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eddd

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  1. Just piping in with gratitude for the PC release! I showed it to my nephew, who is pretty fussy with games and more into action (like fortnite) but he was captivated and played it for an hour, only stopping because of that pesky dinner time. I love how perfectly 'Psychonauts' the game feels, and am excited to give it a full play-through myself.
  2. One of my all time favs too... Such a beautifully rich atmosphere. There was a time it was even my favourite game... until Grim came out anyway ;). While it does still hold up very well, I would welcome a remaster especially if it meant higher res audio, and commentary from the original team. I would love to see Double Fine take on all of the the other remaining LEC adventures too, in fact, especially if the original project leads and key creators can get together to oversee the tone and direction of the remaster and to provide commentary tracks (which I have loved in the remasters so far). I would especially love to see Curse of Monkey Island (and a retooling of Escape in the same vein as Grim would be awesome too, followed by a Ron Gilbert-penned sequel to MI2 which simultaneously retcons and embraces Curse, Escape and Tales, while coming full circle back to Ron's vision and "the secret" One can dream...) Sam n Max Hit the Road, Loom, Maniac Mansion... I'd pick any of these up on both Steam and Gog in a heartbeat.
  3. Can't ask for any more authentic pottery tech than that... great work!
  4. I think having different abilities\skills\attributes determined by the width of different regions of the pots is a great idea. When thinking about how pot shape could impact gameplay, my first thought was about weight and balance. Perhaps a bottom-heavy pot could have good defensive properties and stable balance when impacted upon, and a top-heavy pot could have a more impactful hammer-like attack, but also a longer recovery time from falls and missed attacks. I like the idea of each design being a practical trade-off of some kind. I see two possible approaches to how this kind of trading-off could happen; 1. There is a certain amount of allowed 'width', and the more you use in one region the less you have left to use elsewhere. In this case each region of the pot is essentially a single skill or attribute, and wider is better. The skills could be something like (from top to bottom): Attack Speed Attack type 1 strength Attack type 2 strength HP Stamina Movement Speed Stability -- or -- 2. There is no limitation placed on the shapes you can make, but each region of the pot is a balance between two opposing skills, so your chosen width is like selecting a ratio that shares points between two skills. The skills could be something like (from top to bottom): Attack speed vs Attack strength for type 1 attacks Attack speed vs Attack strength for type 2 attacks Stamina vs HP Movement Speed vs Stability Meaning that when a region is thinnest, the left attribute gets the most points, and when it is fattest, the right attribute gets the most points. There could also be a tradeoff between different types of attacks (Attack type 1 effectiveness vs Attack type 2 effectiveness) Just thinking out loud. It's a fun pitch and I can't wait to see the prototype unfold, and then to try it out!
  5. Really excited for this one. A full game which is kind of like a 'Happy Action Theatre for VR' partygame would simply rock and, I suspect, easily become one of the more popular VR games on Steam. The early ideas are looking great and it's going to be exciting to see the vibrant creativity of Double Fine applied to VR in a context like this game which is so creatively open for experimentation and diversity of gameplay ideas. Some of the ideas here, for instance the periscope hand one, hint at some cool new ways for the VR player and players\viewers outside VR to coordinate and interact. For instance what if the non-VR screen only sees what the periscope hand is pointing at, so there is some discussion and collaboration involved in revealing the hints to the outside-VR players, that they then must interpret and share with the VR player, so that they know what final action is required to complete the puzzle. I'm sure you guys are already onto this and better ideas. Godspeed!
  6. It's looking badass. I do miss the blacks and starker contrast on the bike, in the shots compared in the first post, though, especially when those blacks exist in the background. My overwhelming response to the trailer is excitement for the release, though!
  7. I would love to see options to play the game with shaders for film grain, dust and scratches, maybe even very subtle lens distortion or vignette effect... Something that looks like a film from the 70s. The high res graphics in the trailer look very clean (still looks awesome though), while the lower res original had a more crunchy, dirty look because of the pixelation. I saw some discussion about this in youtube comments and couldn't help but agree. I think some post processing could really get some extra character and grit into it and enhance the atmosphere. Maybe a few options so we can play the game with subtle or heavy effects depending on preference. An option for custom\user shaders would be absolutely amazing as well.
