worrying about getting stuck on the tracks, or going over a cliff, or getting crushed by semi, or ok ok I'm getting freaked out just typing them. Poor Milla! There were a a few we tuned to be less fatiguing, require a little less head movement and less repetition. Surprisingly though, there are some cool puzzles and ideas (that I don't want to spoil) that we could really only do in VR. Part of the fun in development was discovering those things that made people smile. Sometimes players would do things in VR like tilting their heads to look around the side of something that was blocking their view, or leaning over to look at something from the top. We had a good time finding ways to incorporate these in to fun puzzles and situations. He sure is! There's some great new music in the game from Peter, including the credit theme tune which you can hear in our trailer! No one on the team has ever seen Sasha with his glasses off. Hmm. Maybe Milla knows? The game is built a full 360º around you (and above and below too) so the immersion would be fine. We tried to design it so you are not -forced- to look behind you, since that can be physically a bit less comfortable, and requires you to be more mindful of the cables to your headset. It's too early to say I'm afraid!
  10. Hey guys, As we get closer to finishing this game, i thought it might be fun to do some Q&As with the team, so if you have any questions about remastering Full Throttle - the process, the features, etc - then post them here and at some point i'll collect them all and get them answered! On-topic questions What are the team members' earliest memories of playing Full Throttle? - Cheeseness Was it easier to remaster a 3D Lucas Arts game having done Grim Fandango first? - Coolsome What was the most surprising thing (good or bad) that you've encountered during this remastering process? - buckysrevenge Are you considering localized versions of the "Full Throttle" logo? - Laserschwert Has there been any especially frustrating blobs of pixels that you had to figure out what they were supposed to be, and what goes into the stylistic descisions necessary to add detail? - torb, Cheeseness Is original concept art playing a reference role for the artists working on the project, and if so, to what extent? - Cheeseness Is Full Throttle in the same universe as Day of the Tentacle? If so, why does it have flying cars? - ThunderPeel Is Full Throttle supposed to be set in a dystopian future (as most fans believe it to be) or is it just supposed to be the future (or an alternate reality)? - ThunderPeel Will there be boxed releases of any of Double Fine's remastered re-releases? - Sean Lane Will you be reusing those same old cues (in low quality), ripping music just straight from the Bone To Pick album, or regenerating the same custom arranged instrumental cues but in full quality? - MusicallyInspired Slightly off-topic questions Was Maureen's model inspired from casey ackley? - Gosova Finally, did you guys feel under pressure from all the positive reviews of Monkey Island when making Monkey Island 2? (There's so many references to Guybrush begrudgingly having to find another adventure after already having one big success -- did the team feel the same way?) - ThunderPeel What does Tim think of Ben's voice actor from the trailer for the unreleased sequel Full Throttle: Hell on Wheels? - Joop Do you consider ever making a sequel to Full Throttle? - shmerl
  11. I feel like when we get towards the game launching we'll try to make options for things like this available to folks - i imagine lots of people's circumstances will have changed by the time we get there!
  12. It is the future. It is a world of automation and pleasure amongst the stars. It is a soundtrack AHEAD of its time. HEADLANDER. Iam8bit presents a Double Fine and Adult Swim production of the mind-blowing score to the epic, retro sci-fi adventure HEADLANDER. Composer David Earl has created an analog-synth fueled masterpiece, inspired by the electronic music of Vangelis, Jarre, Tangerine Dream, and more. From the ambient chimes of the Pleasure Port to the haunting collapse of the Computer Core, this expansive score will transport you to the future. While your EAR HOLES will be elated, your OCULAR BALLS will be indelibly seared by the album art created by writer & director Lee Petty. Featuring a full gatefold spread image, custom sleeve art and psychedelic spattered platters, it is a sight you will not soon forget. Pre order here: www.iam8bit.com Preview of the songs:
  13. From the blended-brains of Rex Crowle (Tearaway & LittleBigPlanet) and Moo Yu (LittleBigPlanet,Ratchet & Clank) comes KNIGHTS AND BIKES, a hand-painted action-adventure set on a fictional British island in the late 1980s. Players will take on the roles of Nessa & Demelza to explore an island with their bikes. They’ll uncover treasure, mystery and trouble. This leads to them ultimately attempting to steer the ancient island away from modern ruin. They’ll be pedaling into danger, facing threat head-on with frisbees, water-balloons, puddle-stomping, and whatever other kid-like schemes that players can improvise. Each islander that Nessa & Demelza rescue passes on new abilities, allowing them to do more and travel further. So as they face-up to the adult world, its their ingenuity, friendship, and wide-eyed-wonder that guides the adventure. KNIGHTS AND BIKES is designed for one or two players (playing locally or online) and was funded successfully via Kickstarter in March 2016. Who is making it? Foamsword Games www.foamswordgames.com When is it coming out? TBC What platforms is it on? PS4 and PC confirmed, so far.