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March 29, 2024, 03:51:47 PM

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1  Community / DevLogs / Re: DISCO ELYSIUM (we finished it, it's out) on: October 19, 2019, 04:17:54 AM
Thnx for the kind words!

Jinx (and anyone else with juicy squashable bugs) can you fill out a bug report here and add the files and doodads requested so we can get as much info on it as possible? Thanks!

https://docs.google.com/forms/d/13jM0gNPZTh2BmlWFo3y3m89Qv5GXrYfcXXz4T8-9VlU/viewform?edit_requested=true
2  Community / DevLogs / Re: DISCO ELYSIUM on: October 15, 2019, 08:00:09 AM
oh hey guys we totes finished the game. should like... update the thread icon now



3  Community / DevLogs / Re: DISCO ELYSIUM on: October 29, 2018, 02:04:48 AM
 Cool
4  Community / DevLogs / Re: Return of the Obra Dinn [GDC 2016 Demo Build] on: August 20, 2018, 11:53:20 PM
Hype levels revving up!  Hand Any Key
5  Community / DevLogs / Re: DISCO ELYSIUM come see us at PAX East Indie MEGABOOTH on: April 04, 2018, 05:25:24 AM
Last couple of times I've also set up myself a little corner to do some live painting at so if you wanna see me splash some color around hop on by!  Gomez
6  Community / DevLogs / Re: Kollidoskop! - The 1978 arcade machine. [Video trailer!] on: April 04, 2018, 04:38:38 AM
plz steal wiping screen mechanic from Metro. Like steam or condensation gathering on the screen (with physically accurate refraction on water beads of course)
7  Community / DevLogs / Re: DISCO ELYSIUM has a new trailer (previously No Truce With The Furies) on: March 17, 2018, 01:21:50 AM
Thanks! Glad you did check it out, it'll change your life (hopefully).

There's been a long radio silence on this devblog. Partially from the eastern european winter bearing down on us forcing us to psychologically buckle up and suffer what we call the silent time. Relocating the studio to follow the sun to Mediterranean Athens for the winter unfortunately didn't pan out this year. However as the spring thaw approaches we feel our spirits enlivened, people are starting to greet each other at the studio once more and someone even made something similar to a joke yesterday. In this jolly spirit of spring comes Olga Moskvina writing about Psyche skills.



Meet the skills: Psyche



In a previous blog post, Lead Designer Robert Kurvitz introduced the Intellect skills, which allow you carve up the world every which way, and assemble new and wondrous things from the pieces. Now I’ll talk about the six Psyche skills — Volition, Inland Empire, Empathy, Authority, Suggestion, and Esprit de Corps.

Generally speaking, these six unstable dudes will make you into a more sensitive person. This is both good and bad. Of all our four Attributes, Psyche is the most schizophrenic. You will be a magnetic personality able to pick up on other people’s feelings, a powerhouse of imagination and charisma. But this will also make you a greater burden on yourself.




VOLITION

Volition is the foundational skill for Psyche, as Logic is for Intellect. However, while Logic may sometimes succumb to the temptation of intellectual arrogance, Volition is more consistent in getting you out of trouble. It’s your inner good guy.

Volition is all about having a moral compass and the willpower to resist temptations — from the sweet smell of liquor to unsavory urges. Yes, you can bear the profound tragedy of human existence, Volition tells you. No, you do not need to take a swig from that bottle of vodka to help you do it.

And when your ego is being inflated by self-congratulation and flattery (say Logic and Authority are having a big old party in your attic, egging each other on), Volition intervenes to cut you down to size before you do something abominably stupid because you’re feeling almighty. Volition is the party pooper.

It’s also the skill associated with your Morale — one of the two life bars in the game, along with Health. It represents your will to finish the investigation, redeem yourself in the eyes of others. Run out of Morale and you’ll give up in a series of excruciating “I don’t wanna be a cop any more scenes” where your friends get exceedingly tired of talking you back from the ledge.




INLAND EMPIRE

Inland Empire is your unfiltered emotions, dreams, and forebodings. Basically, Inland Empire has a lot of interesting (read: wrong) ideas about the world. It lets you know when there might be something mysterious or spooky going on. Why would you want to be just a regular old cop when you could be a para-natural detective, groping your way through invisible dimensions of reality? it asks you. (Inland Empire is, after all, the Lynchian skill.)

Inland Empire can also offer helpful hints via gut reactions – though you can never be sure when and to what extent to trust its enigmatic messages.

Of all the skills in the game, Inland Empire has been one of the wildest to write, since it also represents your uncontrollable imagination. When Conceptualization under Intellect is an art critic, Inland Empire is an unwitting creator. It turns inanimate objects animate and lets you have conversations with your gun, the corpse of the deceased – maybe even one of your items of clothing. The information it provides may prove right… in retrospect.




