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回報翻譯問題
I tried to mess with the DLLs (using dnSpy) but i can't find the regular Assembly-CSharp.dll and Assembly-UnityScript.dll files.
I think (but i'm not sure) it's because INSIDE was made using PlayMaker[www.hutonggames.com]
1. Some one closes this door if you wait.
http://steamcommunity.com/sharedfiles/filedetails/?id=938458123
http://steamcommunity.com/sharedfiles/filedetails/?id=938458133
http://steamcommunity.com/sharedfiles/filedetails/?id=938458138
http://steamcommunity.com/sharedfiles/filedetails/?id=938458153
http://steamcommunity.com/sharedfiles/filedetails/?id=938458164
2.there are at least two water girls.
http://steamcommunity.com/sharedfiles/filedetails/?id=938461533
http://steamcommunity.com/sharedfiles/filedetails/?id=938459619
http://steamcommunity.com/sharedfiles/filedetails/?id=938459609
One has an ankle bracelet and wires/umbilical the other does not.
Up to four total are possible if we assume that there is 1 per area then
1st. swims past window early submarine section
2nd. will break open submarine
3rd. only acts while your swimming and will drown you.
4th. drags you down and attaches cord to torso letting you breath underwater, somehow.
https://www.rockpapershotgun.com/2017/05/12/how-insides-levels-were-designed
It's about the design process of INSIDE's levels (and Playdead's unconvential design philosophy, reminds me of Valve personally) and features some highly interesting screenshots and concepts from early INSIDE development!
Like this one or this one.
It's an incredibly good read, so check it out! What do you guys think? Looking forward to hearing your thoughts about this.
Another thing I found interesting:
"In the lake sequence, the boy initially was meant to pull a corpse from a sunken car and use it as a decoy to get the guards to leave the area. In some versions, the corpse was hidden in a submerged pod."
Very reminiscent of the scene in Limbo where you used a dead body to trigger a trap, don't you think?
Wow, thanks a lot!!
It disappoints me that the plot (not the scenes, the whole plot) wasn't planned to detail since the beginning. But knowing that they had to balance the ambiguity and the explicitness is great and I think they had a lot of fun doing it.
Although, talking on the plot side, I found the following phrase interesting:
"And very early on, almost right from the beginning, we knew how most of the ending would play out".
That indicates that The Huddle was planned since the beginning.
I think the image from the concentration camp/prison being discarded and the later implementation of the containers are clear signs that in their firsts iterations, the "opposition" (the boy, and others) were simply captured, while in their later iterations they were brainwashed in the machines. Or are the workers artificially created from scratch? That is both ambiguous and interesting.
Now, bad news about the "Huddle Up" conference video. It's uploaded on the GDC page, but it is available for members only.
As for the huddle, yeah, I've read somewhere that programming and animating the huddle was the result of years over years of work, indicating that the huddle was indeed part of the plan all along.
As for
I think that this is a good thing actually. It's also the reason I made the comparison to Valve - when designing Half-Life 2 (and their other single player games), their primary concerns were gameplay and setpieces. Story always came second place, they had to tailor the plot around the setpieces. Not vice versa, how it's usually done in the business.
That depends on your perspective. I think story is as important as gameplay. Talking about INSIDE, I don't think they planned the whole experience and then the plot. They obviously thought of a child escaping something who gets into a facility, in which he observes the horrors and the experiments they run, until he finds their opus magnum and gets inside it. What I don't get is why they left some things to be discussed, are not they relevant in the main plot?
However, I also find great that they discussed those details, that integrates the team members into the creative process of making a game.
I find this to be a much more interesting way to design a game - it's similar to what Yahtzee of Zero Punctuation says regarding Dark Souls 1 - that the game had a world before the story happened, and the game was designed around an already existing world.
https://youtu.be/MBuh2ceC-mw
I don't get why people are observing the sleepwalkers. Aren't the guards enough? Are they observing to buy them? Are they their relatives or some kind of insurance like in the movie The Island?
Holy crap!! Thank you so much! I've been too busy to check up on it so thanks for posting it here! Can't wait to watch it.
I think it might be a 'testing' sort of thing. Like during chapter 19 (marching puzzle w/ the camera) when the guards were watching the sleepwalkers, probably to see how well they functioned. I'm assuming they're doing the same there.
Thanks a bunch!
Here are two things that I noticed:
1. At 8:22, you can see a list of all the original "test" animations[i.imgur.com] for the huddle. One of them is "huddle_mineControlA_". Just thought that was worth pointing out.
2. At about 32 minutes in, you can see this environment[i.imgur.com], with people running in the background. Could be a scrapped section of the game, seeing as it appears to be quite detailed for a simple dev test level.
I realized something though this is just a hunch. OK to start with
At this point i am sure many of you might have given up on this one, and i am kinda sure that all of u have collected all the orbs but have not unpluged that wire in the secret bunker just for a, keep sake, i have done that too (at this point i am not even sure about my grammer) .
One thing for sure is that we do need a code and a means to enter it to activate the elevater, if one even exists or is ment to be found. What if the orbs are supposed to be active (that is they must be glowing, something which will happen only if you unplug the cable and start over again).
what i am trying to say is, what if the orbs power the elevator. At first i thought that the orbs getting powered back after the alternate ending was just to make sense of the plot but as someone said, there is no particular story, the devs just place the scenes of game together, that is the plot was made later (or maybe doesnt even exists but is left for interpretation). So maybe the same console used to enter the code for the alternate ending is to be used to triger the elevator sequence?!! Just this time the orbs must not be touched. But yeah the question again arises what the other code for the elevator is.
http://steamcommunity.com/sharedfiles/filedetails/?id=955976016
Is it really a cloud or something more?