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	<title>Comments on: Night of the Cephalopods</title>
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	<link>http://www.rockpapershotgun.com/2008/11/22/night-of-the-cephalopods/</link>
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		<title>By: hydra9</title>
		<link>http://www.rockpapershotgun.com/2008/11/22/night-of-the-cephalopods/comment-page-1/#comment-117601</link>
		<dc:creator>hydra9</dc:creator>
		<pubDate>Wed, 26 Nov 2008 21:13:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=5367#comment-117601</guid>
		<description>Cool. Didn&#039;t know about examining objects. I&#039;ll have to try that.

All the best.</description>
		<content:encoded><![CDATA[<p>Cool. Didn&#8217;t know about examining objects. I&#8217;ll have to try that.</p>
<p>All the best.</p>
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		<title>By: Miguel</title>
		<link>http://www.rockpapershotgun.com/2008/11/22/night-of-the-cephalopods/comment-page-1/#comment-117171</link>
		<dc:creator>Miguel</dc:creator>
		<pubDate>Tue, 25 Nov 2008 19:26:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=5367#comment-117171</guid>
		<description>@hydra9
Thanks hydra9 glad you enjoyed it.  Did you have a chance to examine the statue?  Standing near unique objects for a moment causes the narrator to describe them.  Right now that&#039;s only in the cemetery, but I&#039;ll be doing that more in the enhanced game. 

I played the first Alone in the Dark but never reached the end.  It&#039;s too bad the later games have lost much of what made the original unique.</description>
		<content:encoded><![CDATA[<p>@hydra9<br />
Thanks hydra9 glad you enjoyed it.  Did you have a chance to examine the statue?  Standing near unique objects for a moment causes the narrator to describe them.  Right now that&#8217;s only in the cemetery, but I&#8217;ll be doing that more in the enhanced game. </p>
<p>I played the first Alone in the Dark but never reached the end.  It&#8217;s too bad the later games have lost much of what made the original unique.</p>
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		<title>By: hydra9</title>
		<link>http://www.rockpapershotgun.com/2008/11/22/night-of-the-cephalopods/comment-page-1/#comment-116712</link>
		<dc:creator>hydra9</dc:creator>
		<pubDate>Mon, 24 Nov 2008 20:47:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=5367#comment-116712</guid>
		<description>Nice work, Miguel, and glad to hear you&#039;re working on an enhanced version. I enjoyed this, particularly the strategy involved in watching your ammo count and outmanoeuvering those ghastly blue fiends.

I got excited when I saw the old New England cemetery with tentacular statue... then dawn came and I was mercifully delivered from my hell.

The ending screen and birdsong reminded me of the end of another Lovecraftian classic - The original Alone In The Dark.</description>
		<content:encoded><![CDATA[<p>Nice work, Miguel, and glad to hear you&#8217;re working on an enhanced version. I enjoyed this, particularly the strategy involved in watching your ammo count and outmanoeuvering those ghastly blue fiends.</p>
<p>I got excited when I saw the old New England cemetery with tentacular statue&#8230; then dawn came and I was mercifully delivered from my hell.</p>
<p>The ending screen and birdsong reminded me of the end of another Lovecraftian classic &#8211; The original Alone In The Dark.</p>
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		<title>By: Miguel</title>
		<link>http://www.rockpapershotgun.com/2008/11/22/night-of-the-cephalopods/comment-page-1/#comment-116463</link>
		<dc:creator>Miguel</dc:creator>
		<pubDate>Mon, 24 Nov 2008 05:07:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=5367#comment-116463</guid>
		<description>Wow a bunch more comments!   Prepare for excessively long reply ;)

@Lim-Dul
Thanks for the insightful comments! Also great to hear that you played through
several times, I have some plans for the larger version of the game that will encourage and reward playing that way to a larger extent.

You&#039;re correct about the narration I had at most two versions for any given action. I was working under a deadline and was only able to schedule a single day with my voice actor.  I chose to get as wide a range of actions and situations covered as I could, unfortunately that meant I only had time for a fairly shallow amount of alternate dialogue.  I&#039;ll be fixing that in the larger version of the game.

NotC wasn&#039;t really intended as an advertisement though I&#039;m happy if it makes you check out the other things I&#039;m working on. Really was a chance to learn some programming and hone my skills, with something small while testing out my interactive narration idea.  I&#039;m definitely planning more freeware games in the future, I loved making this and it a good way to experiment. Also the response I&#039;ve had over the last few days has been really encouraging. I do hope people will dig Guerrilla Gardening, it&#039;s a much more ambitious game with a dedicated programmer so it won&#039;t suffer from my fumbling artist code ;)

@eyemessiah
Yep you caught my Infocom reference. I grew up playing text adventures.

