Autor Wątek: Psychonauts 2  (Przeczytany 3100 razy)

0 użytkowników i 1 Gość przegląda ten wątek.

lupinator

  • Gość
Psychonauts 2
« dnia: Grudnia 04, 2015, 03:42:29 am »

Dziękuję za uwagę, warto było siedzieć do nocy  8) Trailerów nie wrzucam, bo są w drugim poście.

Świetnie, że jest to kampania i np. MS nie rzucił się na markę z łapskami.

« Ostatnia zmiana: Grudnia 08, 2018, 19:23:00 pm wysłana przez Lupi »

Iras

  • PIERESTROJKA
  • *****
  • Rejestracja: 25-04-2006
  • Wiadomości: 26 797
  • Reputacja: 204
  • Mój awatar śmieje się z Ciebie.
Odp: Psychonatus 2
« Odpowiedź #1 dnia: Grudnia 04, 2015, 03:45:47 am »



Kert

  • PIERESTROJKA
  • *****
  • Rejestracja: 21-01-2008
  • Wiadomości: 16 546
  • Reputacja: 255
Odp: Psychonatus 2
« Odpowiedź #2 dnia: Grudnia 04, 2015, 07:36:33 am »
:dance:

Cytuj
With all that in mind, we are estimating that Psychonauts 2 will be finished for a release in 2018.
:cry:

lupinator

  • Gość
Odp: Psychonatus 2
« Odpowiedź #3 dnia: Grudnia 04, 2015, 15:19:59 pm »
:dance:

Cytuj
With all that in mind, we are estimating that Psychonauts 2 will be finished for a release in 2018.
:cry:
Strasznie ta data studzi entuzjazm. To miała być pierwsza gra na którą się zrzucę, ale no nie zrobię tego na 3 lata do przodu.

Druchal

  • Sekretarz wojewódzki
  • *****
  • Rejestracja: 08-07-2005
  • Wiadomości: 1 523
  • Reputacja: 21
Odp: Psychonatus 2
« Odpowiedź #4 dnia: Grudnia 05, 2015, 14:38:46 pm »
Kurde jedynka była genialna:) Fajnie  by było gdyby coś z tego wyszło.

Ogur

  • Kapitan Żbik
  • *****
  • Rejestracja: 20-11-2013
  • Wiadomości: 1 174
  • Reputacja: 22
Odp: Psychonatus 2
« Odpowiedź #5 dnia: Grudnia 08, 2015, 23:53:04 pm »
Z tego co kojarzę, pierwszy kickstarterowy projekt Double Fine musiał powstać w dwóch częściach, bo skończyła im się kasa i pierwsza część wyszła, żeby zarobić na dokończenie drugiej części.

