I remember some of Gautam Babar's original artwork for MO was a little glimpse at what it might have looked like in two dimensions.
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Omg seriously? That sounds pretty amazing .I'm So googling this shit right now.
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To be clear, I wasn't saying the artwork was made with the intention of visualizing it as a 2D game, just that his style is very 2D.
There's plenty of examples in the art book. |
Abe in hd, wow.
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Yep. The concept is mind-blowing.
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In the "What a drag" FMV sequence could you make Abe's knock out less comical such as removing the stars orbiting his head. I just never really found that bit funny even if you added bird sounds to it.
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It's subtle humour, you're not supposed to have an aneurysm from the hilarity of the situation. The game's dark as is, you don't need it to take itself any more seriously.
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I suppose your right the game is dark so a little subtle humour does fit in the sequence.
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Yeah, I said it before but I think AO got the humour level just right, AE was slightly too cartoony IMO.
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Any chance the gamespeak can be changed be more like AE? Laugh, and Angry don't really do anything gameplay-wise, and fart can easily be relocated to the x button. Also, any chance farting could be used to move mudokkons a step away again?
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As a kid, I played AE first so when I bought AO, I always missed the "Work", slap and "All o' ya!"...
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I would like to see more of the backstory of RuptureFarms, when abe decides to escape, did Molluck give orders to the Sligs to shoot abe on sight? Maybe provide a scene of the Boardroom being alerted that Abe is on the run and Molluck giving the order to the Slig beside him to have abe captured? Only a brief idea.
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If Molluck didn't know Abe existed, how was he employee of the year?
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Meaningless middle management incentivization.
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Oh i see, anyway could you possibly explain realtime rendering? Does this mean that (for example) when abe rolls through to the stockyards we see him rolling from the gameplay Into the video and when he falls out of the barrell and lands in the stockyards he gets up and we control him again?
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No, FMVs are when a prerendered (they made it at OWI in 3D and converted into a movie file) movie plays (like in the roll scene you mentioned), realtime rendering is when the scene is being made by a game engine every time you watch it
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People are more inclined to make .mkv files or .h264 at best.... I'd be happy with .avi or .mp4 I don't care.
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Oh i think i understand, does this mean that the cutscene where Abe falls down the cliff will have to be altered? because in gameplay, he jumps down the cliff to activate the cutscene which starts with him on top of the cliff looking at his moon
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I think it is wonderful that you guys keep in touch with us, its rare that game producers do this, but it really establishes a relationship between the two sides, the developers and the players. Anyway, my question would have to be;
As Abe's Oddysee consisted of screens, the chant detectors would stop working if you move to the next screen, how will this be established in a smooth scrolling HD re-release? Would it show a visible radius or would it be made so that when it is no longer visible it will stop detecting your chanting? |
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Oh i see, forgot about him jumping down at the start, thanks for the correction.
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This is just me thinking out loud; I don't think we have a definite solution to this problem. |
I know you've all already thought of this, but wouldn't it be easier to have chant suppressors only be active within a certain radius? Then as a gameplay mechanic, only flash and make (subtle humming) noise when active due to the player being close to it.
That way you have more control over them and won't be restricted by, say, having the camera needing to pan out to reveal parts of a level but also having a chant suppressor in sight when it's not supposed to be. You would also be able to make them follow the player to cover a longer area of a level to replace the parts of AO where you have multiple suppressors for multiple screens, for example. |
I was just about to suggest the following chant suppressors!
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That's a point, how come there were different types? Both can zap Abe, not sure if the spherical ones can produce motion sensors, maybe it was because of sprites or file sizes I don't know. But ones that follow you sounds like a cool idea
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That just leads to the question of why they ever stop following you. We could make all sorts of in-universe explanations, but which of those could we communicate clearly to a player who has little idea of what's going on.
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Think I remember either Alf or Abe telling me that they work/float because of all the little critters stuffed inside, but knowing Alf it is possibly one of his humorous jokes
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Wil, in Abe HD, is Abe gonna scratch his butt like he doees in MO?
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So many good questions! Come on, Wil. We need to know this shit!
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I'd be dissapointed to see in Abe HD Abe scratching his butt in the same way he does in MO. He should learn how to do it most efficiently throughout the whole game: at the very beginning he's a newbie scratcher and at the end he will do that even with his hands tied behind his back
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As far out as this sounds (and probably a total waste of money) I think one other major thing stands out that no one has addressed.
Did anyone play that Abe's Odyssey demo on the "DEMO 1" disk for Playstation? Well, before Abe HD's release, I would love to play a remastered version of that Demo, it was a very significant and powerful release and heck, your probably doing a demo for it anyway, and I believe using that as a template would be great. Here is a video to refresh your memories: http://www.youtube.com/watch?v=u9sDS1pEa94 and Part 2: http://www.youtube.com/watch?v=w0_e1...feature=relmfu However, neither of these videos show what happens if you don't rescue all the mudokons the demo continues to the stockyards with a VERY nice surprise waiting in the 3rd screen in stockyards. PS. check out the subliminal differences between this alpha release and the final game. |