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-   -   Abe HD (http://www.oddworldforums.net/showthread.php?t=20676)

Nate 01-19-2012 12:39 AM

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It's okay if you don't believe me.

I'll believe you when the first trailers come out. :p

Wil 01-19-2012 01:04 AM

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who is JAW? How many people are working for them? do you have an office?

JAW is a UK video game developer. There are currently six of us working in the office.

Phylum 01-19-2012 01:31 AM

So 7 people including you?

Wil 01-19-2012 01:34 AM

Actually, I'm eating Frosties right now.

Glitch 01-19-2012 01:49 AM

He is.

Xavier 01-19-2012 02:35 AM

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I've played through AO recently, and, with my game developing hat on, can tell you that modern rendering engines can make backgrounds as nice, if not nicer than the vast majority of the backgrounds that can be seen in AO. Normal maps weren't even in use by 1997!

It's okay if you don't believe me.

Hum, yeah, that was my point... can't wait to see what you guys come up with.

lloyd 01-19-2012 03:12 AM

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I've played through AO recently, and, with my game developing hat on, can tell you that modern rendering engines can make backgrounds as nice, if not nicer than the vast majority of the backgrounds that can be seen in AO. Normal maps weren't even in use by 1997!

It's okay if you don't believe me.

as long as you don't optimise it past the point of looking good, repeating textures are one thing but you'll neen lots of nice unique pieces, the styles of AO are amazing.

that's not a criticism on you guys there I just mean I hope you give it that extra texture love

Glitch 01-19-2012 03:46 AM

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Hum, yeah, that was my point... can't wait to see what you guys come up with.

Sorry about that Xavier, I meant to use your quote as a supporting example of what I was trying to say but that doesn't come off at all in my post.

tda has just said it pretty well; take a screenshot from AO and compare it with a screenshot from Drake's Fortune.

tda 01-19-2012 04:13 AM

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To be honest I fear that doing it in realtime will mean that the quality will take a step backward instead of forward. It's going to be very hard to top the original backgrounds and I've rarely, if never, seen realtime graphics that looked as good as the AO backgrounds.

It sounds like your nostalgia is making you biased. That video of Trine 2 earlier in the thread proves beyond a shadow of a doubt that today's realtime > 1997's prerendered in terms of fidelity and detail. Watch it in 1080 and then look at a gameplay vid of Abe's Oddysee. I don't think you have anything to be worried about.

The major defining factor in what is going to make our realtime version look good is the artist, they are not all created equal. This is precisely why i'm still looking for an env artist good enough to fill these very large shoes.

Havoc 01-19-2012 04:18 AM

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I realy don't see why you guys doubt that a current engine correctly configured and polished can't give a rendering that is better then what they used back in 1997.

Because realtime rendering is something completely different from pre-rendering. There are limits to how much you can render in real-time. Polygon limits, amount of textures that need to be loaded, lighting detail, shadow detail. All that stuff.

In a pre-rendered scene you could fill it up with details and make it look lifelike if you want. The final image would maybe take a couple of hours to completely render on a high resolution, depending on computer power.

Rendering a same detailed high res scene like that in real time is near impossible, that's the point I'm trying to make. You'd have to cut a LOT of corners to make sure the scene is rendered properly in a timely fashion.

I guess the best example I can give of this is Donkey Kong Country Returns. The original games had some awesome and 'detailed' backgrounds which were pre-rendered just like in AO (with smooth scrolling, might I add). In the new 2,5D version the backgrounds look a lot less lively to me, nowhere near how they used to look.

But hey, I guess we'll see how it turns out if you do decide to go with realtime. I really hope I'm wrong on this one.

AvengingGibbons 01-19-2012 04:32 AM

Donkey Kong Country... isn't that a 'nintendo' game? :P hardly surprising..

Havoc 01-19-2012 04:55 AM

The principle is exactly the same though.

AvengingGibbons 01-19-2012 05:11 AM

Ok, but, we're talking 15 years later here, computers are way more powerful. I agree with tda that the quality of the visuals primarily depends on the artist and not on the hardware+software combo because there is more than enough computer power these days to create something more wonderful than the original Abe's pre-rendered imagery.

We just gotta hope tda can pull it off :) X

tda 01-19-2012 05:13 AM

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Because realtime rendering is something completely different from pre-rendering. There are limits to how much you can render in real-time. Polygon limits, amount of textures that need to be loaded, lighting detail, shadow detail. All that stuff.

In a pre-rendered scene you could fill it up with details and make it look lifelike if you want. The final image would maybe take a couple of hours to completely render on a high resolution, depending on computer power.

Rendering a same detailed high res scene like that in real time is near impossible, that's the point I'm trying to make. You'd have to cut a LOT of corners to make sure the scene is rendered properly in a timely fashion.

I guess the best example I can give of this is Donkey Kong Country Returns. The original games had some awesome and 'detailed' backgrounds which were pre-rendered just like in AO (with smooth scrolling, might I add). In the new 2,5D version the backgrounds look a lot less lively to me, nowhere near how they used to look.

But hey, I guess we'll see how it turns out if you do decide to go with realtime. I really hope I'm wrong on this one.

I think you are seriously doubting what modern game engines are capable of rendering.

