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I guess all the action goes behind the scenes currently. Once we're done with the new map, I'm sure activity will rise. EDIT: Added the new sketch as attachment. |
I'm also suporting you! I edited my sig. Oh, and "may the Scrab be with you"!
Edit: Cool drawings, uh... um... Dripik, sir! |
Dude this is awesome.
Take a nap Because u've earned it. |
Meh me downloading now and when its done Im just going to screw around with until I found something out.
Like in most online games I go on. EDIT: Ok I screwed around with it and I am completely CLUELESS! |
Hulaabeo: I have moved your post here because I’m guessing this thread is more relevant. After all, unlike the thread you actually posted in, this one is not from 2005. Do not ever post in a two-year-old thread again.
Ajiellyn, I’ll see what I can do. ^^ |
Starting the Factory
http://i28.tinypic.com/2zjj6sw.png
The conveyor belt animates =D A glimpse at how the factory will be: * At random intervals, random floor tiles in the factory will become dirty (blood splatters, most likely.) A slave will be able to clean these by scrubbing them but it will take some tedious effort on the player's part, probably clicking two buttons on the screen back and forth. * Sligs will be able to beat Mudokons. This will move the scrub buttons closer together for a short period of time (making it easier to click between them). Hey, it's cruel, but Muds can possess! * Moolah will be allotted to Sligs according to how much time they spend in the factory. Sleeping on the job is okay... unless a Glukkon catches you. * If a Glukkon catches a Slig sleeping and says "Hey!" in front of him, the Slig will lose some moolah. * If a Slig idles for a certain period of time, they will automatically lie down. * Records of factory production will be kept. This will probably relate directly to how clean it is (that doesn't sound very logical but it's the easiest way to link it to player effort. :p) The higher the production, the higher Sligs will be paid. The factory is planned to be somewhat generic to allow multiple settings for RP (although you can just use your imagination and ignore the top screen.) Here are the areas planned: * A hatchery * A packaging area (screenshotted above; this will be the main factory area. read: it's huge!) * A sleeping/bunk area for Sligs * A sleeping/bunk area for Mudokons * A cafeteria * A lounge with tables for Scrabs. It will be divided between IC and OOC so people can chat in one area without disrupting any potential RP. * A storage area which will be the setting for the multiplayer minigame involving Mudokons and Sligs (and not for RP.) Thoughts/ideas/suggestions? P.S: None of the promises made above are anywhere near as complicated as the Possession script so they should be quite easy to implement. |
Um the last time I tried going to the Oddworld place is said its not avaible. What's wrong were you updating? Im glad to make sprites for this place if its possible.
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It looks amazing, Aji. That's a lot of progress in a short time. But, if you handle the FSHs and the maps, what will the rest of us do? ;)
And, you noticed my latest concept art (Office) attached to my last post, right? |
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In the meantime, I'll work on some concept art for the factory layout and the hatchery, bunks and cafeteria areas and edit them into this post when done. :) EDIT: here's a concept art for the hatchery: http://img77.imageshack.us/img77/320...ceptfinxi0.png |
Ok I screwed around a bit and made Necrum. (Looks REAL bad)
I screwed around alot |
Great work Ajiellyn! This is so cool!
I just now made a character on here..but don't really know where everything is or what to do. ^^' How can I get to the Oddworld one? |
The Dream's down at the moment, but as soon as it's back just say fuc://slig:oddworld when in Furcadia, and click the resulting link.
Also ,as soon as the factory area is up and running, I'm making accounts for a ton of my fic and RP characters. Arthur, Dek (once Vykkers are added), Trevor, Larry, and yet-to-be-seen characters. |
Aji, you rock! A lot!
I would suggest making floor tiles get rustier rather than having random blood patches. But the picture you've done looks amazing! This whole thing is great and I can't wait to see it finished. I wold suggest putting some reward for mudokons for cleaning if anyone can think of anything. :p If you do make vykkers, maybe you could have a lab area too. Your choice of course, since you're doing most of the work :p |
Ok I joined! Great work, I'll put this in my sig.
