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About brawsome

  • Rank
    Action Newbie
  • Birthday 09/11/1980


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  • Location
    Victoria, Australia
  • Occupation
    Game Developer
  • Biography
    Veteran game developer (programmer, designer, writer, producer). Loves adventure games. Developed Jolly Rover (Best Australian Game 2010), and MacGuffin's Curse (Best Game Writing 2011)
  1. Thanks for this! I hadn't yet gotten around to transcribing the PDF version into a spreadsheet.
  2. I already feel like I've got my money's worth from these documentaries alone. The game will be a bonus.
  3. One more. Two Dimensional Adventure. "2D Adventure" for short. I actually think "Double Fine Adventure" is still the best name for this. Why not that? You could tell people you've been planning this since the very beginning. Good story.
  4. My suggestion for a name was "Growing Apart", but then I checked the forums and someone else also suggested that. So, that's gotta be the name, right? Two people, suggesting a name, from separated by space and time... I thought the concept of the characters growing in maturity, but separated by a great divide, so the literal translation there. But additionally they're growing apart from those they love - or are they? I also liked "The Awakening". It's kind of a coming of age story, about taking responsibility for your actions after being told what to do for so long. You haven't picked a bad name yet Tim, I'm sure you're not going to start now =0).
  5. Three cheers for Oliver, for giving detailed and thoughtful responses to all our questions! And as a result, being awesome =0).
  6. Thanks for the update Oliver, very interesting stuff! Forgive me if I missed this note, but it looks as though there is some mesh deformation on the hat and beard, rather than the pieces remaining as static panels, is that the way it will look in game? Also, I was wondering out of curiosity if you looked at exporting from Flash at all? I know it's possible to export keyframes, so you get all the transitions Flash can do to really make 2D art come alive, but I haven't looked into how it exports the image pieces. If the image pieces could be exported and synched with the keyframes then you would get all the power of Flash animation, with a relatively reasonable file size. And as long as you weren't trying to write a vector renderer it should be just as quick as the method you proposed, while maybe being more powerful and suited to 2D. I can understand if you have more talented Maya animators than Flash artists on board at Double Fine however, your technique is probably geared to best leverage of the talent you have.
  7. Oh crap, what am I doing on here? I'm supposed to be free writing! Need a sticky note or something to remind me for the first week!
  8. Just took the time to do this then. 10 minutes turned into 30. Oops! I love the smell of ink in the morning, smells like... progress.
  9. Thanks for the post Tim =0). I've been meaning to start this for the past month, but unfortunately my average 10-11 hour day is taken up by programming, marketing, designing, writing, business management and communication, roughly. Did I mention being an indie developer sucks sometimes? Bloody hats. All of them! I work from home, and a few days a week I have my kids running around, being kids, and my wife running around after, them, being awesome, it's a chaotic utopia of distractions. I've been finding I do "free thinking" in my head, in that hour between waking and sleeping at the end of each day, when I get those moments to myself, then write down the ideas that stick on a notepad in the morning. But maybe my procrastination has been borne of the idea that I had to put a few hours into it a day. I don't think I can find a good excuse for not being able to block out at least 10 minutes before I switch on the box in the morning. So I guess my take away is to make sure I do it small, rather than not at all. Like going for a walk at lunch time rather than reading forum posts -oops, gotta go!
  10. Continuing the topic of point-and-click in 3D: I remember going from the pre-mouse adventure games, i.e. Kings Quest 1 EGA, where you controlled the player via the keyboard, to point and click (Maniac Mansion, I think) and it instantly felt like a step forward in user experience. I didn't feel like I was losing that connection by not being able to control the player directly, which works well for a game like Prince of Persia, or Commander Keen (yay!). Whereas when I was forced back into direct control in the mid-to-late 90's, i.e. Monkey Island 4 *shudder*, it felt like a step back. I really feel like no-one has improved on the pointing and clicking as a way of interaction with these types of games. Personally, I always felt a little awkward in adventure games with direct controls, but maybe this is a symptom of being in a 3rd person view with either a fixed or dynamic camera that didn't seem to mirror the movement of the controller in an intuitive way, causing many instances of pulling you out of the experience as you fight with the controls. Maybe the first adventure games that were designed in 3D with direct control in mind didn't have a designer/programmer on the team focused to control/camera issues, like a console title might, so it wasn't something that was given enough attention. I think because traditional adventure games don't require a quick response from the player, because you generally aren't timing jumps, dodging or attacking, etc, the point and click method works better than the direct control because the gameplay has nothing to gain from directly controlling the character, and pointing and clicking is a far simpler option, one that is more widely accessible, due to the reduced amount of input necessary to drive the game. Maybe the audience that feels the game is inaccessible via a point and click interface are the more hardcore gamers, or console gamers, which adventure games seemed to try and change to cater to, while alienating the audience they had built, and preventing uptake with a wider non-gamer audience.
  11. Yeah, I guess I saw a picture in my head of it being 2D because I've used a similar editor to define hotspots and walkable areas in an adventure game. I guess I'm so used to thinking in 2D because I've been making 2D games for the last few years, even though I'm working in Unity 3D =0). Incidentally, a 3D space is remarkably good for making a 2D game.
  12. Ooh, I haven't looked at Update #1, maybe I should take a look! I saw mention of geometry for walkable areas in this post, but I made the assumption it would be 2D. Sorry if I misread =0).
  13. Oh, just a small addendum to the previous post. Be careful if you're editing strings between Excel for PC and Excel for Mac, because they treat line endings differently, and can really stuff up your formatting! We found this out the hard way!
  14. Thanks for the detailed post. 2HB looks like it's shaping up nicely, and I'm looking forward to getting my hands on it =0). Regarding string tools, I've found that for my adventure games, Excel has worked well as an editing tool, and makes localization easy, when you pass it on to your localization partners, because Excel is a fairly ubiquitous tool for editing spread sheets of data. You can even write lua scripts directly into a cell of Excel to execute when that line of dialog runs, this is useful for turning conversation options on and off, playing animations, giving inventory, etc, basically anything you could do in your regular script. In order to get this scripting working however, a separate tool is normally needed to parse the excel, to pull out the lua commands into a native lua file, to run in conjunction with the strings file. This still allows for hot editing, but does introduce an intermediary step. I suppose writing a separate tool would be good, but Excel really comes with a lot of neat features for editing this kind of data, so I like it. Our latest project was in Unity using C#, and I wrote a similar system to pull the C# out. The cool thing about this was the C# would be compiled into native code, so it was super fast! Regarding walkable areas, you could do what AGS does and simply paint the walkable areas in, with colors determining height, which doubles as a decent hotspot editor. The other alternative would be to have a simple geometry editor to define walkable areas, then do a linear scale based on the y values between certain line positions, but this makes things like walking over hills tricky, or sand dunes like in QFG2, actually, the color painter doesn't really solve this either! Personally I think the painting walkable areas gives you the most freedom, because you may want the character at different sizes on the left and right of the screen, for example, if they're walking up a steep path from left to right. Once you have that implemented, you can do a tint/shadow map easily based off the same system. The other alternative, which I just thought of, would be to load 3D geometry and have the player figure their coordinates in a 3D space, this way you could have a really powerful depth system, and solve the issues mentioned previously. That's exciting. Do that =0).
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