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About PaulloDEC

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    Noble Psychomaster
  • Birthday 03/14/1988


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    Graphic Designer/Editor

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  1. Yeah, if this doesn't work out I might need a new key for Kiln...
  2. You had me at grind-rails. Actually you had me way before that, but still. Awesome.
  3. I was in a similar situation to you guys. I initially assumed I'd never ordered the physical discs in the first place, because surely if I had they'd have arrived months ago, right? Upon further investigation I found my receipt emails and ended up here. I don't mind the wait so much, but some better communication would be great.
  4. If Double Fine's money people are ok with it, I say absolutely. It's an incredibly enlightening documentary, and the more people who get to see it the better.
  5. These are actually some great points, and something I'd not really realised while playing. It's the larger decisions vs smaller decisions thing you mentioned. For example, right now I'm constantly having to manually scramble all my security guards whenever a raider ship shows up (very often). Those attacks are pretty much just a nuisance right now, where I have to stop whatever I'm doing to place beacons, pull emergency alarms, lock doors, etc. It's very micromanage-y right now. How about instead of just sending security to a site, I had to improve their skills and equipment so that they can do that stuff themselves? I could build a security centre, install cameras and monitors, train the security staff in a "Fast Response" ability, etc. The more rooms I had, the more cameras I'd need. The more cameras I had, the more monitors I'd need. The more monitors I had, the more security centres I'd need. Challenge and complexity would naturally increase as my base expanded, and new guards would need to be trained up to match the expertise of their superiors. You could even add in things like "Safety Training" courses that civilians could be enrolled in so they'd be better equipped to react to emergencies. A trained civilian might pull the emergency alarm themselves (or even help round up other civilians) when a raider ship breaks in, while those untrained could do the headless-chicken thing. Just a few thoughts.
  6. My latest approach has been to build a single, long, thin corridor, which I can then build rooms onto as I gain more resources. After I've gotten a solid base established, I can add extra arms onto whichever end of the corridor has the most surrounding space and turn it into a cross shape instead. It means I can reach into different areas of space pretty easily; for example, if there's some distant rocks I want to mine, I can extend whichever arm of the "cross" points in their direction, saving my miners from having to spacewalk long distances. It also provides a kind of modular design, where I've got loads of places to put new rooms (or expand existing ones) without much hassle. As for room order, usually something like Airlock -> Life Support -> Refinery -> Residence -> Pub -> Garden -> Fitness -> Infirmary -> Research.
  7. Unless I'm missing something, this is pretty tricky right now. I've had a few issues with this topic in general, notably: 1) I had a guy starve to death recently, because he'd been incapacitated on the floor and I hadn't spotted him (what with the floor being littered with corpses that the five Doctors hadn't gotten around to clearing up yet). 2) Unless I'm missing something obvious, the only way to currently keep tabs on the health of your crew is to pause the game and laboriously hunt down every citizen to check their health, injuries and ailments. It's incredibly easy to miss crew members this way, and I recently had someone die from parasites less than a minute after I'd run through checking "everyone". 3) Correct me if I'm wrong, but do Doctors not identify ailments and then do nothing about them? So a few suggestions: 1) Could citizens who've been incapacitated maybe have a little beacon visual effect (like a pulsing "signal" type thing) to indicate they're in need of help, and then some way to flag them for Doctors to attend to? 2) This could be something as simple as a red glow for "Hurt" or a green glow to indicate they've been diagnosed with something. 3) This just seems insane. Could Doctors not send anyone they find with an ailment/injury straight to the sickbay? Just a few thoughts.
  8. Good suggestion. I'd also like to see some prioritisation with the builders for this sort of stuff. Pretty annoying to see them sleeping or eating while their coworkers are being sucked out into the vacuum of space.
  9. Seriously, this one is the difference between a thriving base and total destruction. I can't tell you how many times a meteor strike has opened up a single floor panel somewhere on my base, and the bloody panel has taken so long to find under all the walls and decorations that everyone's already been sucked into space or died of asphyxiation. Some kind of visual indicator of where the hole is would at least give me a fighting chance to patch up the hole before everyone's killed.
  10. It may be touch-friendly, but I don't feel like the differences between this and a classic point-and-click adventure are more than superficial. With a few control tweaks (mouse-overs and less dragging, as Sic- said) I think it'd be sorted.
  11. It's funny that so many people still think that Broken Age has a big budget. It doesn't. It has a small budget. Big for a Kickstarter, small by any other standards. Looking at Revolution's back-catalogue, it seems like Adventure games are all they make. I daresay their process is entirely streamlined at this point, with staff, tools, resources and workflows all entirely optimized towards making those kinds of games efficiently. We all know that isn't the case with Double Fine. I've got four hours logged with Part 1 of Broken Age, and if I get eight total from the finished game, it'll be easily as long as dozens of other multi-million dollar titles I've played.
  12. This is a fairly small thing, but I've noticed there's quite a large amount of variation in framerates throughout the game. Cutscenes seem to run at 30fps, but often things like particles during cutscenes seem to be running at 60fps or more. Regular gameplay looks to be 60fps or over, but during certain camera moves thing will get choppy or stuttery and the framerate will dip. Some of the things I've mentioned are probably just optimisation things, while others could be by design. I'm running a high(ish) end gaming PC, so the game shouldn't be pushing my system. Like I said, not a huge deal, but it'd be awesome to see it all unified in the final product. If any devs are reading this, the game is looking fantastic overall, love your work!
  13. Given that a lot of the most noticeable examples of low-res backdrops are during character close-ups, I'm wondering whether a lens-blur type effect could be used to hide the low resolution? I've had similar situations in After Effects where I'd simply drop an adjustment layer with a lens blur between the subject and the backdrop. Not sure whether there's a similar avenue available in the Broken Age engine/environment.
  14. Excellent idea. Pretty much the only reason anyone dies on my base now is because they're so dedicated to their jobs that they'll stay out in space until their suits run out of air.
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