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Thank you all for your replies and for stopping by! Every little visit and bit helps because it's extremely motivating to know that people enjoy it.
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I'm creative to a certain extent, but for designing rooms and the like I feel blind without a map. Once I'm told what to do I can do it rather quickly because I have that extra confidence that I won't mess it up. :) Sooo... concept art, concept art, concept art! Also, sorry, I hadn't seen your office sketch but I just saw it now =) I'll add an office based on it soon! :
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A note about the vykker avatars; I have yet to start them and they've fallen lower and lower on my to-do list. Does anybody mind that? Anybody have any vykker characters they roleplay as? EDIT: This is what I've been working on. Kind of sudden, but I really wanted to give the elum avatars a complete makeover: http://i29.tinypic.com/302447t.png |
I have a suggestion for the name of the the factory: Compact Reactor Corparation
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COOOOOOOL , man , u did it once more.
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And I do have a Vykker character, but I don't mind that being postponed if it means everything else (specifically the map having dual wilderness/industrial regions) is finished sooner. :
Sounds pretty cool. Might I also suggest making vendos where, for a cut of some Moolah, Sligs can purchase Brew, snacks or other items? |
I was thinking maybe mudokons could gain strength from working, which could have a bonus in a minigame of some sort perhaps, or to purchase things from the village? It might be good to let them get moolah too, like finidng it randomly dropped when they're cleaning.
Also, moolah should perhaps only be earnable to sligs in certain rooms, like the ones where work takes place. I have a map for the factory! This is concept-only and may change in size/shape/content but anyway, this is what I got. I'm hoping on being able to make doors only certain creatures can enter, and on or two other things which might be a bit challenging and have to be dropped, and I wasn't sure how big stairs have to be, but here it is anyway... http://www.oddworldforums.net/attach...1&d=1214917872 Ground floor: Entrance: A basic security room, maybe a slig voicelock shoved in that doesn't do anything but looks pretty. Animals can't come through this room. Exec. stairs: Only glukkons can go in here. Meat storehouse: Hanging bits of meat, crates. Production lines: As shown in Aji's picture, floor cleaning area. Sligs earn moolah here. Packaging: Big machine over conveyor: meat goes in, crates/barrels come out. Possibly a walled-off part of production lines. Sligs earn moolah here. Warehouse: Crates and such. Could mudokons earn bonuses for carrying crates from here to the train? Station: Possibly an extension of the warehouse. A train is somehow permanently here. Kitchen: Big ovens! Make food here, if that's possible. Get meat from somewhere, put t in oven, take out, risk of it getting burnt (cus there's always a risk of it getting burnt), Cafeteria: Lots of seating. Eat food here. Possibly joined with the kitchen. Mdokons could gain strength from eating, but risk food poisoning lowering their strength :eek: Lab/Hatchery: Self explanitory. Stockyard: Open-air area with passage to wilderness or village, only accessible to animals and mudokons. Big space with animal pens and possibly minigames (scrab wrestling? Mudokon vs Scrab or Scrab vs Scrab, sligs could take bets). When not gambling, sligs can earn moolah here. First Floor: Mudokon Bunks: Cus something has to go on top of the smelliest room in the factory. Corridor: Visit the scenic corridor; the place where dreams come true. Executive Office: Where glukkons live. Stick a fone in a corner maybe, some glukkon beds... Make it pretty! If a mud enters and there are no glukkons they gain moolah. If there is a glukkon inside they instantly loose all their moolah. If a slig enters any glukkons inside can choose to give or take moolah from them. Security catwalk: Overlooks the Production Lines, if possible. Mudokons can go on here but if a slig comes in and shoots them, they loose strength (or whatever their points are). Sligs earn moolah here. Slig bunks: Doubles up as lounge. A slig's favourite room; no mudokons allowed. Gambling Room: Come on in and waste ya moolah! Barracks/armoury: Sligs can buy bigger guns, stronger muds can get hard-hats to lower the time they're stunned after getting beaten, and better tools and the like (to make cleaning easier). Target range: Shooting minigame for sligs, putting those guns to use. Don't know if it's possible to get graphical upgrades by buying things with your moolah or other rewards, but if sligs could get etter guns... Or mudokons could get hard hats here and other stuff at the village like tattoos or weapons... (And I apologise for the width of this post. |
My Slig Barracks concept art is done, but with 2 differences to Splat's map- the entrances are in different positions, and there's no sofas to make it a lounge. I'd suggest a rec. room, perhaps?
