Oh, we were planning on having it happen anywhere. Just randomly spawning in the tumbleweed in the distance and letting observant players notice the pattern.
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Replying to @JasonFader
The more you tell me about WW radio, the sadder I get it was cut. :( You mentioned the list of WW radio characters isn't available to you anymore. Is that because you typically lose access to design documents when a game is finished? Or was it simply lost over time?
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Replying to @TriangleCity_
Well, I personally don't have access to the design doc since I'm no longer with Obsidian. I think a few characters were called out in it, but not a full list. I had most of that in my head and it would have gone into a spreadsheet if the feature moved forward.
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Replying to @JasonFader
Ah, that makes sense. It made me curious when you mentioned how much time you spent recording Temp VO. Was that kind of after work volunteering common during NV's development?
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Replying to @TriangleCity_
For me, yes. I had a lot of free time back then and loved working on the project. When I wasn't doing temp VO, I was doing tools programming to get things more efficient for the dev team. I basically did whatever I could to help the project :-)
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Replying to @JasonFader
Ah that's a fantastic quote! I think it's undeniable when you play NV that it was made with a lot of passion, and your response depicts that. :) In terms of programming, level design, scripting, modeling, etc, were there any particularly memorable bugs or issues?
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Replying to @TriangleCity_
My favorite was "Bob from Accounting". At the start of Honest Hearts (I think), you enter a cave and instead of emerging on the other side, you enter a dark room with an NPC named Bob from Accounting. If you spoke to him, your game crashed. We were all very confused :-p
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Replying to @JasonFader
I think I remember reading a quote where Chris Avellone mentioned that! :) Didn't the bug involve the player having a certain item in their inventory?
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Replying to @TriangleCity_
Hmm, don't recall if a certain item was needed, but I'd trust what Chris says. He has an amazing memory and was my mentor/boss/friend for most of the project.
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Replying to @JasonFader
Were there any memorable cut concepts that didn't make into the DLC's?
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Not really. We only had about 3 months per DLC and had to run a very tight ship... while also working on patches for the core game. The team did an amazing job with the time we had and didn't need to crunch. Really proud of them :-)
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