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1662
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Player / Games / Re: Fez on Techmeme
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on: August 19, 2008, 07:29:40 PM
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In the case of Fez, you move in 2d around four discrete 2d projections, to interact with a 3d data set. You use symbolic representations - a door, or the back of a sign - to fill the 3d space into your brain using this very minimal interface.
The thing is that I'm not exactly sure where the line should be drawn to differentiate between content and interface. You're calling the world architecture the content here, while I refered to the 2/3D mechanics as part of the content. In the same sense, would you consider the time manipulation in Braid to be part of the interface rather than the content? In my opinion, it is not an interface if it can't be separated from the content itself, and that's the case of both Fez and Braid; the game's design would be completely different if you changed these factors. Then again, I'm not entirely sure if this is the best way to make the divide, so I'd like to hear your thoughts.
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1665
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Player / Games / Re: Fez on Techmeme
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on: August 19, 2008, 01:35:24 AM
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That article is pretty bad. Poorly written and poor examples. That Aurora browser concept looks like a mess.
Fez is great and all, but I'm not sure if it counts as an interface when it's actually the core content we're talking about. The interface would be the way we interact with this bi/tridimensional world. I can say the same thing about that jDome, which is a display system.
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1666
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Developer / Design / Re: 3D glasses 2-player on one keyboard
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on: August 18, 2008, 09:39:47 PM
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I find this idea to be very interesting, so, to show people that it can be done (and that no black background is needed, etc.) I made the following example.  You can see that they are two distinct images. The rightmost picture is what it looks like when both are combined.  And here is what they look like when filtered by red or cyan, respectively. This replicates perfect conditions, of course (colors exactly opposite in the RGB spectrum, 'lenses' that match the color of the picture identically), but it illustrates the basic point that two different, monochrome images can be filtered out by this method. There will be some ghosting for both players, most likely, but if there is no secret information being displayed, then I see it as a minor problem. What I'm most concerned about, though, are the glasses. I'm afraid that the game might not make it to the event, given that it will require two extra sets of glasses, in addition to the red/cyan ones, for people to see the game.
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1667
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Community / GAMMA / Re: GAMMA 3D
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on: August 18, 2008, 08:51:44 PM
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other specification, we are looking at red and CYAN here. also the norm. it seems cyan is marginally better than blue.
Yeah; cyan is completely opposite to red in the spectrum, and also lighter than blue, so it allows for higher contrast. you don't have to use wireframe rendering I know, but I was trying to think of situations where stereoscopy could dramatically increase comprehension of objects that might seem very messy otherwise.
I can certainly imagine something like Lost in the Static, but for stereoscopy.
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1668
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Developer / Playtesting / Re: Enjoying the view [WIP]
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on: August 16, 2008, 01:01:40 AM
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This is really promising. I'd love it there were no goals at all, please don't stray from that. I really like how the bird hops when he's walking! You're using some form of collision detection that's too precise, though; the bird can actually get stuck in mid-air here:  Some gentle gradients could look nice for the background; some black clouds moving, a flickering of the light in the lamp post, leaves falling from the tree as you go through it and a gentle shaking of the branches, a couple (not too many) blinking stars in the sky... Those could add to the atmosphere.
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1669
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Community / GAMMA / Re: GAMMA 3D
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on: August 16, 2008, 12:38:47 AM
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Phil! You should write in the rules which eye of the glasses is the blue and which the red, otherwise some people might make their game with inverse depth to the rest!
Otherwise, this sounds about as awesome as the past Gamma competition, if not more. I'm really looking forward to the results.
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1671
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Player / Games / Re: Indie Piracy: Positech Dev Reply/Conclusions After Article
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on: August 15, 2008, 10:35:07 PM
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The guy's approach is not wrong in the slightest; it just so happens that the results do not necessarily represent those of the majority of the consumers. First, responding to this survey was completely voluntary. Nevertheless, this approach comes with an advantage: precisely that only the people most interested in the matter will respond. People who don't give a crap and will just pirate anyway will continue to do so: it's the people who care who can be swayed more easily. So if they felt compelled to take the time to write an email to this guy, then they are positively invested in the piracy problem and its possible solutions.
A deeper study could be conducted to also discover the motivations of the other (larger) segment of the consumers, but for what it is, this one is not half bad.