Cytuj
Game development The game was developed on the open source Moai game platform developed by Zipline Games, itself built on the Lua cross-platform programming language. Nathan Martz, the technical director for Double Fine, stated that the open source nature of Moai allows them to alter any aspect of the code base easily, and further supports release on all the targeted platforms, including the mobile devices.[29]
The game was developed with help from Supergenius Studios, located in Oregon City.
As Schafer had not written anything at the start of development, early efforts focused on creating an engine, art style, and answering technical questions. During this stage in development, programmers created a test game involving a red robot, while the artists created a mock up test scenario to establish an art and animation style inspired by the fine art illustrations of lead artist Nathan Stapley, as well as to work out basic interface questions. A sequence involving an unnamed lumberjack character and a cabin in the woods was created and the team decided to use a system of skeletal animation using segmented 2D characters. Once Schafer had established the basic storyline, involving intersecting stories of a boy in a sci-fi world and a girl in a fantasy world, concept artists were gathered for an "art jam" to brainstorm and produce concept art for the game's locations and conceive new locations. During this time Schafer also asked the community for ideas, several of which were then illustrated by the concept artists.[34]
Schafer reanalyzed the state of the project in July 2013 and recognized that at the current rate, they would not be releasing the complete game until 2015. Schafer recognized they would run out of the Kickstarter funds before then and would not yet be receiving money from the sales of the game, either requiring them to drastically cut back on the project or alter their release plans. Schafer opted to adjust the schedule and split the game into two Acts. The breaking of the game into two halves fell naturally out from the story when Vella and Shay trade places, making the splitting of the game into halves easier to complete from the game development side.[35]The beta version of first half of the game was placed on Steam's Early Access system by January 2014, allowing Double Fine to obtain revenue from sales to fund the remaining development while gaining additional testing input before releasing a final version. Initial backlash to this announcement led Schafer to affirm that they were not asking for more money to develop the title, and that "we are using our own money to deliver a bigger game than we Kickstarted".[36] In the end, the first half of the game was deemed polished and complete enough to be released in a non-beta fashion on January 28 as "Act 1" with the second half to be released as a free update later in the year. By February 2014, Schafer affirmed that they had obtained enough from sales of Act 1 to complete the development and release of Act 2.[37]
In October 2014, producer Greg Rice announced that Schafer had finished writing Act 2 and the game's finale.[38] Though Act 2 was anticipated to be released in 2014, Schafer announced in November 2014 that they needed additional time to assure the quality of this Act met expectations and pushed the release back to early 2015.[39] Double Fine was able to use feedback from Act 1's release to improve and alter some aspects of Act 2. One complaint of Act 1 was the simple nature of the puzzles, which Double Fine increased their difficulty in Act 2, and they included a fan theory element that grew from Act 1 regarding the potential relation between Shay and Alex as a running joke within Act 2.[35] The game's finale was planned out from the start, before the game was split into Acts; Schafer said he had taken influence of the end credits of My Neighbor Totoro, which provides epilogue in the form of simple drawings alongside the running credits, to tell the fate of all the characters. He preferred this so that the narrative end of the game before the credits could be focused solely on Vella and Shay, instead of having each character appears to speak a line or so as to explain their fate.[35]
A retail version of the game, containing both acts, for Windows, OS X, and Linux platforms will be published through partnership with Nordic Games, who has helped to bring retail releases of Double Fine's earlier games in 2014. The retail version will be released near the release of Act 2 for other platforms.[7]
Several voice actors who worked on previous Double Fine games voiced characters within Broken Age, including Jennifer Hale, Richard Horvitz, Nick Jameson, Nicki Rapp, Ginny Wescott, and Jack Black.[40] Other voice actors include Elijah Wood, Pendleton Ward, Wil Wheaton, and Masasa Moyo.[41][42] Alex Rigopulos, the largest backer of the Kickstarter campaign, voiced a character that was designed in his likeness;[43] Schafer decided to make the character effectively the same person Rigopulos was in both manner and appearance to minimize the amount of voice acting Rigopulos would need to do.[35] Days of Wonder was the second-largest backer, and through them, Double Fine included the character of the conductor from Days of Wonder's Ticket to Ride games as part of one of Shay's mission rooms.[35]
Peter McConnell, who had worked with Schafer on many of his previous games, composed the music for Broken Age. Initially McConnell planned to use only a small ensemble for the musical score but, as the game development progressed, he realized some parts needed a bigger orchestral sound.[44] The score was ultimately recorded by wind and string ensembles in San Francisco and the Melbourne Symphony Orchestra, with McConnell overseeing the latter recording session with mixer Jory Prum remotely from Fairfax, California.[45] The score for Act 1 was released as a soundtrack album on the same day the first half of the game became publicly available.[45]



Early Access Spacebase DF-9 został rzekomo porzucony przez studio i pozostawiony do dokończenia przez graczy.

https://en.wikipedia.org/wiki/Spacebase_DF-9

Cytuj


Development

Spacebase DF-9
was one of several ideas presented for voting for Double Fine's Amnesia Fortnight 2012 project, where users would be able to vote for the game concepts they felt they would want to play the most. Spacebase DF-9 was an idea presented by designer-programmer JP LeBreton. The title received the second most votes and was one of five other titles that Double Fine stated they would develop into full games.[2] A full commercial version of the game was announced on October 15, 2013, with an alpha version being available to purchase through Steam Early Access.[3] Double Fine announced on September 17, 2014 that the full game would be released in October 2014. In addition, they promised to release the game's Lua source code to allow the community to develop new content and features independently.[5] The release of v1.0 commenced on October 27, 2014, simultaneously with release of Lua source code. The retail version included a tutorial mode, goals screen and bugfixes.[6] After the release of v1.0 on November 21, 2014, twelve employees were laid off including the programmer and project lead JP LeBreton.[7] On December 16, 2014 Greg Rice posted on the official technical support forums stating that there were no further plans for patches and there was no team assigned to the project.[8]
With the availability of the source code, fans have been working to continue the game's development in the direction that Double Fine had document and additional features to the game, making their first patches available for download in October 2015.[9]
Controversy

In September 2014, Double Fine announced that they were going to bring Spacebase DF-9 out of early access status, and add features to make the game a full commercial release, due to a lack of sales for the game during the early access period. After the commercial release, Double Fine will release part of the source code and no new features will be added, but Double Fine will still be offering support of the game and making bug fix releases.[10][11] The news was met with controversy, with some fans expressing anger over the fact that the game wouldn't continue development,[12] and some developers questioning whether a failure by a well known developer to successfully use the early access model would tarnish that model for other developers.[13]

lupinator

  • Gość
Odp: Psychonatus 2
« Odpowiedź #6 dnia: Grudnia 09, 2015, 02:21:20 am »
Z Psychonauts 2 jest tak, że budżet z Kickstartera to tylko część finansowania gry, a całość ma sięgać 10-13 mln $.

