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gaming: Indie Game Spotlight: Untitled Goose Game  Oh, boy, do we have an extra super horrible Indie Game Spotlight exclusive for you today! We’re talking, of course, of Untitled Goose Game, a slapstick simulator, where you play a goose hassling a town full of people who would very much like you to stop hassling them, please. It feels a bit like playing the videogame version of an old cartoon, complete with reactive soundtrack. Everything that happens in the game is very low stakes (the goose doesn’t get involved in political scandals, or drive a car off a ramp etc.), but there’s a lot of room for comedic performance in doing things like stealing clothes off a washing line and dumping them in a pond. The team at House House shares roles a lot, and so the game was predominantly designed collaboratively by four people. We chatted with Stuart Gillespie-Cook, who mostly works on animation. Also within House House is Jake Strasser, largely responsible for the design of levels and environments, Nico Disseldorp who does all the programming, and Michael McMaster who mostly works on art direction and UI. The iconic sound effects were made by Em Halberstadt, and Dan Golding designed the music. There’s also art from Kalonica Quigley and additional UI programming from Cherie Davidson. Stuart Gave us the lowdown on the curious title, the game mechanics, and dream crossovers. Read on! What’s the story behind the title of the game? This more or less happened by accident; at first, we just needed something to put on a video we were submitting to a festival. It’s become one of the best things about the game, and I’m so glad we stuck with it. I will say it’s a weird thing to explain when your very not-online hairdresser asks you “oh, what game are you working on?”  How did the team come up with the animation style? The whole visual style of the game is designed to be nice and clean, very readable and approachable. The animation specifically takes a lot of inspiration from slapstick and pantomime—with big, over the top reactions that are impossible to miss. We wanted to squeeze as much emotion as possible out of these people without facial expressions, so everything has to be evoked with body language. We also lean heavily on two dimensional, hand-drawn effects that are lifted from comics—lines to represent the direction of a honk, stars when someone hits their thumb with a hammer, etc. Untitled Goose Game offers a unique take on the puzzle genre. What other mechanics can we expect? Because it’s a game that’s largely about interacting with a bunch of people, the game borrows heavily from AI systems in stealth games. Playing with a character’s awareness of where the goose is, where they left their stuff, where that sound came from etc. is a big part of the comedy of the game. So, while it’s less restrictive than most stealth games, and there’s no real fail state (ie. if a character sees a goose, they’ll think “ah, there’s a goose” rather than “I’d better shoot and kill that spy”), those explicit behaviours that are so present in the stealth genre are really important in our goose game. If you could have the goose cross over into any cinematic or game universe, what would it be and why? It would be nice to see the goose chase Postman Pat over a hedgerow. That era of British children’s television has been a huge influence on the game. Otherwise, we’re always open to having the goose in Smash. Are you ready to fulfill your wildest dreams of becoming a mischevious goose and harassing people? Of course you are! Check out the website to find out how you can get your hands wings on Untitled Goose Game! : gaming: Indie Game Spotlight: Untitled Goose Game  Oh, boy, do we have an extra super horrible Indie Game Spotlight exclusive for you today! We’re talking, of course, of Untitled Goose Game, a slapstick simulator, where you play a goose hassling a town full of people who would very much like you to stop hassling them, please. It feels a bit like playing the videogame version of an old cartoon, complete with reactive soundtrack. Everything that happens in the game is very low stakes (the goose doesn’t get involved in political scandals, or drive a car off a ramp etc.), but there’s a lot of room for comedic performance in doing things like stealing clothes off a washing line and dumping them in a pond. The team at House House shares roles a lot, and so the game was predominantly designed collaboratively by four people. We chatted with Stuart Gillespie-Cook, who mostly works on animation. Also within House House is Jake Strasser, largely responsible for the design of levels and environments, Nico Disseldorp who does all the programming, and Michael McMaster who mostly works on art direction and UI. The iconic sound effects were made by Em Halberstadt, and Dan Golding designed the music. There’s also art from Kalonica Quigley and additional UI programming from Cherie Davidson. Stuart Gave us the lowdown on the curious title, the game mechanics, and dream crossovers. Read on! What’s the story behind the title of the game? This more or less happened by accident; at first, we just needed something to put on a video we were submitting to a festival. It’s become one of the best things about the game, and I’m so glad we stuck with it. I will say it’s a weird thing to explain when your very not-online hairdresser asks you “oh, what game are you working on?”  How did the team come up with the animation style? The whole visual style of the game is designed to be nice and clean, very readable and approachable. The animation specifically takes a lot of inspiration from slapstick and pantomime—with big, over the top reactions that are impossible to miss. We wanted to squeeze as much emotion as possible out of these people without facial expressions, so everything has to be evoked with body language. We also lean heavily on two dimensional, hand-drawn effects that are lifted from comics—lines to represent the direction of a honk, stars when someone hits their thumb with a hammer, etc. Untitled Goose Game offers a unique take on the puzzle genre. What other mechanics can we expect? Because it’s a game that’s largely about interacting with a bunch of people, the game borrows heavily from AI systems in stealth games. Playing with a character’s awareness of where the goose is, where they left their stuff, where that sound came from etc. is a big part of the comedy of the game. So, while it’s less restrictive than most stealth games, and there’s no real fail state (ie. if a character sees a goose, they’ll think “ah, there’s a goose” rather than “I’d better shoot and kill that spy”), those explicit behaviours that are so present in the stealth genre are really important in our goose game. If you could have the goose cross over into any cinematic or game universe, what would it be and why? It would be nice to see the goose chase Postman Pat over a hedgerow. That era of British children’s television has been a huge influence on the game. Otherwise, we’re always open to having the goose in Smash. Are you ready to fulfill your wildest dreams of becoming a mischevious goose and harassing people? Of course you are! Check out the website to find out how you can get your hands wings on Untitled Goose Game!

