Thanks for all the feedback. We aren't quite finished with "Insanity", so we are already planning things that address some of your concerns. We just couldn't get everything in for the build.
There is a lot comments, and I'm not sure I can respond to them, and I'm not sure I want to because of spoilers...
Also I can +1 that idea of having the psychiatrist's office changing if you decide to go back inside. Maybe have it just dilapidated and destroyed, with where Gabby was sat being replaced by a corpse in the chair or something else.
While that might make things creepier, I think I want to keep her there coldly ignoring you. I think it really hits home the transformation of Gabby. Do you just want her to be warm, when in actuality she's your cold doctor? Or are you just having a crazy dream? I'm not telling! hahaha
- Door handles on "side-doors" are way smaller than on "back-doors".
This is definitely true. Part of the problem is that we use perspective in the world but not with the characters. The whole perspective of the world is totally wrong if you look closer. If you take perspective into account, the side door in general is way smaller.
While we thought about adding perspective to the character, it would make doing the art a lot more difficult since we would then have to match all of the instanced object to precisely where they appear. Right now we use things in the background, midground, and foreground. In addition, when you scale the character, it loses that hand drawn feel and the nice black and white look. We shrink him way down for the last part of Insanity, and I'm not really happy with the way Adam looks there. If we had infinite time, I would redraw his texture, but it'd be a big pain in the ass, so I'm not going to.
Getting the 2D look with a 3D-ish world is really challenging! I may be getting off topic though. We could probably make the door knobs a bit better regardless. It's low priority though.
I notice that we "teleport" down into the cellar, while there was a point made of walking down the veranda's stairs. Maybe enter the cellar by having Thomas descend the last two steps or so?
We are going to go back and add in the stairwells to all the earlier levels. We just haven't gotten a chance yet, but Adam is working on stairway art right now.
Is it intentional that the big clock keeps chiming 12 o'clock repeatedly when leaving the room and coming back to walk in front of it?
So that's a bug. We set the chimed flag when it finishes. Now that you can run, you can leave before the chime finishes. I'll have to change it to set it at the beginning rather than the end.
After the messed-up mansion, this place looks positively clean! Weird.
We didn't finish adding in all the dirt and grime yet. Joe was mad that we released the demo before he finished, but I had to leave for PAX, so I just pushed it out. hahah
As far as the bug, I'm not sure. I feel like it might be a graphics driver issue, which is out of our area of expertise. If it is an interaction with skype, I'm not sure I can even reproduce it. What OS and graphics card do you have?
Thanks!
- Hey, it would be cool for the ophtalmologist's reading charts to have a small, perhaps mocking or despairing message in one of the lower rows of letters! Still readable, but not immediately obvious. Please add something like that!
Did you read them both carefully?
I don't know what it is, but I really like the "3D effect" as the Jacket (as I now dub thee) is turning his head to listen. The Baby also had a similar 3D-looking aspect to its animation. Will Thomas get something like that?
The 3D effects are hard to do, so unless it's necessary, we probably won't.
Anyway, thank you so much for all your feedback! I really appreciate it.
