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17
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Developer / Design / Re: The VV mood system.
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on: May 02, 2011, 04:30:03 AM
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Have you seen The Grimace Project? It's an interactive Flash thing that's based on a similar idea. It displays a face and you have sliders to control the expression of six emotional states. I came across it as it's useful for an art reference.
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18
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Developer / Audio / Re: Hero Core OST - Stereo Expanded Edition
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on: April 28, 2011, 06:21:37 PM
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Hey Brother, just thought I'd say how much I enjoy this, and your music in general. I think Space Hymns is still my favourite, for Tiny Spaceship Left To Drift and Cold Planet, but this is very good indeed. Do keep on.
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21
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Player / General / Re: Ask someone a question!
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on: April 18, 2011, 11:21:09 AM
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Pooping because it's done in private and you can always plausibly blame someone else.
Why does the package of cotton swabs say "Do not insert into ear canal" when we all know what they're really used for?
Because a ball of cotton fluff lost deep in your ear canal for months is really unpleasant. Baked or fried?
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22
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Developer / DevLogs / Re: The Journey Down development blog-thing.
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on: April 15, 2011, 06:34:40 AM
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I intend to let the high-res version have text activated by default even though we do have full voice acting. What do you think about that? I personally think text is very ugly but can truly be of help when a lot is going on at once in the same scene. Clarity needs to come first in and adventure game, I think.
I think that's for the best. Especially if you're using accents, some people have more trouble with that kind of thing than others. Also, it makes it less likely that someone will miss something due to distraction. I think if subtitles are on by default people who'd rather not have them will look for a setting to turn them off, but if they're not on from the start the people who want them won't necessarily know that there's an option to have subtitles at all.
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26
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Developer / Creative / Re: Question about using commercial music in non-commercial work...
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on: March 04, 2011, 11:47:51 AM
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I tried this a while back. I emailed like 15 bands and asked to use their music (Fairly small ones, too). Not one of them responded.
The game never was made, because it revolved around the music too much. Don't make that mistake.
Well, I get emails about sketchy business propositions pretty regularly, not saying that you are sketchy, but I'm sure any band with a website gets crap all the time, and if you are cold calling out of the blue it can be hard not to look like crap. Networking, that is meeting and getting to know some musicians can be really invaluable here. So much easier to hire any number of the starving musicians on this site.
Worth saying again.
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27
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Developer / Design / Re: Do people like achievements? why?
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on: March 01, 2011, 09:49:58 AM
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I'm not a completionist so I would never go out of my way for achievements, like by playing with only one gun or sending the gnome into space in Half Life 2. I kind of like achievements though, well sometimes, at least in theory. I won't play for achievements, but I do enjoy it when you get that little bit of artificial recognition, "Achievement: You did $thing," I'm like, Yeah, thanks for noticing! Quite Pavlovian.
I liked the way they did achievements in STALKER: Call of Pripyat. They weren't really achievements in the usual sense, and they had in-game effects. Get the Artifact Hunter achievement and hostile bandits will be attracted to you, if you get Detective stalkers will regularly leave medical supplies in your personal stash out of gratitude, etc… it's all to do with how you're seen in the world.
I'm thinking about using achievements or something like them for the different ways of losing a game, sort of anti-achievements.
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