EMPATHY

Empathy is your ability to pick up on subtle cues that indicate that something is happening beneath the surface of other characters. Not that they’re lying to you, exactly — Drama (under Intellect) is your go-to for picking up on lies. Rather, Empathy lets you know when there’s more to the story than meets the eye. Perhaps a hidden sadness that a good detective should be able to coax out of the people he’s questioning. Or hidden resentment toward the detective himself.

Have too little of Empathy and you turn into an ungainly beast who is unable to read basic social circumstances and may or may not be forced to become a virulent… well, let’s just say, you may not have as much control over some of your politics as you’d like. Empathy is not all honesty and feelings, it’s also a basic social survival skill that makes you come off as caring and emotionally intelligent. (Even if you’re not!)




AUTHORITY

Authority is the skill that likes to fly into a rage when it feels like you and your profession aren’t being RESPECTED. It constantly urges you to reassert your dominance over those around you. Was there a hint of sarcasm in that elderly scientist’s “It’s a pleasure to meet you, officer?” Demand that he change his tone, or else!

Every so often, Authority also supplies useful information. For example, it can help you understand the power dynamics of a group of thugs, or let you know how far you can push someone before they push back. But, to be honest, it’s mostly about displays of self-assertion, which are quite important in police work.

Authority is perhaps the craziest skill to have little of. Yell at teenagers, start crying while you’re angry, verbally abuse your partner to no avail. Threaten to arrest people, then back off. If you constantly fail at asserting yourself as a police officer, you run the risk of becoming the fabled Meltdown Cop.




SUGGESTION

Suggestion is the skill of manipulators and charmers. Need to talk someone into something or out of something? Suggestion will hint at the right approach to take.

In contrast to baton-flailing Authority, Suggestion is all about soft power — why threaten someone when you can make them believe their interests are aligned with yours instead? You’ve just gotta find the right words, man.

Suggestion also lets you know when someone is trying to charm you, for whatever reason. Maybe it’s just an innocent flirtation – but how can you be sure?

Suggestion is also what people in Brittain call a slimey-limey. It’s oleaginous, even when it succeeds. And when it fails… oh boy. If you thought failing at Authority was bad, try failing at Suggestion, Casanova Cop. Aka Copponova. Aka Romeo Returns Alone.




ESPRIT DE CORPS

Esprit De Corps is your “meanwhile, back at the ranch” skill. It’s distinct from all the other skills in Metric in that it supplies the player with information that is beyond the scope of the protagonist’s present experience. Not in a para-natural way – rather, as literature. Esprit de Corps produces flash-sideways mini novellas of your cop friends, doing their cop stuff while you do yours.

Thus it draws parallels between your travails and those of your fellow officers all throughout Revachol. Esprit de Corps represents your connection to the RCM – Revachol Citizen’s Militia – the police force you’re a part of. And, more specifically, your Station – Precinct 41.

Esprit de Corps also looks in on your partner, Kim Kitsuragi, when he happens to be away. Thus, this system allows us to show what your party member is doing when he’s not in the party.

Take this skill if you like postmodern trickery. It’s a luxury skill, of course. But we see great potential for it in future titles. Esprit de Corps tells you: it’s not all about you. There are other stories happening parallel to yours. There’s a constellation of cops out there, solving cases, giving up and picking themselves up again…



That’s the gang this time around. Max out on Psyche in character creation, and these skills will argue, fight, and play tug-of-war with one another, attempting to make you follow this or that irrational impulse. It’ll be a blast, but make sure to buckle up!

A high Psyche goes well with most builds. Combine it with high Fysique for an absolute raving mad man. Or high Intellect for a mental bastion. Or high Motorics for one cool cat and charismatic leader.

Till next time!
8  Community / DevLogs / Re: No Truce With The Furies - Christmas teaser! on: March 15, 2018, 01:42:19 AM
Look at you internet sleuths out and about before I manage to pick myself up from behind the cintiq and log into tigsource  Noir

It's true! We changed the name, it's Disco Elysium


No more slurring on trying to pronounce a too long too clever for its own good tryhard name for a poet but also.. alas! no more furry jokes. Tiger Panda  

Where thematically No Truce With The Furies reflected on the hounded nature of the protagonist and defiance in the nadir of his existence Disco Elysium is a bit more upbeat and sinister take on it. Dance and party your way out of this pit (or did you dance your way into it?). Dance your way into the Elysian Fields if you can.

Renaming the game is kind of a big deal so here's a trailer to go a long with it. There's some sneaky fast peeks at some of the menus of the game in there if you're fast enough with the pause button.







And so time to submerge myself into work again NinjaHand Joystick
9  Community / DevLogs / Re: No Truce With The Furies [Modernist RPG] on: December 21, 2017, 12:42:30 AM
Merry Christmas y'alll!



10  Community / DevLogs / Re: No Truce With The Furies [Modernist RPG] on: November 06, 2017, 05:43:38 AM
Oh boy what a long silence! Not dead though, just deep in the trenches. Too deep to poke our heads out and see what's up in the rest of the world.

