TIGSource - October 2013 (7 posts)

This post was originally hosted on TIGSource
Oct 11, 2013

#613 October 11, 2013 09:50 PM

Quote from: Whiteclaws on October 11, 2013, 10:38:39 AM PAPER PLEASE IS ON A VALVE VIDEO ;OOOOO
W00000T

Haha yeah!

Valve emailed me yesterday asking if it was ok to show Papers Please in the demo vid. I appreciate them letting me know but this is a question that needn’t be asked :D

Localization

At the moment I’m working on adding localization support to the game. This is much harder than it should be, mostly due to the large number of tiny pixel fonts in use (12) and the precise document layouts. Anyway, this is proceeding slowly.

My goal is to do professional translations for French, Italian, German, Spanish, Japanese, Korean, and possibly Russian. I’ve gotten a lot of offers for help here but I think there’s a general underestimation of how much work a translation will be. There’s over 10,000 words in the game; much of it is gameplay-critical with common terms that have to be cross-referenced.

Instead of loading up on every possible language from the start, I’ll release the localization tool publicly. That will make it easy (easier) to create a fan translation for the game, package it up into a single file, and distribute it for others to use.

Post-mortem

When this localization work gets done I want to write up a full post-mortem on the game. Before I forget everything. The bulk of the development is already outlined in the thread here but there’s a lot of shit that happened in the weeks before and after launch that might make a good read. Also sales figures.

Replies

#614 melos han-tani (October 12, 2013 08:04 AM)
 :hand money left:

#615 closefm (October 14, 2013 05:17 AM)
Wonderful game! Just brilliant idea!

#616 xenochria (October 14, 2013 08:44 AM)
God I adore this game. Honestly, it has struck such a chord with me. The aesthetics, the gameplay, it’s amazing. Thank you, and I really hope you don’t abandon future development on it. I’d love to see more scripted events, and more moral choices. Those are honestly the best parts. I just with the story mode was longer, maybe 1-2 days of normal work days in between the big story events.

Additionally, a 3DS port would be perfect for this game. The booth and line screens combined at the top screen, the desk on the bottom screen. Any thoughts? I bet a iOS port would work too, and I believe you have some iOS game experience too right?

Also a minor thing to ask for (which has probably been mentioned), if you ever get a citation on the last person of the day, the screen fades to black before you get a chance to see it, so you don’t know what you did wrong. Can this just stay on the screen for a bit then have the option to “see stats”? after you’ve reviewed it?

How about a scripted event editor? Where you can choose a particular character to say something who can give you a moral choice, then it is just slipped in to a random day on the story mode. That would be great.

But overall more events, more scenarios, perhaps a port or an event editor would make this amazing game even better.

#617 xenochria (October 14, 2013 02:28 PM)
Also, my girlfriend and I have totally made up our own multiplayer version of the game, where we both do Timed Endless mode, clicking start at the exact same time and seeing who gets the most points. Maybe this could be a fully fledged idea for a multiplayer mode? Maybe if you get a few immigrants through/rejected correctly in a row, the opponent gets someone with the most minor of discrepancies to catch them out and reduce their score. Maybe they’ll get someone they have to strip search, making their entire time last longer over just one suspect. There are many potential ideas for stuff like that I think. :)

#618 xenochria (October 15, 2013 10:17 AM)

Quote from: dukope on October 11, 2013, 09:50:43 PM

Post-mortem

When this localization work gets done I want to write up a full post-mortem on the game. Before I forget everything. The bulk of the development is already outlined in the thread here but there’s a lot of shit that happened in the weeks before and after launch that might make a good read. Also sales figures.

Also goddamn I would LOVE to read anything else you have on the development of the game. I have read every page of this thread now over the past week and it has been fascinating.

#619 koïnsky (October 22, 2013 10:54 PM)
Got the game on Steam and finished it with 5-6 endings, including one positive.

I’m impressed not only with the idea of the game, but also and above all with the implementation. Everything is well thought and fits perfectly. While my first thoughts when I heard about the game was “how can that setting be interesting ? Putting stamps on papers, checking names, dates ?” And yet the result is great, because the paper work is wrapped into several layers of interconnected gameplays. Paper work and efficiency impact on the “family” game and vice versa. Same thing for the third layer : the interactions and quest with people on the line and guards. It’s great.

Especially the ending (well, the one I got) is very powerful as regards story.

Well done.

EDIT : can’t wait to read this postmortem !