My concept is too big to make an attachment, so here it is as a solo pic: http://img118.imageshack.us/img118/2...racksfifu3.png |
Those are all really great! Reading them makes me wanna keep playing! :D
I can't wait for new places, items, creatures etc. I like this one better then the other places. <__< My twin made an account and got bored. So I'm only going to this one which is really addicting! :p I love it! |
Just thought I'd alert Ajiellyn to a couple of bugs at the moment-
There is a tile by the first row of conveyor belt barrels that warps you into the Dream again, forcing it to be reloaded. The conveyor belt has a couple of gltiches. When you stand on the barrel on the belt, it warps you straight to the end of the conveyor belt instantly. The wall behind the little control room can still be walked through The hatch where the barrels are lifted onto the conveyor belt still has walls you can walk through. Same for the empty conveyor belt. The empty covneyor belt is also buggy- you step onit and you slide towards the end of the belt a few spaces, then jump back to where you started in an endless cycle. I realise these glitches are being worked on Ajiellyn, just wanted to alert you to them. :) |
The new map thing's looking really good, it took me a while to explore it all. Great work on everything.
I don't know if you know, but there's something wrong with the gamespeak for the female mudokon. Instead of speaking it makes some really weird (and funny) sound effects. |
I looked around this morning and noticed...
When you try to walk into the entrance from the production lines you end up in the slig bunks. When you take the southern exit from the production lines catwalk to the corridor you pass through a tiny, bizarrely coloured room en-route. You can't go down the back stairs. Also, I wasn't able to get into the lab or the stockyards, but this might be because you haven't done them yet. :fuzwink: |
The dream so far looks awesome :) I had a very fun half hour with Max trying to avoid Aji and Oddyouko and when we finally managed to get away we decided it was time for a little payback...
http://i297.photobucket.com/albums/m...pturefarms.jpg That'll teach them Sligs. |
Brilliant! Bear in mind that that’s 68 clusters of straw, each of which had to be carried individually. That’s an average of 34 trips between us. Consider also that Aji had trapped me in a net, and I could not walk, only hop everywhere.
When you remember these things, you realize how bored I was that evening/how much cramp I had in my hand afterwards/how much fun this place is. |
So THT'S what I missed. Makes me wish I'd been in the Dream at the time instead of vaguely trying to do a bit of work on my fanfic. :D
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Wow. You've done so much since I last went on. Rupture Farms is massive! This is so much fun, I can't wait to see more. Will you be adding more rooms or some more outside areas?
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Wow, heck dur ner, I never saw this one before! Wonderful stuff that, so kewl how you can be an Oddworldian creature ^^
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Right now we're having an insane slig fight, every man for himself with about six competitors, and if you get shot you tragically get teleported back to the entrance. We could probably make some interesting 'King of the Hill' style competitions like this: We select a square and all you have to do is stand in the specified place; of course there are half a dozen other people, all with guns, who are also trying to stand there too.
EDIT: Someone was asleep at there post, so I got up to mischief... Secret Agent Sliggy: Super Sneaky Time! http://www.oddworldforums.net/attach...1&d=1215468464 Anyone got a match? :devil: |
Well, I would join, but the bloody dream isn't loading up, rotten links! *dies*
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You can only go in there when Aji is signed in, it should be pretty late in the day.
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Damn, really? I though the dreams just stayed there, or somethin'...There are so many! I kept on walking into the wrong ones, cause they were so crowded...
