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LIJI 07-21-2010 03:59 AM

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The thing about Feeco Depot is that the level foregrounds were built using a set of templates that could be dragged, dropped and shifted around. That meant that they could experiment a bit more with the level design, which is why we see more variation in Feeco levels than others.

That makes sense now. The FeeCo Depot level does seem quite "monotonic" and easy to work on; but so are most other levels after FeeCo.

Here's another series of weird screenshots:
http://oddworldlibrary.net/archives/...E/SSAE0085.jpg
http://oddworldlibrary.net/archives/...E/SSAE0086.jpg
http://oddworldlibrary.net/archives/...E/SSAE0087.jpg

There are a few wrong things with these:
1. The Greeters are bigger than usual.
2. They lack their sensors.
3. Not only are they placed in locations where they don't appear in in the final game, they appear in locations that make no sense to put them. (For example, places with a very little places, and a place with a lot of Muds to save. They're not going to avoid the greeters, are they?)
4. It could be just me, but the LCD looks a bit funny.

This could mean a few things, either that:
1. These are not "real" in game screenshots but are edited, but it's unlikely since they look very different from the other "fakes".
2. These are taken from a development stage where greeters were just created and required testing, so they were placed in a few places (To see if they can handle many targets (Muds) at once for example. Personally I'd love seeing this! :P) to see if they behave correctly. (Later on they implemented the sensors and made them smaller)
or 3. Greeters used to have a different behavior which didn't use sensors. That different behavior made it logical to put them in these locations. Later when the behavior changed they were replaced.

Phylum 07-21-2010 04:06 AM

I think 3 is very likely. I wouldn't be surprised if OWI were prone to making size changes, as they used 3D models and this is easier to change than re-spriting in 2D.

Paul 07-21-2010 04:04 PM

Rebuilding the game is not a simple "press a button" operation!! It would require obtaining all of the source code, a visual studio 6 license (not possible since no longer supported) and working build environment.

Since MSVC6 is outdated they would have to use a newer c/c++ compiler, the end result of this is that the code won't build and will require maintaince. Once it finally builds it would then require more QA/testing etc.

Assuming someone actually poured a lot of money in and did this.. they would then need maya license and whatever whacky crazy scripts they have to render the game sprites and scenes..make all that work have a big rendering farm so it doesn't take 10 years to
finish...

And finally the game formats would need updating for the higher res graphics.. why? Not because "computers back then couldn't handle it" but because these games where designed for the PLAYSTATION which means they only had a 1024x512 frame buffer! PC's at the time could have done 10 fold the resolution if required.

So how about those high res screen shots? Likely just rendered out directly from maya for marketing/publication purposes if you ask me(would also explain why you would make the objects huge)

Nate 07-21-2010 08:18 PM

Given that they are trying to tweak the Abe games to add in acheivements, it's likely they're already performing the first three paragraphs of your post.

Paul 07-22-2010 07:14 AM

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Given that they are trying to tweak the Abe games to add in acheivements, it's likely they're already performing the first three paragraphs of your post.

If they actually rebuilt the game from source to add this I would be seriously shocked (and buy it instantly since if they built it with RTTI it makes decompiling it a lot easier)

But the biggest task would still be re-rendering all sprites/videos/everything to be higher resolution and make the game beable to use them. To do that they would have to come up with updated or new file formats and rewriting the psx emulation stuff.. so in other words almost a complete rewrite apart from the game logic!

LIJI 07-22-2010 09:39 AM

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But the biggest task would still be re-rendering all sprites/videos/everything to be higher resolution and make the game beable to use them. To do that they would have to come up with updated or new file formats and rewriting the psx emulation stuff.. so in other words almost a complete rewrite apart from the game logic!

I said that for the theoretical case where the high-res screens were real and were implemented at some point (And later was changed to lower-res). Now that we know for sure they're not it's obviously not the case and would take much more time, so it's not going to happen.