amadeuszbx

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About amadeuszbx

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  1. So we know the game runs on Unity as its engine. Would you care to share what modelling (and possibly sculpting, texturing etc.) software your artists use to prepare models for TLD? Or is it some kind of company's secret?
  2. Hi, more personal questions, than questions about The Long Dark but I think that you could probably use some of those, given that previous weeks were full of discussion about technical aspects of the latest update. 😁 1) Could you name a few of your favorite games? In general, don't have to be anything related to survival or something that inspired TLD. Just several titles that you really enjoy as a gamer, for one reason or another. Can be 2 or 3, can be a whole top 10 if you'd like. 2) The philosophy of Hinterland Studios and its approach to the game development and developers is very clear and very refreshing in the game dev business. Several things that are so exceptional about your studio are: not giving any dates ahead of time, taking your time with the updates (not trying to roll out updates every 2 months or something), focusing on several chosen tasks at a time, instead of trying to fix everything that people complain about all at once. While I can guess that the last one probably comes from the size of your team, it seem that you have a strong philosophy of leading the studio. Something that may be a little bit annoying to some fans (like slow development of WINTERMUTE and not giving any release date at all), from the perspective of game developer working for you seems like heaven! They are not rushed and can take their time to really do what they want and how they want it and to polish up their work, instead of rushing it. So my question here is: What influences such policy and what affected your philosophy of managing a game studio? I know the topic is kind of broad, so you can adapt my question however you see fit. I would just like to get some general comment from you on your approach to managing Hinterland Studio (or employee's work routine to be precise). Such work philosophy seems (unfortunately) quite rare in game dev business, although it is more common in indie field, and I guess that you are still considered indie developer. Sooo, introduction to second question is kind of long, but question in and of itself can be answered however you see fit (through a short comment, even 😄) so I hope you will manage to do that! Thanks!
  3. Hi, Question about newest Steadfast Ranger update, more specifically a polite request to clarify small detail about new sprain system. A lot of people seem to have similar confusion, and if I somehow did not understand it from the release video or missed it in update notes, then I'm sorry (but believe me, I've looked 😋). So, new update introduced the mechanic where carrying too much weight (over character's limit) can be one of the factors that increase (or create) risk of getting a sprained ankle. Now the question is whether: you can only get a sprain when you are on an uneven terrain (the warning icon shows) and carrying too much only increases this risk, or whether you can sprain your ankle even on a flat surface when you are simply carrying too much? Thanks for the clarification, sorry again if I misunderstood or missed the explanation in the video, and a big thank you to you and TLD team for giving us such a high quality experience! This latest update, for me personally, is great! I love everything about it! Made me want to go back to playing TLD after 2 months' brake, but I still have to wait till my finals are over 😄
  4. Is it? I've never noticed it, and I'm quite sure that I specifically tried to see it. I lit the fireplace in several different interiors and then went outside in the night to check if I can see anything. I was quite sure I didn't, but I guess I have to check this out again, the next time I play the game. 😁
  5. Seeing a post in another Milton Mailbag, made me come up with this kind of question/request for the future. So, there was this question about light coming out of trapper's cabin's windows at night, as if there was light inside. Players reported that you can see it through the windows from the outside. You said that it was a bug and that you would remove it, but a lot of people came in, asking you not to. It seems that seeing such a cozy light coming from the inside made a lot of people feel comfortable and very homey. That's why I would like to ask: maybe you could consider to add into the game a mechanic where, when you have some fire lit inside a house (like a stove or a fireplace) some of the light from this fire can be seen through the windows from the outside? Definitely nothing too bright, and not ALL the windows, so it would not look as if you have some electricity working in there. Just faint light in one or two windows that are in the close proximity of this fireplace. It would be something similar to already existing feature of the smoke coming out of the chimney. I think that such small, purely aesthetical detail would not really influence the gameplay, at the same time increasing this unique feeling of coziness and peace that many players (myself included) love your game for!
  6. Do you think you will ever offer entry-level positions at Hinterland? Perhaps, when the company has grown to be big enough? Would you like to offer job and experience opportunities to beginning (often inexperienced) but determined and hard-working artists/programmers/developers? I totally understand the current approach to Hinterland's team building, focusing on experienced veteran developers. Just curious about distant, theoretical future.
  7. But it's not the point. It's just so silly. Why? Why can't I sleep on the floor of the cave? What's more not every interior has a bed plus, even more importantly as BareSkin said: you get this fuzzy view, and start staggering around way before so while in theory it takes some time to die from exhaustion, in practice you won't be able to move efficiently to those beds (that are supposingly all around). What's more, why can't I just sleep on the ledge or in some cave midway through my climbing? I know it will be dangerous but let me suffer consequences. Don't make me stuck on the ledge with 0 energy just because I did not take that additional 1kg of bedroll weight (more if it's Bearskin Bedroll)? Saying that there is plenty of places to sleep predefined by the game is not addressing the problem (not only my problem but problem of many, many players) at all. It's like saying: "Ok, characters refuse to eat with their hands in extreme survival situations. They require knife and fork. But we made spawn point for plenty of forks and knives so it seems you have a lot of options where to eat?" It's exactly the same level of pointlessness.
