Oh for goodness sake.
What's with all the over the top gore? It's a remake not a gritty "Gears of Oddworld" reboot :/ |
Would the characters in the game have more flexibility in their skeletons? I know the polygonal count will rise, but what of the movements, and animations. Will those be greatly enhanced as well? Will Scrabs do more than gasp at the ground and walk?
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But wouldn't the Idea have died with Mullock and the CEO's? (not going with the Munch canon) Because if it didn't, then is Abe just sitting around waiting for someone else to take care of all the factories that would be trying this idea? |
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Yes, but it was his idea. How was it able to spread beyond his remote factory?
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Was it remote though? It seems like it's near a vast industrial hub of activity, I mean it wasn't even too far from places like flub fuels or splinterz. Nevertheless I don't expect to see a mudokon pop in the local Tesco's any time soon.
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http://www.oddworldforums.net/attach...1&d=1314974365
Quite remote compared to the other industrial hubs it seems. EDIT: That map be too large, yo. *crops* |
It's worth noting that that's not the latest version of that map.
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Wasn't there a Mudokon Pops poster in Exoddus, before Abe falls off the train rails into FeeCo? (The one that looks like an ice cream instead of the skewered head).
Does anyone know how long it was between Abe's escape and return to Rupture Farms? It is possible that all manner of marketing, promos and communication between factories occured during that time. EDIT: just looked at the latest map- is there a mistake on it? If you look at the big map, it shows the locations from AO, AE and MO in big boxes. The middle map of Mudos shows these boxes in relation to the continent- but if you look at the coastline, you see that the boxes on the middle map are wrong. Using the grid, shouldn't they be roughly 1 space right and 2 up? And quite a bit bigger? On the large map, the boxes span almost east to west coast! I'm being very picky I know! :P Just wondered if anyone else noticed? |
Glitch, seeing you are a JAW official I would like to ask you a question (although I'm sure someone has asked this before but I couldn't find): will JAW release tools (3Ds max exporters, editors etc.) and editing specifications for Oddworld HD?
It's common knowledge that a competent SDK can prolong game's life greatly. A good example is valve's Half-Life 1 that is still popular among large number of people due to vast amount of player-made modifications and maps. |
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I know, that's the map in the book, the other one I'd never seen till last year. |
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e: Oh wait maybe it isn’t, just similar river structures is all. |
I don't think it is Mongo, just because Mongo is in the west and I think it's thinnger.
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The unfortunate answer at the moment is that we don't know. However, I would imagine it would all hinge on whether or not we build out own editing tools or use the ones that come with whatever engine we decide to build the game in. If we make our own then it would be fairly reasonable to suggest that we give them out to everyone who feels like making their own oddworld maps/models. If we end up having to use the engine's proprietary editor(s) then that choice would depend on how the engine developers would feel about the situation. Bottom line (tl;dr): If it's possible, and we can do so without stepping on any legal toes, then I can't see why not. |
Is it possible to HD-ify models in a game, or is this game being made from the ground up with polygons.
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We're doing a full remake for Abe HD, there are no models in the original game; it was all prerendered sprites. It's possible that the original models they sprites were rendered from are in one of the archives somewhere, but honestly they wouldn't really be suitable for a realtime rendered game so they would probably need so much work that it would be simpler to remake them. The worlds will be created from nothing, using the original levels as the concept art and strict guides. The game mechanics will be kept as close as is realistically feasible given that it's being changed to a physics engine and being rendered in 2.5D. On a side note; SW production is gearing up for a big push, so I may not be posting as much as I would like to. Rest assured that I do try to read everyone's comments and I'm taking on board a lot of the stuff you're saying about Abe HD. |
Glitch, when do we get to see another sneak peak of how the visuals of the environments are progressing?? :)
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Probably as soon as this big push is done with. Can't really give any information more specific I'm afraid.
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God bless your sockets Glitch. Good luck with the SW work.
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Thanks for answering me. I for have a good feeling that you will resurrect Abe perfectly with White Magic too much harder than with black magic. (bad joke)
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Just get the visuals spot on. Don't make it cartoony, make it realistic. The deep shadows sort of make a lot of the scenes appear cartoony, try to avoid using the deep black blocky shadows. It could look even better if you do this!
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They should avoid using the deep black blocky shadows, because it would look better if they did that?
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I think he means make the shadows more realistic,
which they probably will given the new engine. |
What has always bugged me is why do enemy Sligs know that a possessed Slig is possessed then shoot you?
I would love the Sligs to act normal around you if they didn't see the Slig get possessed. |
Might be because they see those huge orbs go into their neighbour's brain. Remember only a select few sligs know you've turned if they're in another screen.
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Should the eyes glow blue in Abe HD like they did in the Munch FMVs?
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