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I think it's cause the Dram is still being worked on.
And man was it fun yesterday. Me and WoF vs Splat and Max. Me and WoF got utterly slaughtered. The King of the Hill game was fun too. |
I have been doing a great deal of thinking (oh dear) mainly about the stat system, the minigames, the missing factory rooms, powers for scrabs and the village. Some of these ideas will be covered here.
I started off thinking about the stats we've previously considered giving to mudokons (strength) and sligs (moolah). It occured to me after thought that neither species currently benefits from their rewards and have been trying to think of ways to benefit this. Firstly I propose removing 'stength' and replacing it with 'Spirit points' for mudokons, which will effect their possessing abilities; more on this later. ROOM CHANGES Since the Station only exists to allow mudokons to train strength, I think we should remove it, such it's such a leech of map space, in terms of the room itself, the train exterior and the train interior which would be needed. So we remove the station and use it's space to build an armoury, which we place beside the slig bunks. The armoury can be tiny, say just four by five map squares, and the sligs can buy upgrades for their guns there, based on the fact that sligs' guns are now fatal. GUN UPGRADES: First every creature will be assigned a hitpoint level; this is the number of times they must be shot before they die. These stats don't have to be written down; they're just there. Slogs (and vykkers) have 1 hp Mudokons, paramites and glukkons have 2 hp Sligs, scrabs and elums have 3 hp So a slog must be shot once and then it dies, a mudokon twice, and so on. When a creature dies their hp returns to full. Guns can be upgraded in terms of... Range and Power. These stats start at level 1 and can be raised to level 3. Upgrading a stat to level 2 costs 20 moolah, upgrading to 3 costs a further 30 moolah (so 50 moolah to go straight from one to three). These stats are upgraded seperately, so it costs 100 moolah to get both stats to level 3. At level 1 RANGE a gun's range is 2 squares; so they can shoot creatures standing in the square in front of them and the square beyond that. At level 2 it's range is three squares. At level 3 it's range is four squares. At level 1 POWER a gun does 1 hp of damage, so kills slogs in one shot and everything else in more. At level 2 it does 2 hp of damage, now killing mudokons, paramites and glukkons in one shot and sligs and scrabs in two. At level 3 it will kill anything in a single shot. At 12 midnight (dream-time) both these stats reduce by 1, so if they have level 3 range they'll have level 2 the next morning (because let's face it; no slig maintains their guns properly). MORE FACTORY CHANGES I think we should put the door from the hatchery to the stockyards as originally shown on the map, by turning one of the cages on the north-west wall of the stockyards into an entry point like the one from the meat storage room. The Mudokon Bunks is rediculously huge, far bigger than it needs to be. I suggest we remove half-to-two-thirds of it, and use the map space for a laboratory, to go between the hatchery and the cafeteria. Munch's Master earlier volunteered to design this space, and I will willingly do so if he has changed his mind. I also plan to draw a design for the executive office based on Dripik's picture and the room as it currently exists in the dream. SPIRIT POINTS Spirit points will be the reward stats for mudokons, and will effect their abilities to possess other players. They will be upgraded in three different ways in the mudokon village. One of these will be at a bar, a la Alf's Rehab and Teas. Mudokons, when scrubbing the factory, will rarely find moolah when scrubbing the factory, which can be used to buy brew in Alf's. Drinking brew will give a mudokon more spirit points, depending on the type of brew they buy (this I will explain in another post). The next way of gaining Spirit Points is by finding spooce, which will rarely appear in the wilderness, and when it does appear will disappear again quickly, and taking it to a mill in the village. Sligs can also collect spooce and place it in the lab for moolah. The final way will be by operating a Storm Circle in the village; a device which can only be used by four mudokons together. Again, this will be explained in my post about the village. SPIRIT POINT BENEFITS Mudokons start with 0 points. Every midnight (Furcadia Time) they will drop by 1 point. They can have an absolute maximum of 100. 15 points: mudokons can possess sligs. 40 points: mudokons can possess scrabs and paramites. 