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 Post subject: Re: Animal Memory - intro/teaser
PostPosted: March 24th, 2011, 5:36 pm 
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Joined: November 22nd, 2010, 4:06 pm
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As a fan service each forum member must have their own smoking cyborg head included in the game. You can make it an achievement to collect them all. :mameshiba:


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 Post subject: Re: Animal Memory - intro/teaser
PostPosted: March 24th, 2011, 5:38 pm 
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Joined: November 1st, 2010, 1:49 pm
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nah, that's the $2000 pledge option on kickstarter


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 Post subject: Re: Animal Memory - intro/teaser
PostPosted: March 24th, 2011, 6:40 pm 
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Joined: August 25th, 2010, 12:09 pm
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That's an impeccable poster, Mr Gauss, I love it.

When I read "unfathomably huge complex called the Spiral," it reminded me a little of the Lovecraftian (+10 pts) horror evoked by the maze and spiral staircase in House of Leaves (-10 pts?).

Looking forward to reading all the rest.


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 Post subject: Re: Animal Memory - intro/teaser
PostPosted: March 25th, 2011, 2:22 am 
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Joined: October 11th, 2010, 8:13 pm
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Location: Hvarfheim
If this game makes me feel anything like House of Leaves did I will buy it twice.


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 Post subject: Re: Animal Memory - intro/teaser
PostPosted: March 25th, 2011, 11:30 pm 
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Joined: September 22nd, 2010, 10:23 pm
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I like video games and am excited to watch this video games get made.

Dunno anything about the English impression the main char is giving, that dude looks exactly like John Cassavetes to me.


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 Post subject: Re: Animal Memory - intro/teaser
PostPosted: March 26th, 2011, 9:02 pm 
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I haven't the faintest idea of what you are talking about Flighty. I do not know of this man Cassavetes' live wire screen presence, nor his storied directing career, nor have I been particularly inspired by his calls to independent artistic expression. How dare you, sir.


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 Post subject: Re: Animal Memory - intro/teaser
PostPosted: March 28th, 2011, 3:12 am 
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Joined: September 19th, 2010, 9:33 pm
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Location: Australia
Skoosc wrote:
As a fan service each forum member must have their own smoking cyborg head included in the game. You can make it an achievement to collect them all. :mameshiba:

make mine this guy
Image
edit:
no wait
Image


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 Post subject: Re: Animal Memory - intro/teaser
PostPosted: March 28th, 2011, 3:43 pm 
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Joined: November 2nd, 2010, 6:01 pm
Posts: 277
animal mammary

took me half a week to think of that, yup


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 Post subject: Re: Animal Memory - intro/teaser
PostPosted: March 28th, 2011, 8:24 pm 
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Joined: September 23rd, 2010, 4:08 pm
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I'm looking forward to reading the thread about gameplay. "exploring, scavenging, planning and executing" sounds like trying to cover perhaps too much ground. I'm having trouble visualizing exactly what a Hitman+Stalker mashup will actually play like, apart from a wet dream for M14-havers.


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 Post subject: Re: Animal Memory - intro/teaser
PostPosted: March 29th, 2011, 2:48 pm 
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Joined: March 26th, 2011, 7:48 am
Posts: 15
Image

Yup.


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 Post subject: Re: Animal Memory - intro/teaser
PostPosted: March 30th, 2011, 5:10 pm 
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tacoo: you got it :) Might have to look a little different at some point than the teaser, you know, seeing as how I don't want to start any problems with likeness rights. But at least for that version of the character (still very serious about supporting different main character looks, though not customization) I want to capture his slight build, nervous energy, the crazy man eyes. The traveller, in any of his or her incarnations is not another stock brodude or dudette.

Lunaphile wrote:
I'm looking forward to reading the thread about gameplay. "exploring, scavenging, planning and executing" sounds like trying to cover perhaps too much ground. I'm having trouble visualizing exactly what a Hitman+Stalker mashup will actually play like, apart from a wet dream for M14-havers.


Don't take the comparison to either Hitman or Stalker too far, it's more that I'm looking to invoke some of that spirit. I'll have a post up soon outlining the way a typical mission is intended to come about, why those verbs make sense. It being an independent game I'm sure things will change in scope or shift to follow what works and what doesn't with the prototypical gameplay. Need to hone in on what really works well, not necessarily what I've got all on paper. I'm taking a week trip shortly but I'll be sure to get something something up so we can all talk about gameplay more in detail.


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