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PostPosted: 01 Apr 2013, 18:26 
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PostPosted: 06 Apr 2013, 11:56 
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A couple more questions for everyone if you don't mind:

1. In the current build non-speaking characters are dimmed. Is this distracting (especially with the lip flaps) or helpful?

2. What changes would you suggest for the interface? Now's the time to them bring up; in a couple weeks I'll be too far into the second draft of the story/gameplay that I won't be able to make any majors changes so easily as I can right now.


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PostPosted: 06 Apr 2013, 15:51 
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1 - Didn't really distract me, it actually seemed pretty natural as far as I remember.

2 - Swapping between different interface modes (Talk, Take, Interact, etc.) all the time kind of bugged me, but I don't really know what could be done about it at this stage. It seems like the kind of thing you'd only want to change pretty early on in development.


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PostPosted: 06 Apr 2013, 16:24 
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David wrote:
Swapping between different interface modes (Talk, Take, Interact, etc.) all the time kind of bugged me, but I don't really know what could be done about it at this stage.


If it could be changed, ideally how would you change it.


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PostPosted: 06 Apr 2013, 16:31 
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A simple "Interact" Interface which would allow you to switch between "planes", or perhaps only zoom in on People for you to talk to if you select one from the general Field might be nice.



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PostPosted: 06 Apr 2013, 17:16 
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DMAJohnson wrote:
David wrote:
Swapping between different interface modes (Talk, Take, Interact, etc.) all the time kind of bugged me, but I don't really know what could be done about it at this stage.


If it could be changed, ideally how would you change it.
Might be simpler to click on something and then have a menu pop up where you choose what you want to do with it (Interact, Take, Use item, whatever makes sense), rather than the other way round. Though I guess Talk would still have to be separate so you wouldn't have half the background objects hidden behind people.

Of course, that might make some puzzles a fair bit easier (like the one with the
Spoiler: show
fuse hidden behind the walrus poster
- it's much easier to think of picking Take if it pops up in the menu when you click), so bear that in mind.


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PostPosted: 10 Apr 2013, 08:24 
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Several of you noted that you disliked Travis and Adrian's characters. How would you change them if it were up to you?


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PostPosted: 10 Apr 2013, 12:23 
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I dislike little kids, so my solution to Travis is one you obviously can't implement; namely, eliminate him. That's not a fault of yours.

Adrian...I dunno, man. I think it was again more of him as a kid I disliked, so what I have for disliking Travis factors in heavily, most like. But his actions in the flashbacks--particularly the second one, felt kinda stiff and was very easily predicted.



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PostPosted: 10 Apr 2013, 12:52 
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Zeth wrote:
I dislike little kids, so my solution to Travis is one you obviously can't implement; namely, eliminate him. That's not a fault of yours.
I'm so glad you said that. I wasn't going to respond to this latest question because that is exactly my attitude, so I don't have anything helpful to suggest. Of course, the story requires a child character, and I didn't feel there was any great fault with Travis' character beyond the simple fact that he is a child, and, to my mind, children tend to come across as rather irritating in just about all visual entertainment media. I actually preferred Adrian to Travis as a child (once I'd read the text file with all his dialogue in, since I hardly got to see him in-game due to the bug), but that was because at that stage we're learning about who and what he is through his dialogue, so that makes him slightly intriguing.

As for the earlier question, again, I was reluctant to reply immediately because I couldn't think of anything helpful to say about the interface so I was waiting to see what others might say, but the idea of dimming the non-speaking characters sounds quite good to me. I don't think it would be distracting.



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PostPosted: 10 Apr 2013, 12:55 
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dinowoman wrote:
As for the earlier question, again, I was reluctant to reply immediately because I couldn't think of anything helpful to say about the interface so I was waiting to see what others might say
Same.

Although dimming the characters really makes no difference to me one way or the other.



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PostPosted: 10 Apr 2013, 18:18 
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I think dimming the characters is a neat effect if nothing else. I know that sounds dumb, but I guess I'm easily impressed by some silly visual stuff.

I am going to ... see what I can do about playing this build this weekend. No guarantees.



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PostPosted: 10 Apr 2013, 18:38 
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If you only make it a little way into it and have to quit, no biggie. I know you have more important stuff on your plate at the moment.


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PostPosted: 13 Apr 2013, 20:53 
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Two more days, guys! Get your friends to play!



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PostPosted: 13 Apr 2013, 21:19 
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I've been tryyyyiiing, nobody will. : /



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PostPosted: 13 Apr 2013, 21:48 
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Kill them.

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PostPosted: 13 Apr 2013, 22:01 
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oh yeah I still need to find these fuses



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PostPosted: 13 Apr 2013, 23:25 
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The fact that that video said FUNIMATION in the corner the entire time took it to an entire level of something it would never have acquired otherwise.



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PostPosted: 14 Apr 2013, 04:19 
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Medusa wrote:
Two more days, guys! Get your friends to play!
I've been trying. Pedro said he would and I've reminded him twice but I think he's forgotten again and I feel awkward pestering him too much. Sam said he couldn't spare the time, and Fox was away visiting a friend and said he'd do it when he got home but I haven't seen him since to remind him.

@Myke: You can always leave feedback for the game up to that point.



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PostPosted: 16 Apr 2013, 23:38 
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I gave this some thought and I'm going to extend this until May 31 given that so many people have finals and stuff coming up, unless Dale has no more use for people to play through the game.

Also, should Dale release another build between now and then (I have no idea if he plans to or will have time to), those who played this build may play the new build and it will count as another person.



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PostPosted: 17 Apr 2013, 20:45 
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I'm always open to comments and input. I don't plan to put out another build anytime soon, though. I'm about to begin the second draft, so changes will cause things to not line up anymore rendering the game largely unplayable for the next couple months until I finish.

In the meantime, compare Waechter's ugly old mug to his new style sheet:
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PostPosted: 17 Apr 2013, 21:33 
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Heeey, he went on a diet.



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PostPosted: 17 Apr 2013, 23:10 
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I approve of the scarf.


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PostPosted: 17 Apr 2013, 23:35 
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A general Improvement, I would say.



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PostPosted: 17 Apr 2013, 23:50 
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Is the coat slightly longer in the Professory Things image or is it just the perspective that's playing with me?



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PostPosted: 18 Apr 2013, 04:39 
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I think it is a tad longer, unless writing on the blackboard is causing him to lean back slightly (though the image doesn't suggest he is). Mind you, I don't think it's particularly relevant - as far as I recall we only ever see him from the front in-game.

I like this redesign. I had nothing against him before - his slightly scruffy, overweight version is very common amongst academic staff - but the new, leaner Waechter gives the impression of a more active, more-likely-to-get-involved-in-adventuring-stuff type of person. He also now looks slightly younger, which fits better with the age you gave for him earlier in this thread.



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