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Don't take this the wrong way but what's the point of making a 3D remake if it's the same as the original game? What really is the point of depth at all then? |
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ive only kept the sectret areas the same, only because any other layout doesnt really work well (the space is too tight). the main paths are different and im pretty pleased with them. im building the whole of rupturefarms before releasing anything else so i'll upload them all at once. then you'll see what a 3D perspective can bring to abe's oddysee... hopefuly. |
It will be interesting to see how this turns out in the end. I do think that converting/ remaking the game into a full 3D game (so no 2.5 D) isn't the smartest thing to do in terms of gamedesign. Especially with indoor environments and the way the oddworld gameplay works. The outdoor environment on the other hand seem to work perfectly as it gives a more believable environment in terms of layout and function. (Epic work on that stuff btw;) )
If your going for a full 3D game 3rd person game it might be interesting to move away from an exact core layout replica. And try to go for something more in line of the original Munch oddysee footage (the ps2 stuff). |
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thanks for the comment :-) |
These are amazing!
i would definitely pay for this game ;) |
Amazing Nowturn :), plus rep.
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What your doing is amazing!!! Keep up the good work man!! Can't wait for it!
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Before I joined this website I had already watched you're remakes and they are awsome! It's gonna rock!
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I took a peek back in here yesterday. Impressive. I honetsly doubted you would get this far. That's impressive in itself, but that you have also managed to make it look the way it does, and give it this sort of atmosphere, is nothing short of awesome.
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i'm going all the way, untill every area is finished, you have my word. |
WOW! I cant wait for the new oddworld remake! It will be Sooooooo fun!
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http://youtu.be/w1RpZVBY2lo
hey guys just to clarify... my rupturefarms assets are all complete, im still building the zulags up at the mo (its taking longer than i expected heres a quick flythrough of the entire zulag 1 area (not including the path to the stockyards http://youtu.be/w1RpZVBY2lo nOWtun |
My mind has been blown in a fashion similar to when I first played the game.
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Considering you're making this on your own, this isn't bad at all.
Excellent work. |
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Nowtun! I haven't heard from this in aggeeesss ... I still don't know if you've found a game engine yet, and I can't be bothered reading at the moment. Tell me, have you started work on the game?
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Do the videos showing all the models and platforms not count as 'working on the game'? ¬_¬
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This is fucking AMAZING!!!!!!!! I like your work!!!!!!!!!!
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Damn right there's an engine in the making.
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FFFFFFFFFFFFFFFFUUUUUUUUUUUUCCCCCCCCCCCCCCCCCCCCKKKKKKKKKKKKKKKKKKSSSSSSSSSSSSSSSHHHHHHHHHHHHHHIIIII IIIIIIIIIIITTTTTTTTTTTTTTTTCCCCCCCCCCCCCCCCCCRRRRRRRRRRRRRRRRRRRRRAAAAAAAAAAAAAAAAAAAAAPPPPPPPPPPPPP PPPPPPWWWWWWWWWWWWWWWWWWWWWAAAAAAAAAAAAAANNNNNNNNNNNNNNNNNKKKKKKKKKKKKKKKKKTTTTTTTTTTTTTTTWWWWWWWWWW WWWWWWWWWWAAAAAAAAAAAAAAAAATTTTTTTTTTTTTTTT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
ahem.... with that out of my system, just a quick update. I hada bit of a disaster last night while working on the project, for some reason Lightwave decided to crash my computer and resulted in 50% of weeks work being deleted and the other 50% being corrupted beyond repair. so yes a huge fucng setback but I'll get it back on track as im now working like a bitch in heat on it right now.... butright this second... i need sleep.... zzzzzzzzzz |
You...are...shitting...me? How much have you lost? Like not too much of RF and Paramonia I hope?
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Paramonia wasnt lost but a large chunk of rupturefarms was, however the assets for rupturefarms were spared but im having to re-assign the textures for everything (some 500+ objects) i'll get it sorted
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Wah no, well gives me more time to catch you up with mah C++ ;)
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hows the c++ going anyway?
ive just measured the game layout, and the map is 2.5km by 2.5km hehe |
I still need to buy that book I keep forgetting, I've been marginally more busy than usual at the moment.
EDIT: The engine might have to be powerful then. |
im using vanishing points so not everything is vissible at one time and places like rupturefarms and thetemples are all seperate so poly count and distance isnt really a problem, but i really wanna get this one idea into the game... being able to see 2 of the 3 locations at all times when in an outside location. for example, being able to see the paramonia and scrabania temples from the free fire zone (Far away) and same for paramonia and scrabania. monsaic lines is a cave so there doesnt apply but im still debating with myself wether to make it one big cave or split it between each path (path 1 and 2 have to be together because of the first 2 doors u come across.
Im also debating wether to use the fort/dam walls idea thats seen on pages 20 and 21 of the oddworld book used for the stranger concept drawings. i'd idealy not use it but as its 3D and.... well.... huge, theres only so much stuff i can put into each location before it'll slooowwwwwwww the game down. low poly models will obviously be used for the ditant stuff but there will also need to be a camera blur thing in plac so it fuzzes it out a bit, similar to whats in games like gta 4. but if i cut the paths up like this i can put loads more detail in without worrying to much about that. |
:( hope you can pick it up again quickly nowtun, how IS the c++ going STM? what's the beat thong you's coded so far? :D
EDIT: best* thing* you've* :S |
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yeah I know theyre quite far from each other but i was playing jak and daxter (the first one) a few months ago and i could see one part of the map from another and theyre quite a distance appart and i thought it looked cool. i also feel that it grounds the player in the world making them feel that theyre actualy part of a living breathing enviroment (something i think is very important to oddworld). the same is in halflife episode 2 just after the train crash, u can see city 17 from a distance just before its vapourised, makes u think "wow i was just came from there"
but if ulook at the oddowrld map in the ok, paramonia and scrabania arent that far appart according to the map, considering the size of th free fire zone. personaly i dont really like that map, i dontv know why, maybe its cuz i feel it doesnt place the enviroments in the right locations (rupturefarms i feel should be somewhat closer to the other industrial facilities considering its linked to FeeCo Depot and part of the Magog Cartel) but meh thats just me... @Avenging Gibbons - im pretty much working round the clock now getting it fixed lol (i just dont wanna burn out and get bored of it as im sick to death of rupture fucking farms now lol |
OK, you've won me over Nowtun, I'll go with it, hell I have to, you're the designer...unless, I coded a virus into the engine...would I do that? Nooo. ;)
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have faith mr trap man of the scrab variety, it'll make sense when its done :-)
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You know what, at 2:05 nothing makes sense any more! What's even more terrifying for you is right now I'm working on the code, looking at some books to buy and well... I've been doing this for the past three days....
// my first program in C++ #include using namespace std; int main () { cout << "Hello World!"; return 0; } Will become: // my first program in C++ #include using namespace std; int mian () { cout << "Hello World!"; return 0; } And it will be disastrous. Ant at 2:07, that was hilarious. |
lay off the drugs man lol joke
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I think I need a long sleep before sixth form starts. In seriousness I think that book we looked at might be a little too advanced, I think I'll look into 2D design then read up on 3D vectors and stuff, must of the topics you can cross over to 3D such as physics (sort of), sound and movement (sort of). Coming along though, slowly.
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what you studying at a level, stm?
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English Literature, Language and History? Why? Were you expecting C++ to be in there? ^_^
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