@Alex/Daffs
The range of dialogue you hear in a single play through is mainly the result of how you play + a certain amount of luck. It sounds like you spent most of your time badly wounded which resulted in you hearing the wounded sample a lot (hint find a safe spot and wait a few seconds).  You may want to try the game and experimenting with playing in different ways. The game also takes into account whether enemies are in the &#039;room&#039;, try firing wildly at nothing in both situations. If you enjoyed the writing and art I definitely recommend playing it twice so you can see the winning and loosing endings.

@Morberis
As mentioned I have a larger version of the game planned (join the mailing list on spooky squid if you want news on updates).  I&#039;d love to make a DS version someday, and no worries the 2D is here to stay</description>
		<content:encoded><![CDATA[<p>Wow a bunch more comments!   Prepare for excessively long reply ;)</p>
<p>@Lim-Dul<br />
Thanks for the insightful comments! Also great to hear that you played through<br />
several times, I have some plans for the larger version of the game that will encourage and reward playing that way to a larger extent.</p>
<p>You&#8217;re correct about the narration I had at most two versions for any given action. I was working under a deadline and was only able to schedule a single day with my voice actor.  I chose to get as wide a range of actions and situations covered as I could, unfortunately that meant I only had time for a fairly shallow amount of alternate dialogue.  I&#8217;ll be fixing that in the larger version of the game.</p>
<p>NotC wasn&#8217;t really intended as an advertisement though I&#8217;m happy if it makes you check out the other things I&#8217;m working on. Really was a chance to learn some programming and hone my skills, with something small while testing out my interactive narration idea.  I&#8217;m definitely planning more freeware games in the future, I loved making this and it a good way to experiment. Also the response I&#8217;ve had over the last few days has been really encouraging. I do hope people will dig Guerrilla Gardening, it&#8217;s a much more ambitious game with a dedicated programmer so it won&#8217;t suffer from my fumbling artist code ;)</p>
<p>@eyemessiah<br />
Yep you caught my Infocom reference. I grew up playing text adventures.</p>
<p>@Alex/Daffs<br />
The range of dialogue you hear in a single play through is mainly the result of how you play + a certain amount of luck. It sounds like you spent most of your time badly wounded which resulted in you hearing the wounded sample a lot (hint find a safe spot and wait a few seconds).  You may want to try the game and experimenting with playing in different ways. The game also takes into account whether enemies are in the &#8216;room&#8217;, try firing wildly at nothing in both situations. If you enjoyed the writing and art I definitely recommend playing it twice so you can see the winning and loosing endings.</p>
<p>@Morberis<br />
As mentioned I have a larger version of the game planned (join the mailing list on spooky squid if you want news on updates).  I&#8217;d love to make a DS version someday, and no worries the 2D is here to stay</p>
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		<title>By: Morberis</title>
		<link>http://www.rockpapershotgun.com/2008/11/22/night-of-the-cephalopods/comment-page-1/#comment-116437</link>
		<dc:creator>Morberis</dc:creator>
		<pubDate>Mon, 24 Nov 2008 02:07:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=5367#comment-116437</guid>
		<description>I love it, I would pay for something like this be it for the PC or for the DS. It would need to keep the 2D style though.</description>
		<content:encoded><![CDATA[<p>I love it, I would pay for something like this be it for the PC or for the DS. It would need to keep the 2D style though.</p>
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		<title>By: Alex/Daffs</title>
		<link>http://www.rockpapershotgun.com/2008/11/22/night-of-the-cephalopods/comment-page-1/#comment-116379</link>
		<dc:creator>Alex/Daffs</dc:creator>
		<pubDate>Sun, 23 Nov 2008 22:12:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=5367#comment-116379</guid>
		<description>It seems like a fine idea, and when it worked it was great, but I encountered a lot of repeated phrases (especially about the non-unique scenery and the taste of bile), which was pretty annoying. 
Playing around in the &#039;dialogue&#039; file, though, I see there&#039;s dozens of phrases I didn&#039;t encounter at all. Hmm, weird.
Just bad luck?</description>
		<content:encoded><![CDATA[<p>It seems like a fine idea, and when it worked it was great, but I encountered a lot of repeated phrases (especially about the non-unique scenery and the taste of bile), which was pretty annoying.<br />
Playing around in the &#8216;dialogue&#8217; file, though, I see there&#8217;s dozens of phrases I didn&#8217;t encounter at all. Hmm, weird.<br />
Just bad luck?</p>
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		<title>By: eyemessiah</title>
		<link>http://www.rockpapershotgun.com/2008/11/22/night-of-the-cephalopods/comment-page-1/#comment-116292</link>
		<dc:creator>eyemessiah</dc:creator>
		<pubDate>Sun, 23 Nov 2008 17:18:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=5367#comment-116292</guid>
		<description>A maze of twisty little passages, all alike?  Zork?</description>
		<content:encoded><![CDATA[<p>A maze of twisty little passages, all alike?  Zork?</p>
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		<title>By: Dorian Cornelius Jasper</title>
		<link>http://www.rockpapershotgun.com/2008/11/22/night-of-the-cephalopods/comment-page-1/#comment-116176</link>
		<dc:creator>Dorian Cornelius Jasper</dc:creator>
		<pubDate>Sun, 23 Nov 2008 06:50:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=5367#comment-116176</guid>
		<description>My pockets were constantly bulging so I was not in danger of running out of ammo for quite some time.</description>
		<content:encoded><![CDATA[<p>My pockets were constantly bulging so I was not in danger of running out of ammo for quite some time.</p>
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		<title>By: Hybrid</title>
		<link>http://www.rockpapershotgun.com/2008/11/22/night-of-the-cephalopods/comment-page-1/#comment-116162</link>
		<dc:creator>Hybrid</dc:creator>
		<pubDate>Sun, 23 Nov 2008 04:49:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=5367#comment-116162</guid>
		<description>I loved it!</description>
		<content:encoded><![CDATA[<p>I loved it!</p>
]]></content:encoded>
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		<title>By: Lim-Dul</title>
		<link>http://www.rockpapershotgun.com/2008/11/22/night-of-the-cephalopods/comment-page-1/#comment-116128</link>
		<dc:creator>Lim-Dul</dc:creator>
		<pubDate>Sun, 23 Nov 2008 01:32:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=5367#comment-116128</guid>
		<description>It&#039;s quite surprising how a proper context-driven narrative with (somewhat) random comments on all actions can add to the gameplay experience. I mean - the game is as simple as games get and yet I was strangely compelled to play it through several times.