  8. A very valid reality check. Still, we can daydream Might I suggest another unlikely candidate who I would be even more excited to see work with Double Fine than those guys... Terry Gilliam.
  9. Two possibilities immediately spring to mind for me... Justin Roland, and Trey Parker & Matt Stone! To me Rick & Morty, and South Park, are both amazing candidates for point and click adventures, too. The RPG focus of Stick of Truth etc kind of misses the mark for me even though there is plenty of legit South Park in there.. it's just hard to feel like I'm in a South Park episode when there is nonsensical grindey RPG combat everywhere. Point and click adventures are the absolutely perfect vehicle for these shows to become games which actually feel like "playing the show", without silly compromises to gamify them. Not only would the genre honor the shows, but I feel those shows would bring something to the genre that could break it back into the mainstream. That's not to say the Rick & Morty VR thing isn't intriguing...
  10. Picked it up + OST on steam, really looking forward to playing it but I'm resisting until I can truly immerse myself in it without distraction. I have a pretty packed couple of weeks ahead but then I'm rewarding myself with a full Headlander playthrough. It looks and sounds awesome. Congrats to Lee Petty and the rest of the talented team who gave birth to this game!
  11. I've been experimenting with VR since the DK2, own a Vive, and have started to tiptoe into VR game development when I have found some time (a bit too busy to dive in extensively yet but I will get there eventually). I think at the moment the biggest thing holding the medium back is the 'motion sickness' issue with movement controls. While I have played many traditional FPS games with VorpX and had an absolutely amazing time (without any issues with motion sickness), apparently it is problematic for enough people that developers have often abandoned locomotion controls in favor of teleportation, and if it's a room-scale game, teleportation combined with your ability to physically walk around the space. Teleportation is terribly immersion-breaking for me unless there is a reason for it that makes sense in the world (like Raz's clairvoyance), and the room-scale experience of physically walking around in the space, while amazing and captivating, has serious limitations. Firstly, most people have a small space to walk around in, and secondly, it limits the amount of time you can sustain your engagement with the game. It looks like Rhombus of Ruin has creatively avoided these pitfalls with solutions that make sense in the game world and story, which is great! I really dig that and I want to play it! It seems like a solid approach in this initial wave of VR development, all the while there are unsolved motion-sickness issues. Solving those problems will ultimately open up vast possibilities, though. Wouldn't you love to ride Raz's levitation ball in VR? Due to the fact that traditional movement controls cause motion sickness for many people (in particular the yaw axis of rotation - turning left and right) it seems quite difficult to simply build on the progress already made in the world of game design, and many devs are instead looking for new ways to tell stories for VR as if it is an entirely new medium. That will lead to some awesome creativity, which is exciting, but surely we can also find ways to translate traditional game movement to VR too, and let players run around in worlds much more enormous than their bedrooms\living-rooms without relying on teleportation, or an in-game vehicle or platform as in Hover Junkers. This line of thinking also led me to swivel chairs. To me an ideal first-person VR game experience might just be on a swivel chair with motion controllers. This way I can relax in a chair and play the game (and thus immerse into it for a while), control yaw with actual bodily movement, which should help avoid one of the triggers of motion sickness for many people, move forward\backwards with controller buttons, and move any avatar hands\tools\weapons using the motion controllers. With this kind of setup we get some kind of balance between room-scale immersion and traditional first person game-play that allows exploration of vast game worlds. This avoids limiting the game design to serve the limitations of the player's physical play area, and avoids depending on some kind of teleportation. It might not be quite so simple.. I'm just throwing some thoughts out there! I'm very interested to research and experiment with motion sickness triggers and figure out ways to mitigate it, and ideally overcome it all together. Maybe some kind of acceleration\deceleration smoothing based on golden ratio curves or something... I figure there are hacks to get around human physiology, we just need to discover them. I'm excited to muck around more in Unreal and see if I can discover something new. One other thought that has occurred to me many times when trying early VR games... I would really love for more developers to give the player configurable control options, so that even if the developers choose teleportation as a primary mechanic, if someone doesn't suffer motion sickness and wants a yaw control