gaming: Indie Game Spotlight: Untitled Goose Game  Oh, boy, do we have an extra super horrible Indie Game Spotlight exclusive for you tod...

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Her profile said she was into RPGs: Sat, Jun 22, 18:36 Hello traveller, I am your guide. Are you ready to begin your quest? Hello stranger, what do I need to do, to complete your request. You have to recover a long time lost manuscript held by a famous necromancer. Your journey begins in a forest. The left of you is a mountain with a large boulder blocking it's entrance, in front of you is an ancient graveyard. Some of the greatest heroes of the realm rest there I would like to investigate the grave- yard of it looks chill or haunted. Not strong enough to push that boulder As you enter the graveyard you notice old tombstones crumbling, scribed in language too ancient to be known by any living creature. While searching around you find a crypt, the front door has been knocked open, you can hear a soft gust of wind coming from inside. I copy the ancient text, best as possible. I use 'produce flame' when I enter the crypt. As you go in the light from your spell fills the room, you notice the coffins that adorn the walls and a spiral staircase that leads further down, at the bottom of it lies a large room, broken pillars, and a statue of Sild, the Warlock. A very powerful wizard from centuries past. Further away, with barely any light around it, you see a creature in a black robe facing away, as it ignores you on purpouse. There's a corpse on an alter in front of it, and it's hands deep inside it As I enter the room I go "excuuuuuse me, but it's not nice to sacrifice people" en hold my flame ready to attack if he would attack me... The creature in black turns annoyed by your interference, you see a beetle crawl out of it's eye socket, it's deformed face makes your stomach sick, as you think that eating all those fries before entering a graveyard was a bad idea. A purple light starts forming as he moves his hands together With a quick look around you notice a large floating orb 3 meters above the creature's head. You remember the old legend of Sild's orb, which he used teleport anywhere in the world. Nasty! God damn it those fries! I shoot my flame to the orb so the bug guy can't escape. And pull out my scimitar ready to attack As your flame hits, the orb shatters into what seems to be glass spikes, flying everywhere, further damaging the room. Some hit the creature, tearing his black robes just to reveal pieces of rotting flesh. The stench of death takes over the room, you can't hold those fries anymore, as you make an effort to not puke onto your brand new heels -and you hear your own voice in your head WHY WOULD YOU GO INTO A GRAVEYARD USING HEELS WOMAN ? As you get distracted, the creature fires his spell, you quickly block it with your scimitar, but it flies away from your hand. You are disarmed and the creature starts running in your direction "I DON'T I WANTED SOMETHING DIFFERENT THEN THE USUAL SNEAKERS as I replied to my own question. I take them of hold them as a weapon ready to defend myself against the ugly bug dude. And try to figure out if I can back to my scimitar. As you dual-wield your brand new puke-free heels you notice a two fast moving shadows moving behind the creature. Desperation starts to hit as you are outnumbered and your scimitar is nowhere to be seen, suddenly the shadows jump onto the creatures head and start attacking him. IT'S YOUR FAMILIARS, your thank yourself for installing that catdoor years ago. The creature loses balance just as it reaches you, slipping and faceplanting your puddle fries and cola that rested on the floor. You plunge it's head with both heels. It explodes and the creature slowly starts turning into ashes... You give a well deserved pet to them. The comforting purring sounds fills the room, you feel safe now. One of your familiars starts digging into the ash pile, as he found something of value there. IT'S A FORTUNE COOKIE! I go like "Oooh cookie!" I break it open and eat the cookie while I read. And also keep petting them, like a good rub under the chin. You slowly chew the cookie, the slight chocolate taste is well welcome at this moment, unravel the note, and it says , hit me up for fries & movies sometime. Sept Her profile said she was into RPGs

Her profile said she was into RPGs

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