From: owner-ammf-digest@smoe.org (alt.music.moxy-fruvous digest) To: ammf-digest@smoe.org Subject: alt.music.moxy-fruvous digest V14 #15447 Reply-To: ammf@fruvous.com Sender: owner-ammf-digest@smoe.org Errors-To: owner-ammf-digest@smoe.org Precedence: bulk alt.music.moxy-fruvous digest Monday, February 3 2025 Volume 14 : Number 15447 Today's Subjects: ----------------- Discover a Solution for Dull Knives ["Sharp Precision" Subject: Discover a Solution for Dull Knives Discover a Solution for Dull Knives http://mastercard.za.com/07EntjMKR2SJlezL8CzNc8jUplNfkUrfrKNNx6t02yXDDwk http://mastercard.za.com/wZszuqYsPuwS64IxyTeVU0srk_srpQ-qdWrchD0w3h6B7w1V pleting four areas, the goose enters a miniature model of the village. There, the goose steals a golden bell before going back through the previous areas while the villagers try to stop it. The goose deposits the bell into a ditch full of several other bells. There are several hidden optional objectives, many of which require traversing multiple areas or completing an area within a time limit. Completing all the optional objectives rewards players with a crown for the goose to wear. A co-operative multiplayer option, added in an update, allows a second player to control a second goose, both geese trying to accomplish the goals together. Development and release A domestic goose standing against a swampy background A domestic goose like the one featured in Untitled Goose Game Untitled Goose Game was developed by four-person indie studio House House, based in Melbourne, Australia. The game originated from a stock photograph of a goose that an employee posted in the company's internal communications. The team later realised that a game involving a goose protagonist had good potential. House House cited Super Mario 64 as the initial inspiration for the movement, wanting players to control a character who could run around in a 3D environment. Their previous game, Push Me Pull You, had 2D art with flat colours. They used a similar aesthetic in Untitled Goose Game by choosing to use low poly meshes, flat colours, and untextured 3D models. The game's playable character, the goose, was originally just a stock image, and the idea was that non-player characters (NPCs) would react to it. The developers implemented a system where the NPCs would tidy up after an item was moved. After restricting the field of view of the NPCs, the gameplay became stealth-focused. Instead of remaining hidden as in most stealth games, the goal was to have the mischief-making goose attract the att ------------------------------ End of alt.music.moxy-fruvous digest V14 #15447 ***********************************************