Difference between revisions of "User:Valaggar/Sandbox"
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(Milestone save (I'm paranoid about losing the data due to, say, an unexpected power shortage)) |
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{{IRC2003}} | {{IRC2003}} | ||
::23:23 < fwiffo> Funny story about Pandemonium for the n-gage: Crystal called us about 18 months ago to see if we had the source code and data for the game. Now they had tape back-ups of the server, but for some reason they couldn't restore them. We found about 20 floppies, made over the last 4 months of the project and sent them off to a developer in England. That dude must have HATED us. But hey, there it is on the n-gage. Nice job. | ::23:23 < fwiffo> Funny story about Pandemonium for the n-gage: Crystal called us about 18 months ago to see if we had the source code and data for the game. Now they had tape back-ups of the server, but for some reason they couldn't restore them. We found about 20 floppies, made over the last 4 months of the project and sent them off to a developer in England. That dude must have HATED us. But hey, there it is on the n-gage. Nice job. | ||
+ | |||
+ | {{IRC2007}} | ||
+ | ::23:18 <@Meep-Eep> Just to change the Q&A nature of the chat a bit: what's your best development anecdote for SC2 (question from the forum) | ||
+ | ::23:20 <+robot> Meep-Eep: This may be out there somewhere, but I particularly enjoyed when we showed Accolade a version that had no text in it (e.g. when you would meet an alien his text would say "Hyperspace hello 1") and they didn't realize the game wasn't done. | ||
+ | ::23:27 <+PR3> Recording the dialog for the Syreen was one of the most awkward experiences in my adult life. She as the parent of one of my kid's friends (I think) and we were alone in the office. She was quite professional, but I kept blushing and coughing. | ||
+ | ::23:34 <+Erol> Development pseudo anecdote: I remember feeling extreme joy while painting aliens for SC2, it was one of the the bestest and finest projects I've ever worked on. Paul gave just the right amount of description for me, leaving lots of freedom surrounding the core concepts. It would be great to experience such a thing again... Duh. | ||
Revision as of 11:02, 15 June 2007
- Fred's androidness (1998?/2003, 2007)
- Fred's box (left foot?; 2007)
- Paul and Madeleine Wild while recording the Syreen dialog (2007)
- Other anecdotes from 2007 (such as "Hyperspace hello!")
- "We must of had a good reason" (scrapping hints from the 3DO version)
From the 2003 IRC chat with Toys for Bob (fwiffo is Paul Reiche III, wimbli is Fred Ford):
- 23:05 < fwiffo> On our most recent game, one of the testers kept hearing 'ghost voices' in our dialog. Seriously.
- 23:08 < fwiffo> McMartin: What was funy (not funny) was that because our producers took the bug report seriously, I had to carefully listen to each and every WAV (hundreds and hundreds) listening for the ghostly voices.
From the 2003 IRC chat with Toys for Bob (fwiffo is Paul Reiche III, wimbli is Fred Ford):
- 23:13 < fwiffo> Meep-Eep: We play Bomberman a lot here, and whenever Chris plays with us the TV goes all crazy. Hence, EMF.
- 23:14 < eotus> When Chris plays bomber man with us the TV starts to go crazy like its being hit with EMF hmm is that EMP?
& From the 2003 IRC chat with Toys for Bob (fwiffo is Paul Reiche III, wimbli is Fred Ford):
- 23:32 < fwiffo> Yep. The game I have played the most over the last year (besides SUPER Bomberman on the SUPER-Nintendo) was a palm-pilot version of Star Trader.
& From the 2007 IRC chat with Toys for Bob (robot is Fred Ford, PR3 is Paul Reiche III):
- 00:01 <@Meep-Eep> Do you still play SC melee yourselves?
- 00:02 <+PR3> Greg J and Toby S and I used to play, but mostly it has been Super Bomberman lately. Like the past 8 years.
From the 2003 IRC chat with Toys for Bob (fwiffo is Paul Reiche III, wimbli is Fred Ford):
- 23:23 < fwiffo> Funny story about Pandemonium for the n-gage: Crystal called us about 18 months ago to see if we had the source code and data for the game. Now they had tape back-ups of the server, but for some reason they couldn't restore them. We found about 20 floppies, made over the last 4 months of the project and sent them off to a developer in England. That dude must have HATED us. But hey, there it is on the n-gage. Nice job.
From the 2007 IRC chat with Toys for Bob (robot is Fred Ford, PR3 is Paul Reiche III):
- 23:18 <@Meep-Eep> Just to change the Q&A nature of the chat a bit: what's your best development anecdote for SC2 (question from the forum)
- 23:20 <+robot> Meep-Eep: This may be out there somewhere, but I particularly enjoyed when we showed Accolade a version that had no text in it (e.g. when you would meet an alien his text would say "Hyperspace hello 1") and they didn't realize the game wasn't done.
- 23:27 <+PR3> Recording the dialog for the Syreen was one of the most awkward experiences in my adult life. She as the parent of one of my kid's friends (I think) and we were alone in the office. She was quite professional, but I kept blushing and coughing.
- 23:34 <+Erol> Development pseudo anecdote: I remember feeling extreme joy while painting aliens for SC2, it was one of the the bestest and finest projects I've ever worked on. Paul gave just the right amount of description for me, leaving lots of freedom surrounding the core concepts. It would be great to experience such a thing again... Duh.
TO BE ADDED:
IRC1998 (probably not many)
IRC2007 (should be in one place, something like / "anecdote")