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Randy · Master Storyteller

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Randy
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  • I don't doubt JMS, but it reeks of corporate backwards-think and spineless excuses to me. The nearly fanatical push to have at least [i]some[/i] kind of B5-based game by the mod faction should instead prove that there is indeed interest in a.) a B5 …
    in JMS over IFH Comment by Randy July 2002
  • If 10 people each donated 10-dollars a month... ...it could all be very simple, and the Webcomic could be just for fun.
  • Since no one is charging anybody for anything at the moment, and since no one is making any money, we've been lucky that the powers who own the B5 license (WB) have looked the other way, like others do with mods based on someone else’s license. But…
  • [quote]Originally posted by MT: [b]What exactly should a key grip or director be expected to be responsible for? [/b][/quote] For a Webcomic I have no idea. In a film the Key Grip is the person in charge of the grip laborers. Also perso…
  • Re: the e-comic book idea: Though I would like to be involved, I simply do not have the time for new responsibilities.
  • I think it boils down to new management listening to the wrong people and not taking the time to fully investigate what we were doing before he decided (under pressure from above) to chose B5:ITF as one of the games to cancel – that and the fact tha…
  • All of the scripts have her name on them. She's not necessarily, and probably isn't, responsible.
  • Sounds like copies of the shooting scripts, alright. Kate Lewis, if memory serves, was the Babylonian Productions Continuity Person who put together the shooting scripts, took notes on each setup and take and who arranged for copies for those who n…
  • There were four large documents used for the live-action elements of the game, if memory serves. One contained all of the scripts to be shot on the B5 sets in the Babylonian Productions sound stage. Two contained all of the scripts that were to be…
  • Hey, Jack. I tried to reply to an email you sent me -what was it, yesterday?- and my reply bounced. I was wondering what was up. Thanks for the note here. I'll add you. Same email address - right?
  • Having everyone put "OJ" in the subject line would indeed help. As a matter of fact, let's standardize by using just the initials "OJ" for each email. Thanks. I'm setting up a simple distribution list with Outlook. It'll do just fine. For…
  • Now if we would only start holding them accountable for their actions in 3rd world countries. And it would be nice to see them quit shipping U.S. jobs off to places where they can exploit people who are forced to work for 13 cents and hour. …
    in Footage Comment by Randy June 2002
  • Thank you.
    in Footage Comment by Randy June 2002
  • In ITF Lorien was to have graced the intro movie to the game and the tags for the various kinds of game endings...or deaths. The video original reels were shipped to Bellevue, Washington when the Oakhurst, California studio was closed. I have no…
    in Footage Comment by Randy June 2002
  • What we had in mind for the game was a corvette-sized ship with the regular Shadow-tech trappings. We were calling it a gunboat and my records are that Robin was working on construction and rendering in Lightwave from a concept drawing before the s…
  • [quote]Originally posted by Freeze: [b]Spooky, Mulder! [/b][/quote] LOL.
  • [img]http://216.15.145.59/mainforums/vsml.gif[/img]
  • Okay. I guess I have to stop giving you a hard time now. There's not much content, really. A racing game in 3D in space with X,Y,Z axis ships, using Newtonian physics - with asteroids. That's it - right? Programmatically it is a nice chal…
  • The design doc. template. [img]http://216.15.145.59/mainforums/biggrin.gif[/img]
  • Nice design template.
  • [quote]Originally posted by GrantNZ: [b] Philosophy time. An interesting pair of opposites has arisen - the comparison between the necessity of simple interfaces and complex interactions.[/b] [/quote] This alone is a worthy area of discuss…
  • I'm not sure either, though I am very, very interested in a voice-driven interface. I understand that a complete natural language system would be unrealistic. But we must keep in mind that in designing interactive entertainment, as in other forms …
  • Biggles (or?), I'm wondering if there are any plans to archive this thread. I continue to talk with folks who may want to read what we've got so far. I'm noticing that everyone seems to be taking a breather for now, and I'm concerned that it will …
  • [quote]Originally posted by Biggles: [b]Where's Randy gone? [/b][/quote] I'm lurking. I went about as far as I could, regarding general ways to bring drama, storytelling and interactivity together. I was looking forward to trying to jointly…
  • I think this software is relevant to our discussions. [url="http://www.puppetsoft.com/"]http://www.puppetsoft.com/[/url]
  • I'm waiting for Grant to tell us how his machine will create and communicate narrative - not theme - not act breaks - but "story stuff" - words. And how will those story words be communicated to the plexor? And how will those words become a story …
  • I also disagree that we've nailed a design for an interactive drama/ storyworld engine (s). therefore I think it's too early to begin adding narrative, even if just as an example. We're still at the abstract design level. Here are some problems t…
  • LOL. Yes, I know. I get under the skin of various characters too. [img]http://216.15.145.59/mainforums/smile.gif[/img]
  • SB: I'm familiar with games that have a game master who controls the way the RPG evolves. And of course, since my college background is in theatre, I've been inside the skin of a lot of characters - so I know what that's like. I think you're idea …
  • I guess a combination of sleeping only three hours last night, and having just watched Buffy the musical just a bit ago, had my mind working overtime while I was doing the dishes. I was thinking about our days-long discussions about interactive dra…