But for arguments sake lets say you're right and that you can pack more objects into a shot that's completely 2D, that doesn't necessarily make it look better. The example you gave with donkey kong was a measure of "how much you liked" the backdrops, but there are a lot of things that contribute towards a scene being aesthetically pleasing. The amount of pixels or polygons on screen isn't necessarily the most important one. Let me give you an example.

http://2.bp.blogspot.com/-PU-gVfGz1u...out+masks1.jpg

Doesn't look that good, does it? But this is the best example i could find of "loads of stuff on the screen" that realtime engines might have a problem with (they wouldn't, but i digress).

My point here is the quality of the backgrounds and environments that we make for AbeHD isn't going to be limited by technical ceilings, it's going to be directly in line with the artistic skill of the people who make it. The decision between 2d and 2.5d therefore comes down to gameplay reasons only, and the arena of 2.5d provides for a much richer gaming experience overall than flat 2d.

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We just gotta hope tda can pull it off :) X

I won't be tackling it alone, i hope.

AvengingGibbons 01-19-2012 05:24 AM

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I won't be tackling it alone, i hope.

I hope not too, I can't wait till 2015:fuzsad:.. I read you said you were looking for an env artist so I assumed you had the responsibility of finding the game artists (or maybe not, just an assumption)

Varrok 01-19-2012 05:39 AM

The buildings in the background are mainly just cuboids with a pretty texture(s)! (not counting the closest one, im talking more about the ones on the right)... and we're talking about newest technology engine made to look best

Xavier 01-19-2012 06:01 AM

Varrok, wow, are you realy going to be of such bad faith with the guys from JAW? Are you sincerely thinking battelfield's engine isn't good enough to power a 2.5d game?

tda 01-19-2012 06:22 AM

Varrok - Quite right, but what's your point? Unless your point is just that they are cuboids, but without any kind of context it doesn't really challenge the arguments that i made.

AvengingGibbons - I'm the main artist here so yeah i handle all artist applications, i'll also be working on the environments too when i run out of characters to make.

Varrok 01-19-2012 07:33 AM

Ok, from this point I'll stop ranting - I'm just seriously worried about the future of the remake and want it to be at least as good as original game back in 97 :P It's like most remakes of good old games went crap and it doesn't pay for me to be an optymist anymore

STM 01-19-2012 07:46 AM

Why worry, the remake is in good hands.

Varrok 01-19-2012 07:49 AM

6 people isn't much. I mean if I compare to how many people were there in 97... but ok, I'll wait till I see any trailers or sth :)

Sekto Springs 01-19-2012 08:41 AM

As far as the core creative team, six people is plenty. Most of the people who worked for OWI back in the day only handled the actual production, but all the main ideas came from Lorne, Sherry, and only a handful of damn fine artists. When the time comes, JAW will hire all the help they need to make it a reality.

MeechMunchie 01-19-2012 08:54 AM

Can people stop being mean to the JAW staff, please? Talk about biting the hand that feeds you... They don't have to be here you know.

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The major defining factor in what is going to make our realtime version look good is the artist, they are not all created equal. This is precisely why i'm still looking for an env artist good enough to fill these very large shoes.

Or a mediocre artist with really big feet.

Havoc 01-19-2012 09:36 AM

We're not being mean, we're just giving feedback and suggestions. A different outlook on things if you will. It's in no way meant badly.

Varrok 01-19-2012 10:46 AM

I wasn't trying to be mean, I was just trying to point out things I thought were ridiculous

sheridanm962 01-19-2012 02:33 PM

I agree, he wasn't trying to be mean at all.

Bullet Magnet 01-19-2012 02:51 PM

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Why worry, the remake is in good hands.

To be fair, we haven't seen their hands.

Wil 01-19-2012 03:01 PM

You've seen mine.

sheridanm962 01-19-2012 03:04 PM

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You've seen mine.

Yes master. :spin:

By the way: It would be good to know how Abe turns out in the game, like could I rotate the camera perhaps?

Wil 01-19-2012 03:07 PM

I don't know how to take this.

Goresplatter 01-19-2012 03:42 PM

Camera rotation for when there's no movement? Interesting... though it would of course require double the work in backgrounds...

Havoc 01-19-2012 04:31 PM

What would be the value in being able to do that?

sheridanm962 01-19-2012 04:32 PM

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What would be the value in being able to do that?

I don't know, I figured I could just stare at Abe for a while :happy:

Havoc 01-19-2012 04:36 PM

You pervert. Stick to sheep, please.

sheridanm962 01-19-2012 04:37 PM

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You pervert. Stick to sheep, please.

No not like that, I meant like how I stare at the water in Half-Life 2 games because I just love the quality!

Goresplatter 01-19-2012 04:55 PM

Take in more scenery and view things from a different angle?

Though I agree that it wouldn't be worth the effort. Just sayin'.

zimfromBM 01-19-2012 05:32 PM

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Yes master. :spin:

By the way: It would be good to know how Abe turns out in the game, like could I rotate the camera perhaps?

pointless dumb useless retard idea

Sekto Springs 01-19-2012 06:05 PM

Wil, your hands look like twiglets.

sheridanm962 01-19-2012 09:18 PM

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pointless dumb useless retard idea

Then you must hate Munch's oddysee then, just saiyan.

Jordan 01-19-2012 10:21 PM

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Then you must hate Munch's oddysee then, just saiyan.

I don't agree with what you're both saying. It's generally not a good idea for a 2.5d game to have camera control because well, it's 2.5d, not fully 3D like Munch's Oddysee. However, zimfromBM was very rude in shooting your idea down.