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About timmyj

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    Action Newbie


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    Los Angeles, CA
  • Occupation
    Game Designer
  1. I just caught a post on indiegames.com about this small Brazilian game studio's current IGF submission. Their title "Toren" seems to have much of the "spiritual successor to ICO" vibe that "White Birch" was also going for. http://indiegames.com/2013/10/ico-like_toren_resurfaces_look.html I'm not sure why I'm bringing this up other than the fact that I just love these types of games, and it's always awesome to see new entries in the genre. "Brothers: A Tale of Two Sons" is another recent one, with a similar mentality and gameplay, great environments, and a somber tone. http://store.steampowered.com/app/225080/ Be well, DoubleFine!
  2. "Worlds Apart" feels like a really classic Adventure title. It seems a little vague, but maybe that's an opportunity to apply a new understanding of what the expression 'worlds apart' can really mean. Then when people hear or say 'worlds apart', the imagery from the game pops into their head. "Broken Age" invokes more of a feeling of the kind of universe the characters are living in, a universe where they really have to fight for their identities and dispel the assumptions of the time. What if you spelled worlds apart like "World's Apart"? meaning the world is divided, but it also rings like the classic turn of phrase.
  3. I'm getting inspired rewatching the presentation and I caught this line: "What you find in the forest ... [are] ... creatures that have had their dreams eaten out from under them..." You start the pitch referring to universal/comparative mythology... Joseph Campbell has discussed that when a culture no longer has myths and folktales to guide it it becomes aimless, desperate, impatient and indulgent, without any sense of who they are anymore, and so they act out impulses that have no justification in tradition. If we can trace myths back to primitive dream imagery, then the loss of dreams would have a similar effect, and the animals who lose their dreams would also lose their minds. I could see the world of Black Lake as being an interweaving of both the physical and imaginary/spiritual worlds, to the point where the turbulence of internal dreams have obvious physical effects. Following the fox in the beginning of the demo could give you a glimpse of what a healthy dream looks like, the fox being perfectly aware that he is a fox, where he came from, and what his role is in nature. But upon facing the tortured creature running amok, you could see that his dreams have removed his sense of self. He no longer knows who he is or where he belongs, and so he no longer takes a cohesive physical shape. Until his dreams can be mended, he will be a force of chaos and disorder. But when his internal myths have been repaired and his sense of self restored, he takes the shape of a deer or a boar once more, and returns to performing his duty to nature, rooting around the trunks of trees. He may even knock over a tree and reveal a sacred object that the player would otherwise never have found.
  4. I'm late to the party, but your pitch/presentation was great! I'm really excited to see the way that music factors into the folklore with the dream-weaving accordion mechanic. Even if you can't spend a lot of time on accordion gameplay during the prototype, it seems like it would be an awesome reward in itself for having tracked the animal successfully, to watch its dream-materials getting stitched back together in sync with the music.
  5. The archetypal story is Rock vs HipHop, but the universe lends itself to many tales and interpretations. If given the time, we would explore more landscapes, both musical and spacial.
  6. Players can hit the Windows button to free the mouse from the game window, then hit the full screen button next to "close". I'll be uploading and updated demo tomorrow with an improved soundtrack.
  7. We will just have to try to find out, but it's worth learning. In any case, you can also use the arrow keys for movement.
  8. I've never had to deal with that before. I'll find out on the doublequick
  9. I'd classify this as a work in progress. Constructive criticism is most welcome. I won't share about the pilgrimage of game development, but I hope you can take the demo for what it is, or could be. Thanks for showing interest.
  10. Thanks for posting. Here are the minimum requirements for running a UDK game: Windows XP SP2 or above 2.0+ GHz processor; 2 GB system RAM SM3-compatible video card 3 GB Free hard drive space The gameplay supports WASD movement and Mouse look. I'm checking on the downloads. Hang in there.
  11. Me and several of my classmates were so inspired by Brutal Legend's musical universe, that we decided to make our own! RockBots 3000 is a Musical Action-Platformer set in a futuristic city where music is fuel. You play as a HipHopBot as he tries, single-handedly, to take down the RockBots, only to find that both factions have been brainwashed by a soulless corporation to destroy one another. Download & Credits We made the Demo in the Unreal 3 Engine (UDK) in about 9 months, but we hope one day to turn it up to 11, and release a full title as professionals (fingers crossed). Thank you DoubleFine, for being so fiendishly awesome, and proving that not all music games require a plastic guitar controller!
  12. But you have to admit, there is something kind of cave-man-esque about artists. The great ones tend to create things not based on what is universally accepted as beautiful, but instead on how the feel is the best way to express themselves. The beauty is merely a side-affect. It's like some kind of other-worldly crap that the artist takes to make himself feel better, and then we all sit around staring at it and talking about it. I know this from writing and performing songs. It may be fun to play shows and get applause, but ultimately it's about being creative with my best friends and creating vibrations that feel good in my body. Concerning games though, I think it's important to think about the people who are creating them. Does it seem like they are expressing themselves? Taking some aspect from within in externalizing it? There a lot of very well-made games, but the ones that are THAT and ONLY that and have no emotional resonance, are the same as a well-built house: It doesn't fall down, you can live in it; it does pretty much all the things that a house is supposed to do. But a house with a peaceful garden, or a beautiful view of the city, or a loving family inside it? That's a great game.
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