I apologize if this has been asked before; how open is the engine in terms of modding and cross-platform capability?
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Worth noting the features page lists the following: :
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Ah, so hopefully we will still some fizzling deaths? I love those. Haha, sorry about all the questions by the way!
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Unlikely that it will be on Xbox though, isn't it? They're still having their quarrel.
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Adding ragdoll physics sounds good! That is, as long as the ragdoll effects don't overdo it like Tomb Raider Underworld- sliding all over the place like the floor is made of ice!
Personally, I would prefer the falling deaths (where Abe crunches into the ground and doesn't bounce) remain animations. It really gave the impression Abe was physically weak, just skin and bone, which added to the feeling of vulnerability in my opinion. I don't think this has been asked before- in terms of the new camera, how far will Abe be from the screen? Will Abe be roughly the same size on screen as in the original? I only ask because I remember someone saying that we will see the sligs go back to sleep once we're out of range. Going by the screen distance of the original, wouldn't this mean that sligs can't see Abe/give up chasing him when he's only 10 (ish) meters away? I suppose with a dynamic scrolling camera, it could automatically pan slightly at set points to see round a curved path, or zoom out when passing a nice open piece of scenery (to introduce Paramonia, for example- kind of how Ratchet and Clank levels begin with the camera way out to show off the planet :D) |
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Since 'gore' is going to be turned down could there be an option to turn it up that requires parental controls? What about beating muds and such to death with sligs? Will that be removed under the violence/gore banner too?
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I don't believe gore is going to be completely removed, I was under the impression it would just be toned down a bit.
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It's not going to be any less than the original.
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For Oddworld i prefer a nice hand made death Animation. Just like in the original, only in real time. Ragdoll deaths just look so cheap in a movie quality game like Abe. Oddysee's and Exoddus' animations still look great today. Ragdolls will make it look like some cheap indie game... It doesn't fit the cinematic quality of the rest of the game. Abe always had great animations, why exchange it with some crappy ragdolls only cause it's common nowadays. I actually hope they recreate all the animations from the original game. I would be okay though, with the Euphoria Engine (or whatever it's called) that has been used in GTA, so it wouldn't look cheap and yet every death looks unique. |
Does this mean we will be introduced to new death sequences?
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Ragdolls are buggier than death animations. And loved less by the developers. They just put them in instead of making the animations with soul D:
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One thing I would ask is that you try and conceal the 'cutting of the puppet strings', the switch between an animated model and a ragdoll, somehow.
It's a big immersion killer for me and presumably at least four other people. |
It's just a question of getting the balance correct between the two. Some games do it quite well (namely Rockstar's games).
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Team Fortress 2 kinda did that (like in backstab deaths), but it's hard for me to say if it could be done better or not.
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I think what always breaks the illusion with ragdolls is how bouncy they are.
Bodies have bones and joints and aren’t made of rubber; they don’t bounce and flop around randomly. If someone falls, they land heavily and come to rest quickly. AO and AE got that right. |
Heavy ragdolls would be a good solution, then?
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I want the very stone to split under Abe’s lifeless form, god dammit.
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I don't think Abe should be THAT heavy, but I see what you're all getting at, and I agree.
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Will NPC corpses remain on screen, or will the shrink in to oblivion like in the originals?
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However, I imagine that it's something that will need to be hard-coded, rather than giving the option to the player to choose aspect ratio. It would affect gameplay far too much to change the visible area.
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Having a wider field of view would change the difficulty level, though. And much of the gameplay experience in a puzzle game comes within the player's head, so more or less awareness of the world will change the experience significantly.
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If the bodies are to stay on screen, I'd love if they rotted after time.
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