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This article is a work in progress. |
Big Walk is a co-op puzzle adventure game where you and some friends walk around solving various puzzles on an Australian island.
Internal Names#
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Player Characters#
In the game the playable characters don't have any official name, just like everything else in the game. Some players call them "Friend", some call them "Bird"; it depends on who plays the game and what they see of it. However, the characters happen to have two internal names in the game files.
Prefix on SFX Files#
Pretty much all of the sound effects done by interactions from the player start with the prefix fly_lobby_, for example the file fly_lobby_plastic_run_01.wav.
The name "Fly" is seemingly only mentioned in the SFX files. The texture file for the eyes however hints at them being named "Lobby", with the filename being lobby_eye_atlas.png. Additionally there is another image of a drawing with the characters dancing together named LobbyDanse.png, which seems to reaffirm the name to be "Lobby".
Unity Animator Controller#
The file name for the animator controller of the playable characters has the name LittleGuyController.controller
Puzzles#
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Since the game gives no names for the puzzles that show up throughout the game, many guides reference the same puzzle with different names. Inside of the game files the puzzles do happen to have specific names.
Unused Items#
Laptop#
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An unused model of a laptop (laptop.glb) can be found including various sound effects for when the laptop is used and interacted with (thrown/kicked).
So far no Unity prefab or code was found related to the laptop so the true intent of this item remains unknown.
A list of sound files related to the laptop item. (Click to expand the list).
sfx_prop_laptop_release_01.wav
sfx_prop_laptop_release_02.wav
sfx_prop_laptop_release_03.wav
sfx_prop_laptop_release_04.wav
sfx_prop_laptop_grab_01.wav
sfx_prop_laptop_grab_02.wav
sfx_prop_laptop_grab_03.wav
sfx_prop_laptop_grab_04.wav
sfx_prop_laptop_impact_hard_int01_01.wav
sfx_prop_laptop_impact_hard_int01_02.wav
sfx_prop_laptop_impact_hard_int01_03.wav
sfx_prop_laptop_impact_hard_int01_04.wav
sfx_prop_laptop_impact_hard_int01_05.wav
sfx_prop_laptop_impact_hard_int01_06.wav
sfx_prop_laptop_impact_hard_int01_07.wav
sfx_prop_laptop_impact_hard_int01_08.wav
sfx_prop_laptop_impact_hard_int01_09.wav
sfx_prop_laptop_impact_hard_int01_10.wav
sfx_prop_laptop_impact_hard_int01_11.wav
sfx_prop_laptop_impact_hard_int01_12.wav
sfx_prop_laptop_impact_hard_int01_13.wav
sfx_prop_laptop_impact_hard_int01_14.wav
sfx_prop_laptop_impact_hard_int01_15.wav
sfx_prop_laptop_impact_hard_int01_16.wav
sfx_prop_laptop_impact_hard_int01_17.wav
sfx_prop_laptop_impact_hard_int02_01.wav
sfx_prop_laptop_impact_hard_int02_02.wav
sfx_prop_laptop_impact_hard_int02_03.wav
sfx_prop_laptop_impact_hard_int02_04.wav
sfx_prop_laptop_impact_hard_int02_05.wav
sfx_prop_laptop_impact_hard_int02_06.wav
sfx_prop_laptop_impact_hard_int02_07.wav
sfx_prop_laptop_impact_hard_int02_08.wav
sfx_prop_laptop_impact_hard_int02_09.wav
sfx_prop_laptop_impact_hard_int02_10.wav
sfx_prop_laptop_impact_hard_int02_11.wav
sfx_prop_laptop_impact_hard_int02_12.wav
sfx_prop_laptop_impact_hard_int02_13.wav
sfx_prop_laptop_impact_hard_int02_14.wav
sfx_prop_laptop_impact_hard_int02_15.wav
sfx_prop_laptop_impact_hard_int02_16.wav
sfx_prop_laptop_impact_hard_int02_17.wav
sfx_prop_laptop_impact_hard_int02_18.wav
sfx_prop_laptop_impact_hard_int02_19.wav
sfx_prop_laptop_impact_hard_int03_01.wav
sfx_prop_laptop_impact_hard_int03_02.wav
sfx_prop_laptop_impact_hard_int03_03.wav
sfx_prop_laptop_impact_hard_int03_04.wav
sfx_prop_laptop_impact_hard_int03_05.wav
sfx_prop_laptop_impact_hard_int03_06.wav
sfx_prop_laptop_impact_hard_int03_07.wav
sfx_prop_laptop_impact_hard_int03_08.wav
sfx_prop_laptop_impact_hard_int03_09.wav
sfx_prop_laptop_impact_hard_int03_10.wav
sfx_prop_laptop_impact_hard_int03_11.wav
sfx_prop_laptop_impact_hard_int03_12.wav
sfx_prop_laptop_impact_kick_01.wav
sfx_prop_laptop_impact_kick_02.wav
sfx_prop_laptop_impact_kick_03.wav
sfx_prop_laptop_impact_kick_04.wav