Here's a picture though:

11  Player / Games / Re: Spelunky 2 on: November 04, 2017, 03:29:34 AM
So you play the daughter of the spelunker who grew up deep under ground in the city of gold and now you have climb back up to through all the worlds and levels your old man came down through to find human society up there?
12  Community / DevLogs / Re: Return of the Obra Dinn [GDC 2016 Demo Build] on: October 19, 2017, 11:17:56 AM
I don't know man. The original had a careful and considered feeling to it. The new one feels a lot like an overlay layer. Like somehow psychologically the old style feels natural and intrinsic while the new one has a tinge of that postFX filter effect feeling to it.

However holy fuck that dithered no lines look of the very first image is amazing. How does that look like when moving around? There's a certain cartoony videogamey feeling that the wireframes bring. The no wireframes look feels more serious somehow, like it's going for evocative psychological drama. It's gonna tell you a story, it's gonna transpose you to a different world! Long serious nights behind an old Mac computer. On the other hand the wireframes bring some of that 80s "3d is awesome!" Elite feel. I mean both are cool, the wireframe videogame warmness probably makes it easier to play longer stretches without getting opressive but it's super interesting to see just what a difference it makes.
13  Community / DevLogs / Re: Cyberpunk City Simulator on: September 11, 2017, 08:09:04 AM
Keep on truckin'! I'm excited to see progress on this
14  Community / DevLogs / Re: No Truce With The Furies [Modernist RPG] on: August 18, 2017, 04:09:59 AM
I am literally squashing out the last bugs as I type this but

COME PLAY THE GAME AT GAMESCOM INDIE ARENA BOOTH!

15  Developer / Art / Re: GIFs of games being worked on on: August 07, 2017, 04:41:23 AM
Going from raw 3d to paintover



16  Community / DevLogs / Re: No Truce With The Furies [Modernist RPG] on: August 07, 2017, 04:31:05 AM
I'm revisiting some of the backgrounds to get them up to snuff for that Gamescom. Made a couple of transition gifs for fun - from raw 3d to paintover. You can see we used to go for a pretty realistic base in the early days but these days we leave the 3d mostly untextured and I do most all of the color stuff in the paintover phase. Turns out this saves a ton of time  Durr...?



17  Community / DevLogs / Re: No Truce With The Furies [Modernist RPG] on: August 02, 2017, 09:26:41 AM
Oh that trailer! Glad you like what you see!  

You know we made it under time pressure to get it ready for PAX East. We didn't quite get it up to the level we wanted really wanted so we didn't post it publicly anywhere.. but somebody recorded it off the stream anyway and put it up while cutting off the post-credits punchline where your partner concludes with "But we are the police.."  Giggle

You hear that lovely human doing the explanatory voiceover? That's our concept artist Kasparov - he recently gave this interview to 3dtotal:

https://www.3dtotal.com/interview/1104-interview-kaspar-tamsalu-by-3dtotal-staff-illustration-concept-art-2d-oil-painting

Some snippets:

Quote
3dt: What inspired you to get into art? Who are your favorite artists?

KT: Funnily enough I've come full circle. I mean, I always drew, I was that kid, but I only seriously wanted to get into art after I first started up my bootleg copy of Fallout. We're talking about Eastern Europe in the 90's. Games were not sold; faded CDs were smuggled into the country through Russia. As I was installing the game the digital painting by Justin Sweet was burned into my retinas forever. I realised I wanted to become a concept artist! I was nine.

Ten years later I moved move to Russia to study painting in St. Petersburg at the Repin Academy of Fine Arts. Another decade later I'm working on an isometric role playing game. My favourite artists are many, but I have to mention out Paula Rego, Pierre Bonnard, Edward Hopper, Lucian Freud, El Greco.

---

3dt: What are your experiences of working at a studio like ZA/UM?

KT: Oh boy. It is great! I worked alone for years before I came here and I think I actually went a little insane. But here everybody is insane! And they're massively talented to boot. I had to open up to both constructive criticism and collaboration. At ZA/UM we're approaching this video game design gig like it's an inter-and-multidisciplinary artwork. It incorporates writers, coders, musicians, artists and the occasional polymath. Wagner would be proud.

I usually hog all the character concepts to myself but he recently did this cool chick:

18  Player / General / Re: If a cup is used constantly, is it dirty? on: August 01, 2017, 10:22:35 PM
look at all these bacteriophobic pussies too afraid to touch a stairwell railing without their santized rubber gloves on  Cool
19  Developer / Art / Re: show us some of your pixel work on: August 01, 2017, 07:09:34 AM
Dude that is swank
20  Player / General / Re: If a cup is used constantly, is it dirty? on: August 01, 2017, 07:08:10 AM
Naw.

Moss don't grow on a rolling stone yo  Cool
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