50 points: mudokons can possess glukkons. 80 points: mudokons can possess slogs. 90 points: mudokons can possess elums. (100 points: mudokons can possess vykkers.) SCRABS Pressing F3 when playing as a scrab will charge Shred Power. Pressing F3 when Shred Power is charged will activate Shred Attack, which will kill any other player in a neighboring square. SLOGS When playing as a slog, pressing F3 will make the slog lunge forward one square. Any players in the way will be injured as if shot. Slogs will be able to use this to move through gates and fences in the same way as elum can (but moving only 1 square instead of 2). Paramites will also need a power to make them worth playing. I have ideas for three minigames, but I dont know much about the possibilities furcadia presents, or if my ideas are any good. I'm considering a multiplayer game played by sligs in the factory's shooting range (behind the gambling room), a multiplayer fighting game for animals and mudokons in the stockards (Scrab Wrestling) and a single-player whack-a-mole style game for the village, played by mudokons, based in towers, with (if possible) highscore records. I'll try and make a design for the Executive Office soon, and get the rest of my ideas posted. Hope this is all do-able Aji. |
Great ideas Splat! They're all really cool! I'm signed on right now. :D And I've noticed a few more things...it all looks so fun! :D
I'm planing on being on all night too! xD Oh and if a Slog get's shot or something it could have the same whimper sound like in the games...if anyone has it. |
That'd be a hard one to record cus of course it's always partnered with the sounds of crushing, exploding, slicing or shooting.
I'd really love the slig's cry of 'help' when you chant near them or when they drop down a hole in AE. |
Ajiellyn's told me she's working on the Slig Help sound, but she's struggling recording it. Same with the mudokon sympathy GameSpeak.
Good ideas Splat, but they'll probably take a long time to implement, especially since there's not a Native area yet. Still, they are good ideas. Oh, and on the Mudokon Bunks, Aji said she's got a good idea of how they'll look anyway. |
I want to thank everyone for their ideas/questions/comments/screenshots, they're all extremely important to me, more than I can express here in words, because they motivate me to continue what I'm up to.
I had a very elaborate answer to your suggestions typed out earlier today Splat but FireFox crashed and I lost it. Basically, they are very good suggestions, I was just adding details to each and trying to construct ideas of when they would make it into the game. I'll get to answering that once I'm feeling better. I'm posting most of all to let you guys know that I've come down with something and the 'is anything new?' question might be answered with 'no' for a couple of days. I'm not sure what's wrong with me, but I slept ten hours today and woke up at 5pm, then I was awake for four hours and fell asleep again at 9, and ... here I am, at 4:45 in the morning. In short, I've been feeling really crappy and sleeping a lot. It's probably just a summer fever or whatever they call it. On the Slig 'help' sound: I am really trying to get that sound recorded but it just isn't working out for me. Anyone is welcome to try; if you have the PC version of Abe's Oddysee or Exoddus, download Audacity, set it to record from Stereo Mixer and try to get a Slig to shout help! without any background noise. Thanks everyone for being patient! ^^ http://i38.tinypic.com/1zxxxy0.png |
My hat goes off to you.
Ajiellyn. I just wanted to congratulate you on this beautiful thing you're creating. You see a lot of projects under taken by various people. They talk about it for a couple weeks and get everyone excited about it but then... nothing happens. The person doing the project either becomes too lazy or finds out the task is way more difficult then they originally assumed.
I just want to give you props for what you've done. When I logged on to see I was a pantless Slig I was ecstatic. I was determined to find those pants and when I did I was all too happy. You have done what only a select few have. Persevering this long never giving up. I just love seeing all the time you put into this it's a great inspiration for me to keep working on making my Oddworld game. Seriously this is the only Oddworld inspiration I have had in a long while. Role playing with strait text has become so dull. I very much look forward to using this MMOSG for role playing. Again Ajiellyn thank you for all the hard work and time you have put into this. You truly know how to stay Odd. You are my Odd Hero. |