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Everything posted by Jacka

  1. I'm not against the release, but I don't think it's going to help greatly. There's certainly a need for the average punter to understand better what goes in to a game, but the people who're making a ruckus aren't likely to be the sorts who'll change their tune if you show them how things went down. Half of the whining comes from you throwing down with the Gamergate brats and nothing short of a full lobotomy is likely to change their minds. I think it'll be of interest to plenty of people and quite likely an asset to others who're looking into using Kickstarter or doing indi development in general. That's the reason you should be doing this. You'll no doubt get a few positive articles on various news sites, but to quote that song that's perpetually on the radio, the haters are gonna hate, hate, hate, hate.
  2. Spoon, though only because there isn't a M'ggie option.
  3. Broken age has somewhat of an aggressive sound to it which I'm not sure is entirely appropriate based on what we've seen of the game so far. Still if that's the one folks like then I shan't argue.
  4. I think it's pretty balanced between the two - if anything it's slightly skewed towards the boys side because "Maiden Voyage" immediately evokes thoughts a ship leaving the safety of the harbour for the first time.
  5. That last one is kind of neat. Not sure about confined. Maybe something that relates a bit more to space travel. Stellar Spaces and Monster Chases? perhaps. I still really like Maiden Voyage it relates to both characters - the boy taking his ship off the rails for its maiden voyage into the unknown, while the "maiden" character escapes her home and heads off on a voyage of her own. It's also a name that's evocative of exploration and adventure and the fear and excitement that might come from such activities. I think it makes for a pretty good fit.
  6. This formatting here might have some potential - The X and the X. I don't think Astronaut and Princess quite work. Maiden might be a more suitable reference to the girl. Astronaut could work, but for my money something a little more whimsical might be better. The Maiden and the Spaceman, perhaps? Not sure that's perfect either. I defer to your suggestions. I didn't think astronaut and princess specifically worked either but I really like The Maiden and the Spaceman or the Spaceman and the Maiden. or The Spaceman's Maiden Voyage.....maybe not You know Maiden Voyage is actually a rather brilliant title.
  7. This formatting here might have some potential - The X and the X. I don't think Astronaut and Princess quite works. "The Princess and the Astronaut" flows a little better. Maiden might be a more suitable reference to the girl given she's off to be sacrificed at the Maiden's Feast. Astronaut could work, but for my money something a little more whimsical might be better. The Maiden and the Spaceman, perhaps? Not sure that's perfect either. I defer to your suggestions.
  8. Ran "Divide" through ye olde thesaurus seeing as that seems to be a popular option. How about "Estrange". It means both to be kept apart from something, usually ones loved ones, or to turn away from or alienate said loved ones. Given the story, this seems reasonably appropriate. I think it also has a rather ring to it as a title.
  9. I'm not particularly au fait with this weight loss things being the kind of person who might blow away in a strong wind, but I'm curious as to why it'd be an advantage to drink juice as opposed to making a salad composed of the same ingredients? It seems like it'd be a little easier to convert as you'd avoid the "I've stopped eating real food" feeling that I'm guessing would make starting this kind of diet difficult.
  10. Bragging and Fighting - a bizarre but brilliant concept with a lot of personality. Seems like the perfect fit for Double Fine - . Zumbi Chained - An aesthetic that should be vibrant and not all that familiar to games along with another intriguingly odd concept. There's not a lot of info about the gameplay itself but I can imagine something pretty fun could be developed from the chained capoeira idea. There were a couple of others that I threw down votes for, but those were the ones that really grabbed me.
  11. That's a tricky one. I remember messing about with Maniac Mansion on a friends Commodore 64 when I was in early primary school. That might have been the first I tried. The first adventure game that I actually played for any length of time and with some kind of actual understanding as to what I was trying to achieve was Space Quest 3. A harsh mistress that game was.
  12. You can sign up for a free 2 week IMDB Pro account then cancel it immediately if you're ever curious about these sorts of things. For what it's worth the synopsis of this movie is: "Set in 1959, the CIA enlists the top literary figures of the time to infiltrate the minds of Kennedy and Castro by way of drug-infused astral projection -- taking espionage to a higher level." It's a comedy, apparently.
  13. No it didn't. They went on sale twenty minutes late. Check now. I just checked. There are tickets still available GO GO GO!
