Most of the screens in AO/AE had only two depths of field; the foreground elements and background elements.
Those epic vistas could be easily recreated with a series of matte paintings. In fact, you could wrap said paintings around a very simple, low poly "landscape" set only a short distance from the foreground camera and it would look magnificent. The sky could be a static matte. The foreground would be where the most polygonal and atmospheric detail is applied. |
make sure the lighting/shadows and geometry line up shot to shot :O
I'm not saying i've put screen shots together or anything. i never said that. :
size 11 ;) COME AT ME |
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Also, think of the Monsaic Lines (my favourite level and if it doesn't look awesome in Abe HD, I'll put a curse on the lot of you); there was a back wall in the distance, things coming down from the rooftop, massive statues, the platform that Abe steps on, then occassionally rocks and things in front of that platform. Also consider the screens where paths are in the background, whether accessible (as in the Stockyards and in much of AE) or future/past paths shown in the distance (like in Paramonia). There's a lot more going on than a close, low-poly landscape could display well. |
I think it really depends on how optimised JAW plan on making it. I hate to bring up Sonic Generations again, but it really does an astounding job of creating detailed level landscape with depth and volume.
You can see in this selection of screenshots exactly how good it looks. Here’s videos of it in action: Rooftop Run Chemical Plant Green Hill Now, this isn’t a perfect comparison. Generations obviously goes for a cartoon-ish style over realism. But the principles remain the same – it utilises detailed backgrounds in a 2.5D realm to produce spectacular levels. It’s a lot more fast-paced than any Oddworld game, too, which I would say counts in Abe HD’s favor – Generations has to render its backgrounds at a much faster rate than Abe HD likely will, which means Abe would likely be able to up its background quality and still retain a similar performance. One last thing about Generations: it’s fairly demanding in terms of PC specs. :
Personally, I think they shouldn’t be too concerned about the PC specs – at the end of the day, the people who buy a game on Steam either have a capable PC (or intend to have one), or don’t check the minimum requirements first. And if they can’t run it? Consoles are still around. |
All this talk about art makes me wish I was a better artist. I look forward to seeing how this goes.
But I'm sure with the original art then it will come out good, Do you guys plan on making it exactly how it was? Or are you going to jazz it up a bit? more details, deviate from the concept so to speak? |
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Oddhunter provides a fine example with Sonic. The polys are low, and the coloration is cartoony and simplistic, but there are still several spacial planes at work in that environment, more than two depths of field. Apply an Oddworld-worthy paintjob to that same environment and I guarantee it would still look pretty damn impressive. I think if they're clever enough, JAW can make a game that looks as good as Trine or better without relying on polygonal complexity. So, I guess what I'm saying is, it takes less to render a simple 3D object with a good paint job than a complex one. On that note, I hope the environmental artists they hire are magnificent. :p |
pretty much what I want to see is what OWI would have done had they had the technology at the time. the same sets but with glorious lighting shadows and the rest of it. As long as it looks like abes oddysee and the gameplay is as fluid as it was on the ps1 I wont complain.
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Maximum poly-count is pretty damn high these days on modern consoles and PCs. |
True, but I meant distance in terms of the fact that AO and AE had a lot more on the screen than Trine did. They had quite a deep background, with lots of landscape and props, whereas Trine just had a wall.
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There are other points in Trine where you get huge great vistas. that level is the way it is to give more of a "boxed in" feel I would imagine. Imagine an FPS game, then imagine that we lock the camera where it is and place some geometry close to the camera, then only pan the camera left and right. That's exactly what a 2.5D game will be. As much detail as you can expect from an FPS' environments and perspective, encased in a sides crolling game style.
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The real question is are you going to make it a sidescroller or keep it screen by screen?
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Can you please find me a video of the more impressive parts of Trine? |
In the original Abe games, you could have an unlimited number of available mudokons positioned on the same spot. In 2D, it works because expectations of the realism are not too high. How will this situation be treated in Abe HD where a 3D environment means objects aligned on the z-axis are important?
I was thinking it would be good for the mudokons/environment to have an AI system where the mudokons will space themselves out appropriately depending on what space is available. If they are walking down a narrow corridoor, they could walk in single-file (or maybe not single-file, but they should take on more of a line shape rather than a close gathering). I'm thinking some kind of 'funnelling' system could work. Chances are you've probably thought about this already, but I've not seen it mentioned so I thought I'd bring it up. |
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That's a very good question - However, maybe the trick is to have wider platforms and have mudokons follow Abe in a similar way to how sackbots follow the player in LBP2 - They spread out a bit and rarely stand on the same spot - And even if they do, it's not so bad.
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Can't Wait for those Remakes
I played lot of times and want to play again when they are released hope my Computer can takes it :D |
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i wonder how that will work, as the screen-by-screen was very important, for example, bird portals, what happens if you scare them away? or awake a sleeping slig? and how far will sligs be able to shoot?
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2. They already figured this out. After a certain amount of time of nothing happening, the Slig will go back to sleep. So Abe can just stay in a shadow or a certain distance away and wait. 3. The guns can have an infinite range, but the Sligs will only detect and shoot at Abe within a certain distance. |
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That could even work its way into the atmosphere a little – a narrow path can unnerve the player in some cases, even if they can’t actually fall off. |
Wait, what?
http://en.wikipedia.org/wiki/Oddworl...ysee#HD_remake :
And this is why nobody should rely on Wikipedia as a solid research source. :P |
What's stopping you?
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I've never bothered to make a wikipedia account and there are others who are better informed than I am. I know that nugget of info I quoted isn't true, though.
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You can edit Wikipedia without an account. It records your IP address instead. Just remember to cite a source.
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Or just add [citation needed]. That way someone else does the work for you.
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Someone please change it to 2011.
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Now it says that the 2012 release date has been confirmed by JAW on Twitter. Da fuq guys...
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