on their controller, they can have it. Arbitrary limitations can be quite frustrating, especially when you go from having an incredible first-person experience in a game not designed for VR using VorpX, but then have severely limited options for movement by comparison in native VR titles. This doesn't really apply to Rhombus of Ruin, but it has come up for me in many early VR games. Another quick additional note, this time for anyone trying VorpX, it seems to work better on the Oculus (well, I've only tried on the DK2) because of Asynchronous Timewarp, which I think decouples the tracking FPS from the rendering FPS. When playing games not optimized for VR through VorpX on the Vive, when the frame-rate of the game tanks, the jerkiness of the tracking can mess you up. When I played VorpX games on the DK2, they generally felt smooth as butter. Vive support for VorpX is also newer and will probably improve over time. OK, one more small addition... I guess my ideal would be a situation where it is not all that complicated for developers of non-VR focused games to add VR support as an option. VorpX has given many people a taste for what that could be like, though it hasn't solved the motion sickness issues for those who experience them. Naturally all this stuff is easier said than done, but I can't help but feel that every game which is 3D but avoids VR support all together is missing out on giving it's content a new lease of life and a way to be appreciated more intimately. Sorry to spill a big hunk of text here haha. These thoughts have been swimming around my head and this thread triggered me to share them.
  12. I would certainly enjoy new chapters in the game if something like that happened, but how likely it is... In regards to the music, if I have one idea or request... a real orchestral recording of Ride of the Valkyries! It would really nail the joke when it's used in that scene... I think it would be awesome and should be easy to make a reality.. there are probably public domain recordings of it and certainly many great recordings that could be licensed. Maybe another camera angle could add a lot to the scene as well, but I guess that's also going into the less likely territory of brand new content... Also, driving sections (the bits where you directly control Ben on the bike) redone with real-time 3D elements could be amazing and still in the spirit of the look of the original... Regardless, I'm excited about and all over any form of rebirth for this game.
  13. I really love the idea of having the progress in the mental world affect the characters' behavior in the real world. Maybe a character needs to do something but is too afraid until you have helped them in the mental world, and after doing so they can do it and the story can progress. One thing that I sometimes thought about when playing Psychonauts, is that facing someone elses' mental\emotional 'demons' would not really be enough to help them get through the problem. They need to face those demons themselves. Unless the solution is coming from within the person, they would end up manifesting the same problems again later even if they got some temporary relief from an external source. Ultimately people have to face their own fears to overcome them. I think that inner demons are what happen when you deny\repress a part of yourself - when you have shame and would rather bury a part of yourself than embrace the totality of who you are. This buried part becomes cut off from love and all the good stuff that you embrace about yourself, and so it festers and over years becomes monstrous and violent (and, desperate for an outlet and to be acknowledged, comes to the surface in outbursts of anger, or psychotic episodes, or some other form). So my idea for interactions within the minds of other characters, is that perhaps you could broker a truce between the repressed dark side and the embraced light side of someone, so the person once again truly faces themselves, integrates their darker side and embraces who they are, thus overcoming their mental 'illness'.
  14. Bravo, great move! Psychonauts 2 is a much more accessible idea than the more niche "old-school graphic adventure" pitch. I feel like the benchmark for big, successful fig campaigns is about to be established in a major way. I love the feeling of camaraderie and involvement that comes with crowdfunding, and I hope this method of funding works out for many DF games to come. I also hope this game brings a lot of profit to the company so they can grow and have the freedom to embark on daring creative adventures for years to come.
  15. I'll second that. I'd absolutely love to see the nitty gritty of meetings where the team tackle design problems and discuss different possible solutions, without any concern for avoiding spoilers. I love this documentary so much, and I'm so grateful that it was made and that I've been able to come along for the ride, but I've always felt that it would be a shame if the documentary never dived very deep into that kind of territory because of its focus as pre-release content for the game. It's a great doco in its own right and will be viewed many years after the release of the game.
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