  14. Hey mate. I've done quite a bit of professional games development in the past. I've also put together my share of portfolios and looked over plenty more. The first thing you should know is that typically in games we don't do demo reels. If you were going for a film FX job then a reel is something you'd need, but in games you usually need to submit a webpage with a bunch of still images and perhaps some videos of rotations of your models or animation. Secondly, I think you've got some really good stuff in your reel, mixed in with some models that are a bit less impressive. Portfolios are absolutely quality over quantity. Go through and assess each of your models carefully and decide what is really representational of your best work and what's letting it down a bit. I think you've got some good skills, particularly with your environment work. Perhaps if you set up a portfolio with your best work you might be able to pick up an entry level position with a bit of luck. It's probably more likely that you'll have to spend a while building some new pieces first. This is pretty normal coming straight from school. It'd be a good idea to have a think about what area of game art you want to get into - environment, character, animation, texture, high res hard surface, high res organics, etc. and focus on that area. Typically there's more environment artists on a game than character artists and it'll depend on the size of the studio whether there's individuals who do the textures , others who do the high poly and more who work on the low res, or whether a bunch of those jobs will be covered by a single team. Ideally you'll want to have a reasonable handle on everything up to and including rigging. Animation quite a different skill set to the art creation that's pretty much always done by a seperate team. I'd recommend you join up to one or more of the game art forums so that you can show off your work and get critiques and suggestions on how to improve. www.polycount.com and www.gameartisans.org are the main ones. I'd suggest you'll get the best critique from Polycount, but Game Artisans has a lot of contests which are good to simulate having to work to a deadline with a specific set of criteria as you would in the games industry. That's probably enough for a start. Best of luck with it, mate.
  15. So Mr Schafer, your pre-sale tickets literally sold out in under 5 minutes. The ones for Peter Molyneux and Warren Spector were still available 11 hours later. That there is quite impressive.
  16. The coming of age is traditionally a story covering the transition from childhood to being "of age", which is at the basest level the old fashioned equivalent of being over the age of consent and/or old enough to marry. It makes for good story telling because there's a lot of changes and drama both internal and external. That said I think Noble Psychomaster may have hit on a potentially interesting idea. What if the world of the future has gotten to the point where people no longer age, get old and die, or at least are extraordinarily long lived. This could mean he meets the past girl through whatever means DF come up with when they're both young and follow them as they grow up together, but once they reach adult hood the boy effectively ceases to age while the girl he loves moves on through her life into old age and presumably eventual death. Perhaps it's a bit melodramatic or art house for a Double Fine game, but I imagine with a bit of thought it could fit into one of Schafer's esoteric universes.
  17. If you're looking at these more experimental takes on the adventure genre then, as someone else mentioned, To The Moon is well worth playing through. Like Dear Esther, its arguable whether it qualifies as an actual game, but while it lacks that games stunning environment art, I think it's a far more compelling experience. Given the direction you're currently looking at taking DFA with the young boy and girl, it might also make for quite a useful reference.
  18. I think Botanicula is generally better from a design standpoint than Machinarium. There's less roadblocks and not as many distinct puzzles (press these buttons in a certain order for something to happen for example) which don't seem to entirely gel all that well with Amanita's style. I'm probably not explaining myself terribly well, but perhaps you can see what I'm getting at. Regardless, I think I prefer the organic world that it depicts more so than the machine based one, though let's face it, everything Amanita Designs works on is beautiful. What are people's thoughts on interactions that don't aid in game progress? All of Amanita's games are full of things that that you can click on just to see what they'll do. Frequently you'll just get a cute animation that won't actually achieve anything in moving through the puzzles, and you often won't know which elements are your actual puzzle pieces. I think these elements add a lot of extra personality to the world although they may be more at home in Amanita's surreal environments than what is likely to come from DFA.
  19. I'd say as long as your hot spots are always a reasonable size, pixel hunting isn't a major concern. If an object is necessarily tiny, just give the hot spot a bit of bleed, so it'll show up if you've got the mouse relatively close by. Having screen layouts that aren't overly complicated would help a lot too.
  20. Steve. Australian 3d artist, former (and possibly future) video game developer on a swathe of not particularly amazing titles, and current designer of giant robotic dinosaurs, dragons and monkeys. Been gaming since I was very young, the early Lucas Arts and Sierra adventure titles being some of the first that I really got into. Grim Fandango and Psychonauts are amongst my favourite titles of all time for their smart writing, great art direction, humour and in the case of the former, just the right amount of poignancy, something that I'm hoping we might see in the Double Fine Adventure.
  21. Day of the Tentacle is your most obvious example here. 3 concurrent stories in different time periods that frequently affect each other through the interactions of the player characters and others who they've influenced. Given that the story that Mr Schafer was musing about sees to characters in two different time periods that are presumably going to have some way of interacting with eachother, it seems like there'll be plenty that can be drawn from DOTT.
  22. I wonder whether you might be able to do something similar to LODing with the character as he moves further from the camera - dynamically strip down the level of detail so you wind up with a simpler form rather than a scintilating mess as you often did in older games where characters were just scaled. It'd probably be a little tricky to pull of nicely and with a smooth transition, but should be far for an impossibility. I quite like the direction you're going with the art. I think Stapley's style with its tendency towards more muted, earthy tones lends itself to a less comedic, cartoonish adventure than we might have expected given Schafer's teams previous output from Lucas Arts and DoubleFine, but if you do decide to go with the coming of age love story that was hinted at in the latest update video, this may be entirely appropriate. Beyond that it's probably too early to make any useful critiques or comments.