The system reminds me a bit of the random dialog generator that Valve boasts about in games like TF2 or L4D - apparently other talented people have no problem with replicating that. ^^

Subscribed to your mailing list to see how you&#039;ll be faring in future. Indeed you need some additional dialog because from what I see you have two voice-over variations at most and many actions, e.g. entering a new area, are repeated more often than others and that could become annoying with time.

I guess this freeware title is something of an advertisement and a test of how your other promising project, Guerilla Gardening: Seeds of Revolution, would be received? If it is so then I congratulate you on the marketing campaign since I will closely follow what you&#039;re up to from now on. ^^</description>
		<content:encoded><![CDATA[<p>It&#8217;s quite surprising how a proper context-driven narrative with (somewhat) random comments on all actions can add to the gameplay experience. I mean &#8211; the game is as simple as games get and yet I was strangely compelled to play it through several times.</p>
<p>The system reminds me a bit of the random dialog generator that Valve boasts about in games like TF2 or L4D &#8211; apparently other talented people have no problem with replicating that. ^^</p>
<p>Subscribed to your mailing list to see how you&#8217;ll be faring in future. Indeed you need some additional dialog because from what I see you have two voice-over variations at most and many actions, e.g. entering a new area, are repeated more often than others and that could become annoying with time.</p>
<p>I guess this freeware title is something of an advertisement and a test of how your other promising project, Guerilla Gardening: Seeds of Revolution, would be received? If it is so then I congratulate you on the marketing campaign since I will closely follow what you&#8217;re up to from now on. ^^</p>
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		<title>By: PleasingFungus</title>
		<link>http://www.rockpapershotgun.com/2008/11/22/night-of-the-cephalopods/comment-page-1/#comment-116123</link>
		<dc:creator>PleasingFungus</dc:creator>
		<pubDate>Sun, 23 Nov 2008 01:09:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=5367#comment-116123</guid>
		<description>That was a very enjoyable little game! The death scene is great.</description>
		<content:encoded><![CDATA[<p>That was a very enjoyable little game! The death scene is great.</p>
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		<title>By: Bhazor</title>
		<link>http://www.rockpapershotgun.com/2008/11/22/night-of-the-cephalopods/comment-page-1/#comment-116087</link>
		<dc:creator>Bhazor</dc:creator>
		<pubDate>Sat, 22 Nov 2008 23:08:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=5367#comment-116087</guid>
		<description>Why those cephalopods are just darling.</description>
		<content:encoded><![CDATA[<p>Why those cephalopods are just darling.</p>
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