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1675
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Community / Bootleg Demakes / Re: Hyper Solar-System Plumber
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on: August 14, 2008, 03:50:52 PM
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Quite interesting! The physics need some work, as some counter-intuitive situations arise at times because of it. Basically, instead of instantly switching from one planet's gravitational field, it should happen smoothly, and the plumber should draw a gentle curve in space instead of a stark angle while jumping from one planet to another. Never mind that, though; this is quite a creative idea.
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1676
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Community / Old Competitions / Re: TigSource Writing Competition: ####punk
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on: August 14, 2008, 02:44:45 PM
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Man, an awesome bunch of works. I'm embarrassed to present you...
Lies
The head contraption used to connect to the Network put pressure on my temples. The few seconds immediately after I activated the switch on the machine were as if my mind's link to my body had been severed, ending with an almost painful return of all the senses at once. Although I still recognized the connection shop when I glanced around, it looked ethereal now, with a plastic-like quality to everything, and no one else remained in the place. I had no idea what to do, as this was my first time connecting.
Father had kept us both away from technology. In our house, which used to lay in the outskirts of town, we didn't need to worry too much about anything other than the city's waste contamination and humbly working the land. My sister hated Father, though, and the day he died she fled, leaving Mother and I to ourselves. We didn't hear from her in those two years, until Mother died of the disease as well. A neighbor pressured to buy the land after that; there was nothing left for me there anymore, and I was already grown enough to leave, so I accepted the greedy offer. I departed in search of the only person I still had left.
What I discovered when I arrived in the city, though, was that she was also dead. It took me some time to find her, because she had changed her last name, but I could confirm what I had been told once I saw the dried blood atop the table she had her computer on, her face with sunken eyes, and smelled the pungent stench that would not leave my nostrils for days. She had been dead for a week, but the motel owners never took care of the body, claiming that it was the responsibility of the police. It had been suicide.
I tentatively removed the device from my head and, confirming that I was still connected, walked toward the door of the connection shop. Outside, it was similarly devoid of life, and there was no wind, or any sort of motion. Bright, blinking advertisements were now unlit, and even the sound of my footsteps seemed to have become quieter.
I walked through the city for several hours, though nothing reflected this, not even the dim, unmoving sun. I found the motel and climbed the four flights of stairs that led me to my sister's room. Inside, it was just as it had been the first time I visited, with her laying motionless, her face turned to the window opposite the door, one hand on the table. The only difference was that there was no blood this time, no smell. I approached her, and kneeled. Lifting her hand I felt a faint warmth, and a soft pulse; I clutched it with my own. Softly brushing her hair, I sensed a reaction in my palm. Slowly, she turned her head to me. She found my eyes, and she smiled.
As soon as I got to the city and learned of the rumors regarding the Network, I knew that she had never really hated Father. And I knew just why so many people abandon their quiet place to come live in the city that Father despised so much. I was no better, no stonger than them. Outside, there are so many people without hope, people that have nothing left to live for. There are so many other people that don't mind the lies.
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1677
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Player / Games / Re: Comparing Cactus and Messhof
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on: August 13, 2008, 09:10:54 PM
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First of all, holy shit Bike Game looks hot.
Other than that..., yeah, both Cactus' and messhof's games are more memorable than 90% of what's out there commercially.
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1678
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Player / Games / Re: A few thoughts about Braid and "Art" (Should be spoiler-free)
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on: August 13, 2008, 01:13:48 AM
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Ah, the vagina dentata shows up in yet another way.
It's a beautiful thought, drakfyre. Art things are created from the ashes, then as humans 'evresbo' them, they deplete them of their meaning and lock that knowledge in their minds. Then the art things disappear, absorbed and separated by the paint brush, the film, the chisel, the pen. Ultimately, their very essence is hidden forever by their kidnappers, called artists.
Also, from this point of view, death is the same as birth, except that after dead one comes to this world to be ridden of earthly knowledge, as if to cleanse the mind, until one grows (or dwindles) into the perfect innocent being. I have always believed that humans believe too strongly in rationality.
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1680
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Developer / Playtesting / Re: Into the Trees
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on: August 10, 2008, 01:14:42 PM
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Game looks beautiful and fluid. I don't like the way you used the cardboard textures too much, though, in those pics.
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