  8. Well, the reply of the Mr. Director was that we have plenty options to sleep: beds, cars and bedrolls so it's not needed... Completely missed a point of how silly and pointless it is to not have it, with typical: "We think you are wrong and that's all we have to say."
  9. Straightforward question: do you plan to add option to sleep on the floor (like anywhere, even on snow)? I'm asking cause it seem highly unrealistic (not it's-just-a-game unrealistic, but really unrealistic) that characters stay up until they die of exhaustion instead of passing out and waking up later. Sleeping on the bare floor could have no benefits of regular sleep (like very slow condition restoration or no affliction healing) and on snow it could mean temperature penalty instead of bonus so you would need a fire going. Buuut it should at least be an option, right? If it isn't, it's just quite silly that characters stay up until they die of sleep deprivation and it makes bedroll a bit too crucial than it should be.
  10. Yeah, I know. These all things, however, are just so they could balance out game/allow for some mechanic. Okay, noone would be immediately as successful with making deerpants as our characters are on the first try, but they should be, cause it allows for some basic mechanics to function. With lack of sleeping without bedroll it's just so surreal, more unrealistic in my opinion than the fact that they can blacksmith on the first try or still eat ruined meat with enough cooking level. Its just against basic logic of the supposingly realistic game itself. On the side note, yeah: whoever needs to eat half a deer a day to survive is indeed a mutant.
  11. I'm just wondering why it is not possible to lay down on the floor and sleep? You could still die if you did not take care for heat etc. Outside you could still be attacked by wildlife (even more likely than in snow shelter) but it should be an option! Even on the snow as a last resort (and I don't mean snow shelter). They could make it, so sleeping on the floor would not restore condition, restore very little of it, it would burn more calories or some other drawbacks like that, but it at least should be an option! It's just so stupid when I'm well fed, well hydrated, got maximum condition and a big fire that's going to last 10 hours and gives off +60 degrees Celsius (thanks to coal), and then I still dies of exhaustion cause Will stands there stubborn, refusing to lay down until his goddamn death! You'd think that after running out of energy the bastard would just collapse from the exhaustion on the floor, pass out there and wake up a bit more rested, right? But this goddamn mutant does not behave like human being and instead just stands there until death does him part. Goddamn it. Why do you think it's not possible? You could say balance, but as I said it could have serious drawbacks/none of the benefits of regular sleeping. And yet it should still be allowed as a last resort because it makes no sense to die of exhaustion instead of just passing out and waking up later!
  12. Oh, right, sorry. I forgot about moose satchel mainly because I never used it. Still, my initial question holds.
  13. Ok, so I have 3 questions here. I'll be thankful if you answer! 1) People seem to really want this, theoretically small, but much needed change and I'm one of them. What change? Making scarfs and accessory, not a piece of head-clothing! It makes no sense for them to take up the same space as hats, while ear wraps are considers accesory (and I think they are the only accessory currently in game). Will you make scarfs take up accessory slot rather than head slot, because ear wrap being an only accessory seems a bit empty and definitely not very sensible (like: Who would wear two ear wraps??)? Do you plan to add more accessories? 2) I also wanted to ask what are your current plans for regions? Are you right now focused purely on adding regions for the sake of Wintermute or are you also planning some regions only for sandbox mode (like the added Hushed River Valley)? Do you plan to somehow expand the Broken Railroad or is this regions finished? I ask this because I'm already in love with this specific map and from reading forums I see that I'm not the only one who feels that this region is a bit "unfinished" and will probably be expanded in the future. Do you plan to do that? 3) Question that's purely out of curiosity. Do you plan or have you ever considered making windows inside the building reflect the actual outside? If you scrapped that idea, than can you tell us why? What I mean by it is that instead of only light passing through them and nothing but blurr being visible, we would have windows actually showing what is outside. An example: you've just hidden inside a cabin from a wolf and you can see that wolf romaing outside in real time. Exactly like we can see the outside from vehicles? Just a question, not something that I wanna see or that I think should be in game, cause I imagine how much work and problems that could create plus in some ways current choice of "window mechanic" (if I can call it that) is more atmospheric. Thanks for answers and thanks for being so active with the community. I can really see that you're listening to us and really put your heart into this project, thinking how to make a good game and not just how to sell it more effectively. Cheers for that!
  14. First of all: add your question in the main "question thread" for Milton Mailbag since creators most likely won't respond to it in separate thread. This way we all could get an answer to that question since I also agree that Cairns require something more interesting in them than just generic message. You have a good idea!
  15. Yeah, as for Interloper I tried it a few times and although I died only once, and survived 3 times, I played it for 6 days max. I simply got too put off. I could survive on it (I mean for these initial few days, I know that later I would encounter more and more problems) but it wasn't fun for me to be on constant lookout and to count every match and every calorie. I prefer more laid back playthroughs in this game to appreciate atmosphere and environment. I don't know Forlorn Muskeg that well, hence why I may try to kind of get to know the area better this time, but I probably won't stay there for long (maybe week or two). Thanks for all the tips that may help me survive there!