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Rahul

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  1. Congrats guys! Excellent work all around. You guys are hardcore.
  2. No. HTML validation is irrelevant and overrated. :-)
  3. The key to getting tweeted about is finding the people who stand to gain from their association with the Two Guys. There was some guy with 15k followers who tweeted easily - turns out he's a voice actor who wouldn't mind working on SpaceVenture. Try focusing down a tier from the Hollywood stars and find people with whom you can "trade" the tweet for something else.
  4. I'm in! Especially the 42 part is great.
  5. I put together a page of copy calling HTML5 and adventure gaming fans to arms: http://helpthetwoguys.handcraft.com/ Please spread this amongst any web developers, software engineers, Googlers, design geeks, etc that you can find - it may help get some more pledges by people who want to see a great HTML5 project happen on top of people who just want to see the game. It may be a viable angle that I'd like to try out. Try not to post this in the Kickstarter comments, though - that isn't the right crowd, as we've seen ;-) Thanks! PS. This is not a confirmation of
  6. Chrome is far from a minority browser - last week, it overtook IE as the #1 browser worldwide. And even if it isn't #1, it's definitely one of the three major browsers. We had to choose one, and the one we chose is also the one that uses the Webkit rendering engine, which is the best engine right now to develop HTML5 games for.
  7. Er, what? No we didn't ;-) Not sure what you've been hearing. Fronzel, of course we (Q42) have different motivations for doing this than the Two Guys. But they're not mutually exclusive. We honestly want to help them put out these prototypes as quickly as possible so they can show their progress and learn from them. In fact, the prototypes were our idea. But in order to produce them as quickly as possible, we had to place some limitations on what they could do. We're not getting paid anything for spending time on this - we're doing it because we're huge fans of the Two Guys and want to se
  8. I'm aware of that and that isn't the point. The point is the badge - you get to call yourself an Ultimate Fan because you put down money without needing anything in return, unlike those puny *regular* fans who want some "Orat on a Stick". Psh! It labels something that is currently unlabeled. It's called "Ultimate Fan" because you "don't get anything in return" - but of course you get something in return: the Ultimate Fan badge. Many people in the Kickstarter comments are asking for new tiers "so they can increase their pledge". All the while, they could just increase their pledge any
  9. My idea: Ultimate Fan tiers for, say, $8, $80, $800 and $8000 where you put money in and get *nothing* in return. Except, of course, that the game gets made. And that the Two Guys think you're awesome. Because ultimately, we're all here to get this game made, not get free swag.
  10. Dave has always been a pretty avid supporter of classic adventure games, so I think it's pretty likely it is actually him. But you're right that we don't know for sure.
  11. I think it would be cool to try and see if we can make some mini-goals. We have nearly 2500 $15 backers. What would it take to turn that into 3000? We have 618 $30 backers. What about 750? etc. How can we focus and double down on increasing the smaller numbers, which will in turn increase the big important number? Perhaps that will help us focus on some short term goals rather than sitting here staring at the $211k slowly ticking away. PS. StellarSoul, there is nothing stopping you from pledging $200 anyway if that's what you can spare. You don't need a tier to increase your ple
  12. I love the idea of a sarien.net meetup :-D You could even make it a collaborative, multiplayer playthrough of SQ1 since that game is completely available. It could be crazy hectic and chaotic, but a lot of fun and definitely something that could be recorded for posterity.
  13. One thing that sets this Kickstarter apart from the others, and can really be used to form a different compelling narrative, is that the prototypes show something actually being made. As Penny Arcade and others illustrated, it can be hard to trust your money to some guys whose last major product was released in the early 90s. It's been 20 years - how do we know they still have what it takes? A series of prototypes that shows the Two Guys working on a game is a great way to make clear early on - before the money has been committed - that they're focused on actual game development, not just talk
  14. Hey guys, glad to see everyone trying it out! I'm one of the two guys from Q42 building this thing with the Two Guys. It's been a lot of fun so far, but we still have a long way to go. e1ven seems to have a good idea of how HTML can be used for a game engine and what kind of features we still need to work on. We're really looking for your thoughts on where you'd like to see this going next. Is inventory important? Death sequences? Music and sound effects? More things to do? Text parser?
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