Tremendous Yak

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About Tremendous Yak

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    Dr. Action Poster, Esq.
  1. What made the penny drop (insofar as Shay's vessel = inside/part of Mog) for me happened quite early as Vella looked at Mog's eyes during the first feast and said something along the lines of "they look armored". Not sure whether keeping that particular line in the final version of the game is crucial as - although it certainly works in the narrative as an early hint - it might spoil the twist too early for some players.
  2. No long essay - it all just boils down to this: Thank You! And for flavouring: The whole project has long since been a great success, with the finished game an added bonus to the treat of the journey. Thank you for opening up new doors. Thank you for bringing some much needed light into the world. You have all done an awesome job and should be seriously proud of yourselves.
  3. Kickstarter Project Collection Thread

    Just a brief update to say that Cinemaware's Wings: Remastered Edition has reached it's funding goal with 5 days to go. Glad to see enough Amiga-era enthusiasts still around to make something like this get off the ground! http://www.kickstarter.com/projects/850516062/wings-remastered-edition
  4. Kickstarter Project Collection Thread

    Agree completely - Wings was very close to my heart back in 1990, what with the well-written narrative linking the missions and all, and they seem to have tightened up their Kickstarter pitch a LOT since the previous attempt. Even playing the downloadable demo (which is really more of a rough "playable early draft" of a work-in-progress game than a "demo" per se) surprised me in that it actually reminded me of the original game experience. Granted, they've still got a fair deal of work to do with graphics, menus, and flight mechanic details, but at least they're upfront about it. That - and a more modest financial objective, makes me think not only that it could make it - but also that it could be all the better for having gone through this process before, learned lessons and adapted.
  5. When Oliver demonstrated the retro palette shift function: That was a pure moment of utter happy. Also, Khris Brown is one awe-inspiring lady!
  6. Episode 11: Ship It

    Not only that, my brothers and I only knew of a few people with access to the same hardware and games (this was early 80s ZX Spectrum days), and only rarely did computer magazines provide any hints to games back then, so finding solutions to some (text) adventure game puzzles was like finding a legendary long lost treasure. There were times where you would think "perhaps there IS no solution, the game is broken!" (not completely uncommon in those days). Getting to the next room/section would feel as exciting like entering the tomb of Tutankhamun for the first time in thousands of years. I may be painting too rosy a picture of these memories. I also recall a lot of swearing.
  7. Episode 11: Ship It

    Hi flaxans! That's Mozart. More precisely, it's from the first movement of Piano Sonata No 11 in A major. ( )Incidentally - and similarly to Peter's experience - this piece was frequently played on the piano in my house when I was growing up as well, so I had quite an emotional reaction when I saw the opening of this episode.
  8. We love you Double Fine!!

    My support for the team, the game and all of DF remains as intact as ever. In the end, there will be more game than we could reasonably have hoped at the start. After these trials and tribulations are a thing of the past, a thing of beauty we will have to behold. Being upset with someone for accidentally "designing too much game" is as mad as being upset with someone for baking too much pie. So go forth. Write game. I'll make more pie. Pie.
  9. Have to say, I never realized that the accidental cutscene-skip was quite the scourge of the land it appears to be when reading through this thread. Also, there seems to be quite a few people who have a very different view on which key/function is "intuitive" (as the poll seems to indicate, although Esc-to-skip is most popular) ----> then perhaps a two-step skip is warranted after all. In case of which, I suggest the following, to encompass as many permutations of button-opinions as possible: Regardless of whether ESC of SPACE (or ENTER or F1 or F5 or BACKSPACE) is pressed - the game is paused and a simple menu box appears. Amongst the load/save/settings options available: Skip cutscene Should work well with touch-controlled devices as well: use the "menu" touch action (say, two-finger tap or whatever DF decides works best) and the game pauses and the menu appears. Press the "Skip cutscene" button to skip, or press once outside the menu box and the game resumes. Problems? Does the game really need more than one keyboard command?
  10. Why does 'pause' and 'menu' need to be separate functions? Edit: I just noticed Tim even called it a "pause/settings button" Anyhow, space is for pausing - as both a nod to the old games, and as it is a very common start/stop button for audio/video playback
  11. Episode 9: "Broken Age"

    The wait can be frustraiting if you focus on it a lot. Perhaps the ending of MI2 can offer a suggestion... or fifty? Such as... turn off your computer and do something constructive. Like play a little racquetball. Or wash your car. Or cook dinner. Or join a funk band. Or travel to a foreign country. Or run for president. Or talk to a member of the opposite sex. Or lube your car. Or host a weenie roast. Or dig for buried treasure. Or milk a cow. Or have a yelling contest with your neighbor's dog. Or perform brain surgery. Or paint a yellow line in the center of your driveway. Or write your name in the snow. Or teach basket weaving to clams. Or sing Welsh folk songs at the bank. Or plant trees on public property. Or confuse the person next to you. Or make a triangular table. Or hop, skip, and jump. Or ride a train. Or organize your sock drawer alphabetically. Or go bowling with your mom. Or train potato bugs to do tricks. Or make a quilt. Or publish a magazine about pencil shavings. Or eat lime jello with pineapple in it. Or pave a freeway. Or learn to draw. Or take up photography. Or learn to tell time. Or photocopy money. Or go out for pasta. Or sew a dress. Or bathe your iguana. Or go fishing. Or paint a stranger's house in the middle of the night. Or take up windsurfing. Or change your hair style. Or sharpen your whiteboard markers. Or feed a toucan. Or enjoy the sun. Or do a crossword puzzle. Or buy some cool clothes. Or go to the beach. Or play croquet with your dad. Or water your plants. Or build a doll house. Or invite some friends over for salmon and white wine.
  12. Another great Sidequest! 2pp - If you ever run out of Broken Age team members, feel free to keep going with the rest of the DF staff! Hooray for ZX Speccy fans! For me, it was during the mid '80s - Horace, Jet Set Willy, Fairlight, Underwurlde and so many more...!
  13. Same. Even if there were 2 obscure games that had "Adventure" in their title, the name "Adventure" really sums up everything about what the game is and why/how it was made in the first place. No mater what Tim decides to call it, I'll still call it DFA or just Adventure. I think "Double Fine Adventure" has been so interwoven with the project - moreso than Reds - that it seems logical to keep it as a sub-title/tagline. It would tie the game together with the Kickstarter and might ease the future burden of the question "So wasn't The Cave what became of Double Fine Adventure?" In other words: [TITLE] - A Double Fine Adventure As for the title itself - I'm keeping out of that. I trust Tim to know his own creation best of all - even if he ends up writing lots pages worth of title ideas like he did until he hit upon Grim Fandango.
  14. Agree with this. The style of some games make hotspots so obvious they stick out like a sore thumb, pretty much screaming "Here! Click here! This is where you should be clicking! Whoo!" and that just turns the experience into a boring, Fisher-Price toy. I find the games that really managed to blend hotspot objects with the surroundings in a natural way handled them like props on a stage, so that although they fit in nicely with the background and don't glow or anything, they are noticeable through the logic of the game. Place the object around too much clutter and the exercise can become tiresome, unless presented in a way that is supposed to guide your thinking. For example: "A manila envelope you say? I think old Guybrush keeps one somewhere in his horrendously cluttered den o' things, but you probably won't find it unless..." and perhaps further leads.... Another example would be a room with a table, a few chairs and a piece of paper on the table. If there aren't a billion other things to look at, the paper sticks out as an obvious hotspot-object, whereas the chairs are more likely part of the decor, unless otherwise hinted at.