pupbenny's suggestion reminded me of this; reduce the damage done to Munch by the Vykkers in the upper area of The Loading Docs. That shit was painful.
Also, something more general that occurred to me when I was looking at videos of that level; is it possible to make the various chutes and wells look like they actually have some depth to them, rather than just being shallow bowls with a shabby texture? |
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And bring back the original well sound fx. The slide whistle sound when you first jump in got old fast. |
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Either way, we still don't have a way to edit level geometry. The latter, though, is something we all hate. It looks really ugly.
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What would you do if you could tweak Munch's Oddysee, Wil?
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All of my opinions now fall under NDA. :p
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Weak excuse IMO :P
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What I would like to be tweaked, which is most definitely not a list of what we're able to tweak, are the following.
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Something I would realy see tweaked: remove the parts where you have move mudokon eggs crates around with the crane. :p
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The first one doesn't feel any hard to make.
Well... good luck on the rest 3, it'd be awesome if they could be achieved :) |
Here's something that I found very, very annoying about Munch's Oddysee.
For some reason, when ever a native Mudokon dies, it affects the quarma in a negative way. Even if you bring them back to life, your quarma doesn't go back to normal. So if I'm going for a perfect ending, I have to count/keep track of every single native mudokon. And if I mess up, I have to start all over again. Making it so that if a native Mudokon comes back to life then the quarma goes back to normal would be great. If you're not going to change this, at least let the player know so people don't get confused. |
But that way you could repeatedly kill and revive, kill and revive, kill and revive a Mudokon. That doesn't deserve good Quarma!
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I think he means like this:
0 Karma -10 Karma for killing a mudokon +10 for reviving him >end result = 0 Karma. You don't gain anything positive from what you started on but you aren't getting a negative impact, personally I don't see why, but meh. |
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I would give the Sligs and Vykkers their own neutral dialogue, like the Glukkons had. The indistinct babbling does the game a disservice, considering that was never an issue for Stranger's Wrath. I want to hear some Slig dialogue.
And get rid of the boing noises of the jumps, as everyone was saying. Also, when you kill someone, I'd like gibs that are programmed to fly at the screen, like in the Abe games. The ten-piece buckets of innards is just really stupid. Finally, I'd scrap the Meeps altogether, or just change their design. I fucking hate that level, and besides, we have plenty of mono-legged characters. Make them bugs or something. |
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If you have any intention to bring back the Brutal Ballad, maybe make the meeps look how they would in that game..y'know, within the constraints of MO style.
This revolving around the notion in my head that Fangus was meep herder. |
Wait, Fangus was set in the Oddworld universe?
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That’s my understanding anyway, I’m sure someone else will post a heavily referenced encyclopedia entry soon enough. |
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I think it would be great if it was set on another continent, not Mudos but one of the much large ones, somewhere the Magog Cartel has no presence and your chances of seeing wandering mudokons/ sligs/ vykers are fleeting.
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All these ideas are perfect Will! If I had a say in the production, I'd just scrap the whole project and make the game how it was supposed to be on ps2 ;) wink wink nudge nudge.
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Well dang, why can't we put this guy in charge of Munch HD?
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Or, indeed, how it was supposed to be on Xbox.
Yes, it would be fun to try and make a game that lives up to the ideas behind Munch's Oddysee, but they're ambitious even by today's standards. Oddworld needs to have a much better position in the gaming consciousness before we get a small studio committed to such grand designs. |
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EDIT: Wil posted before me after I went AFK in the middle of typing this. |
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I prefer to think we could do Munch's Exoddus. Have those awesome gameplay ideas and move the story forwards.
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