It was at exactly that time that Colin McComb, whom I'd worked with on Planescape: Torment, asked me if I wanted to work on a spiritual successor to that game. But by 2011, our expenses had slowly outstripped our income. My wife and I live in Thailand, and our primary work is taking in children with nowhere to go. How did this opportunity come about for you and what was it like stepping into a Design Lead role for this production? You worked as the Design Lead for Torment: Tides of Numenera later in your career. But the connections I made on that project were strong enough (apparently) to pull me back in several years later for Torment's spiritual successor and several gigs after that. Much as I loved the team and the project, I left the game industry shortly after Torment's release to focus on my personal life. I gained a reputation as a kind of troubleshooter, but really, I was just trying to make the game as good as I could make it. I frequently discovered that what the designers wanted to do wasn't supported by the engine, and I had to figure out clever workarounds or alternatives all the time. It sounds like it might not be very creative, but I loved it.Īnd it was creative. My job was mostly taking designers' outlines for different areas and implementing them in the game-cutscenes, boss battles, cranium rats, immortal tomb puzzles, brothel NPC pathing and barks. It was also my first project, which made it even more of a dream-a culmination of a dream, really. I couldn't get enough of this strange, compelling world and the mystery of who the Nameless One really was. I read every design doc I could find on the company server. We only knew that we loved what we were making. None of us knew at the time, of course, that it would become a classic (and it didn't sell terribly well upon release either-its "classic" status came much later). What was it like working on this classic computer role-playing game? One of your first game credits is as a scripter for Planescape: Torment. The game is very playable, it doesn't ask for some metal gear solid european extreme skill to complete, I still enjoyed the feel of it all in all, the atmosphere/art direction does the trick, the voice acting, which I liked the most, was perfect.Ī twitch speedrun stream is running on another monitor as I play, but I doubt it was the culprit, who knows.Digimancy Entertainment have posted an interview with renowned game writer Adam Heine. And more but it was certainly all listed somewhere). Lily randomly pulling back to a previous bush to hide, follower mode or not, glitchy pointer when guiding her to your location sometimes, true for haystack & bush, some guard can't hear the bench pulled right in his back while the other he was talking to further from it react/chapter 15. The game never crashed even once, ran perfectly, no dump files to submit here, maxxed out, flawless, wish I could say the same about mechanics (hah. The only way out of this situation was, as mentionned, to start from a fresh save (gladly, the 100% acvhievement completion can be validated using more than a unique save file, tested & verified.) Of course, I tried to quit the game, verify the files through steam, used a barrel for the kill, hid the corpse, nada (pretty much everything I could think of). Gladly, I've bumped into this, thanks science, I used the chapter select from the beginning of the game to see if it would clear it (using the original soft locked "save") reaching the breaking point, it didn't, neither the reuse of the chapter select to any point preceding the problem. The cutscene triggered properly before that. I was using the chapter select to take the "carnage" path after a full pacifist playthrough completion, it looks like the game doesn't like it (save related/interlaced trigger problems?) In terror a few steps away from the iron gates she was supposed to helped me with after I "accidentally" slit the guard's throat in front of her (end of chapter 2). I usually do not revive old threads, but it just happened to me as well, Lily soft locked, frozen
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