sfx_prop_laptop_impact_kick_05.wav
sfx_prop_laptop_impact_kick_06.wav
sfx_prop_laptop_impact_kick_07.wav
sfx_prop_laptop_impact_soft_int01_01.wav
sfx_prop_laptop_impact_soft_int01_02.wav
sfx_prop_laptop_impact_soft_int01_03.wav
sfx_prop_laptop_impact_soft_int01_04.wav
sfx_prop_laptop_impact_soft_int01_05.wav
sfx_prop_laptop_impact_soft_int01_06.wav
sfx_prop_laptop_impact_soft_int01_07.wav
sfx_prop_laptop_impact_soft_int01_08.wav
sfx_prop_laptop_impact_soft_int02_01.wav
sfx_prop_laptop_impact_soft_int02_02.wav
sfx_prop_laptop_impact_soft_int02_03.wav
sfx_prop_laptop_impact_soft_int02_04.wav
sfx_prop_laptop_impact_soft_int02_05.wav
sfx_prop_laptop_impact_soft_int02_06.wav
sfx_prop_laptop_impact_soft_int02_07.wav
sfx_prop_laptop_impact_soft_int02_08.wav
sfx_prop_laptop_impact_soft_int02_09.wav
sfx_prop_laptop_impact_soft_int02_10.wav
sfx_prop_laptop_impact_soft_int02_11.wav
sfx_prop_laptop_impact_soft_int03_01.wav
sfx_prop_laptop_impact_soft_int03_02.wav
sfx_prop_laptop_impact_soft_int03_03.wav
sfx_prop_laptop_impact_soft_int03_04.wav
sfx_prop_laptop_impact_soft_int03_05.wav
sfx_prop_laptop_impact_soft_int03_06.wav
sfx_prop_laptop_impact_soft_int03_07.wav
sfx_prop_laptop_impact_soft_int03_08.wav
sfx_prop_laptop_keystroke_01.wav
sfx_prop_laptop_keystroke_02.wav
sfx_prop_laptop_keystroke_03.wav
sfx_prop_laptop_keystroke_04.wav
sfx_prop_laptop_keystroke_05.wav
sfx_prop_laptop_keystroke_06.wav
sfx_prop_laptop_keystroke_07.wav
sfx_prop_laptop_keystroke_08.wav
sfx_prop_laptop_keystroke_09.wav
sfx_prop_laptop_keystroke_10.wav
sfx_prop_laptop_keystroke_11.wav
sfx_prop_laptop_keystroke_12.wav
sfx_prop_laptop_keystroke_13.wav
sfx_prop_laptop_keystroke_14.wav
sfx_prop_laptop_keystroke_15.wav
sfx_prop_laptop_keystroke_16.wav
sfx_prop_laptop_keystroke_17.wav
sfx_prop_laptop_keystroke_18.wav
sfx_prop_laptop_keystroke_19.wav
sfx_prop_laptop_keystroke_20.wav
sfx_prop_laptop_keystroke_21.wav
sfx_prop_laptop_keystroke_22.wav
sfx_prop_laptop_keystroke_23.wav
sfx_prop_laptop_keystroke_24.wav
Unused Developer Commentary#
An audio file called How to Listen to Yourself - Em Halberstadt.ogg can be found in the files. Em Halberstadt is the sound designer in Big Walk and talks about how some playtesters would instead of doing the puzzles go around and hit everything around them and listen to the sounds.
So, I was doing some playtesting with two different groups, one was a game developer group and one was with some teammates who were sound designers. One group was very focused on getting to the next puzzles to solve in the reward of beating the game, and the other was spending a lot of time, just, listening to the sounds and not... doing what they were supposed to be doing at all. (*laughting*)
Both are fun, neither were wrong, but, as you can imagine *laughter* the sound designer group was just going a lot more slowly, so that's kind of like... what I was, uhm... I found really interesting just like overall I feel like that's how we tend to play games, I know that's how I play games. The first game I started playing after I started learning about game audio was Half-Life, and I remember just like going around the game and hitting things with, uh, a crow bar or whatever it was, and like seeing if it made a special sound.
And, I really love that about sound people. I feel like we can often raise important questions like "what is the purpose of a game?", is it joy and discovery? Or maybe connection, or to win and progress?
And I think this same question can be asked of life.
Unused Eye Shapes#
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In the file used for the different eye shapes there are a handful of unused eye shapes, primarily the third shape in the first row, the first shape in row three and the shapes in row four.
Unused Maps#
Testing Area#
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In the game is an area likely used for testing by the devs. The name by which it can be found in the game scene is LandmarksNonChallenge/SecretZone. The area apears to be disabled or hidden when in game and likely requires some input or command to see and go to that area.
In the area many objects can be found that are used in the main world as well as some areas very likely used for testing the player movement.