Ryo

  • Global Moderator
  • PIERESTROJKA
  • *****
  • Rejestracja: 25-10-2005
  • Wiadomości: 31 259
  • Reputacja: 535
  • "Using no way as way, having no limitation..."
Odp: Psychonatus 2
« Odpowiedź #7 dnia: Stycznia 07, 2016, 09:01:35 am »
Poprawcie tytuł tematu, bo jest Psychonatus zamiast Psychonauts ;)

Cytuj
Psychonauts 2 is 100% fully funded!

Holy Smokes! We did it you guys! Psychonauts 2 is now fully funded!

We want to thank you all from the bottom of our hearts for making this possible. We’ve wanted to make this game for a long time, and now we finally can! So thank you, thank you, thank you!

So what happens next? Well, we still have 5 days to go, so we’ll be continuing the campaign. Everything we raise will go into making the game better, bigger, and shinier, so let’s keep going!

We'll have some mission updates soon, plus we want to show off some new add-ons we've been working on too, so stay tuned!




lupinator

  • Gość
Odp: Psychonatus 2
« Odpowiedź #8 dnia: Lutego 06, 2017, 14:14:25 pm »


Wygląda superowo.

Kert

  • PIERESTROJKA
  • *****
  • Rejestracja: 21-01-2008
  • Wiadomości: 16 546
  • Reputacja: 255
Odp: Psychonatus 2
« Odpowiedź #9 dnia: Lutego 06, 2017, 14:34:05 pm »


JARANKO

lupinator

  • Gość
Odp: Psychonauts 2
« Odpowiedź #10 dnia: Grudnia 08, 2018, 19:24:40 pm »


Myślę, że będzie super. Swoją drogą zapomniałem już, że zapowiedzieli tą grę tak dawno temu.

POK

  • MIR
  • *****
  • Rejestracja: 03-10-2006
  • Wiadomości: 14 345
  • Reputacja: 171
Odp: Psychonauts 2
« Odpowiedź #11 dnia: Czerwca 12, 2019, 09:27:43 am »


Cytuj
Losy Psychonauts 2 stały pod znakiem zapytania ze względu na problemy finansowe Starbreeze, które nie mogło dłużej zajmować się wydawaniem rzeczonej produkcji.

Na szczęście projektem zainteresował się Microsoft, który przejął prawa wydawnicze do Psychonauts 2 za 13 milionów dolarów.

Platformy mają pozostać takie same, jak pierwotnie ogłaszano. Psychonauts 2 ma się pojawić w wersji na PS4, XOne i PC. Kiedy premiera? Niestety Double Fine Productions nie jest w stanie jeszcze dokładnie określić, kiedy skończy pracę. Prognozowany termin to póki co 2020 rok.
https://www.ppe.pl/news/133796/psychonauts-2-na-rozgrywce-z-e3-2019-tim-schafer-oprowadza-po-grze.html

Miło ze strony MS, że nie kasuje projektów swoich studiów zmierzających na inne platformy. Inna sprawa, że pewnie mu się to po prostu nie opłaca. Jednak kolejne gry już z pewnością będą exami. Gdyby Psychonauts 2, Outer Worlds, Wasteland 3 i kilka innych gier dostało status exów, to faktycznie zrobiłoby różnicę. W kolejnych latach Xbox będzie miał czym się pochwalić.

A wracając do Psychonauts 2, to gra bardzo dobrze się zapowiada.

lupinator

  • Gość
Odp: Psychonauts 2
« Odpowiedź #12 dnia: Czerwca 12, 2019, 09:43:50 am »
Świetnie, że jest to kampania i np. MS nie rzucił się na markę z łapskami.
Haha mój post z 2015 roku : ) Gra wygląda super chociaż bardzo bardzo bardzo przypomina oryginał.

POK

  • MIR
  • *****
  • Rejestracja: 03-10-2006
  • Wiadomości: 14 345
  • Reputacja: 171
Odp: Psychonauts 2
« Odpowiedź #13 dnia: Lipca 23, 2020, 19:39:04 pm »


Muzyka świetna. Gra raczej też nie zawiedzie.


siudym

  • Marynarz z Potiomkina
  • *****
  • Rejestracja: 07-05-2005
  • Wiadomości: 3 120
  • Reputacja: 6
Odp: Psychonauts 2
« Odpowiedź #15 dnia: Września 06, 2021, 14:22:30 pm »

POK

  • MIR
  • *****
  • Rejestracja: 03-10-2006
  • Wiadomości: 14 345
  • Reputacja: 171
Odp: Psychonauts 2
« Odpowiedź #16 dnia: Września 06, 2021, 18:02:05 pm »
Ja może jeszcze w tym tygodniu zacznę. Najpierw chcę jednak skończyć Residenta.