Oddworld MMOSG
This is a long read, but at least read the introduction.
I'm starting work on this again, and it should really be complete this time. If you don't have any art/programming/music editting skills, that's fine, you're a part of this community, and what I need are suggestions. If you're an artist, especially if you're a pixel artist, actual help would be VERY appreciated. If you have no idea what this is about, click the link to the thread that appears above. Most of my thoughts on the project are there. For now, I've made a checklist of things I need to do. If that plan is followed through, we should have the game ready for use in no time. Don't think you have to do any of this, eventually, even if no one helps out, I... might hopefully be able to get it done, but I'll try at least. Most of it is for my reference, and maybe yours, so you'll know how far along I am. A. 'Predreaming' ....1. Decisions ........a)Map layout ........b)Avatar appearences ....2. Avatar drawing: 8 minimum ....3. Object/wall patch collection & editting ....4. Map Design B. 'Dreaming' ....1. Patch Merging ....2. Map/Programming creation ....3. Marbled/buttons for interface ....4. Sound C. Completion ....1. Instructions on how to get there and what to do ----------------------------------------------------- Explanations / How you can help: ----------------------------------------------------- 1. Decisions: Map Layout This is always the toughest decision I face when making a dream... Oddworld is a big place, there's no doubt about that. Furcadia has a limit on map size, so I can only include so much. I was thinking, a small section of Rupture Farms, a small section of desert and forest, and a tribal Mudokon area? That's about what could fit. There's another important factor that needs to be taken into consideration: would that part be used? I could construct a bathroom, but would anyone actually roleplay in it or sit there to chat? If you have another area to suggest other than the ones I listed above, and area you think would be used a lot, please suggest it. A. 'Predreaming' 1. Decisions: Avatar Appearences This is a relatively simple decision to make; it doesn't mean what the avatars (walkabouts) will look like, but rather, which ones will actually be available. Furcadia currently gives you the option to become eight sorts of animal: feline, canine, bovine, rodent, equine, squirrel, musteline, lapine. That's all fine and dandy if you like animals that much, but there will be nothing furre-related in the Oddworld dream. Upon character creation, Furcadia prompts you to choose what race you want to be (this can be changed at any time.) Because the game can be patched, this might mean that when you choose Equine and walk into the Oddworld dream, you'll turn into an Elum (that's what I have planned, anyway.) Furcadia also has 'digomarket items' you can purchase with actual money, special avatars that are... quite costly for pixels. If I'm not utterly mistaken, there are around 48 digo avatars available right now... However, there are not that many known creatures in Oddworld that people might want to be, and I don't want to force anyone to actually purchase anything, so we're sticking to eight for now-- the eight that you don't need to pay anything for. The question is: what eight? I was brainstorming, and I tried to fit in eight creatures that people might actually want to be... Mudokon (Male), Mudokon (Female), Slig, Glukkon, Paramite, Scrab, Elum, Slog. That makes eight. There are also Gabbits, Vykkers, Fleeches, and Steefs... This is where you guys come in. Should I make any substitutions on the suggested avatar set above? 2. Avatar Drawing (8 Minimum) I've already started on this. I have a Paramite avatar that you can see in the old topic, though I might remake it, and I recently started work on a Mudokon avatar (which will appear at the bottom of this post.) How can you help? If you're a pixel artist, that's wonderful, because Furcadia works with pixel art. If not, it would be really helpful if I could have a sketch artist who could try to figure out what the proposed avatar creatures would look like from behind, facing the Furcadian 'north' positions. I can't just draw a picture in profile view and flip it because things in Furcadia are skewed roughly 28 degrees, and rather than left and right, the 'northeast,' 'northwest,' 'southeast,' and 'southwest,' directions appear. Here's the difference. If I receive no sketchers, it's not the end of the world, don't feel utterly obligated to contribute. I'll get to everything eventually, it will just take longer. 3. Object/Wall patch collection & Editting This is normally a very easy part. There are two sites where most Furcadia patches can be found: http://www.furcadia.com/patches, and http://archive.roamheart.com/ . Roamheart is great. How can you help? Browse those sites and see if you glimpse any object sets you think might fit in on the map, or ones you think you can edit to fit in (of couse, if the artist has allowed permission for editting.) 4. Map Design This is a part that can use all of everyone's help. You don't have to be an artist to help out, and I'm particularly bad at map design (I favor the programming side). I saw the map of the W@RF RP, and it looks like a good idea to use if no one minds, though I'll probably only use a small part. What might the dream's Rupture Farms look like? Its desert and forest if there will be one? The tribal ground? What I'm looking for are maps like this: http://i17.tinypic.com/6bkv9rc.png They don't have to be extremely detailed, just enough for me to understand. If it looks logical enough, you'll see your room/area in the dream. :) B. 'Dreaming' 1. Patch Merging This is where I take the patch items that were collected and editted and choose which ones will be in and which ones will not. 2. Map/Programming creation I'll be really busy here, and I'll probably be asking for the most suggestions at this time and posting regular updates. 3. Marbled/buttons for interface This is where I put together an interface that looks more Oddworldy. If I find good artists, they can really help with this. 4. Sound Clipping MP3 files and fitting Oddworld music to the dream so it sounds good but doesn't make the upload size too large. I'm also considering recording wav files of the character's footsteps; Sligs will sound mechanical when they walk by and turn and they can make the BS noises, Paramites and Scrabs should have their game speak; I'll do all that I can fit in without making the file size too huge, I'll try to limit everything to being less than 3 MB. C. Completion 1. Instructions on how to get there and what to do I'll write these up when it's done. So here's where I am... I started a Mudokon avatar because I was bored, and I'm looking for suggestions: http://i10.tinypic.com/6gdt40m.png Keep in mind: - Zoom in if you really want to see it. - I'm going for an 'expressionless' look, because avatars just can't have expressions. If you're roleplaying and your Mudokon is depressed, you don't want it grinning. -Unless you can draw better feet, don't ask me to try. I'm sure it will look fine in the animation, so don't worry about it. It's not that I'm lazy, I tried a ton of times, and I just couldn't do it. :P So... Reply with thoughts, suggestions, maybe map designs already if you're really interested. Again, for more information on what the dream will be like-- or what a 'dream' even is-- check the old forum here. |
You know, this sounds fantastic! I had a little try at Furcadia but didn't like it, but I never knew you could do this with it. I'd love to help, but I'm rubbish at all that stuff. I wish you and those who will help you lots of luck, and I'll be happy to play it when you're done. I've always wanted an Oddworld MMORPG.
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Yea...all of this sounds...GREAT !!! But...I know that this isnt gona be finished...
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I've yet to see someone with the dedication to finish creating a fan-made Oddworld game. I wish you the best of luck though.
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Update:
![]() Started this. (Yes, that is a pink Elum.) Does the head look too high? I had it really low before and it didn't look right... I'm also not sure if I got the face right... |
hmm i wish you the best of like and no that head doesn't look too high
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That Elum looks great! The pink one is funny, very camp or very female. :lol: |
I think this is a great idea, but it deserves to be in Fan Corner rather than in GD.
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![]() Animated, changed the head a lot, made the legs thinner, and made the claws more... Elum-y, I hope. I know this art isn't award-winning, but I hope you guys can tolerate pixel art :P Oh! and I'm trying really hard to make Elum lie down but I've never seen one lying own... This is where I'm at so far. ![]() I started this: ![]() I wonder if its size is alright relative to the Mudokon... Edit: Err, first picture editted upon realization that Elum has a pot belly :P Edit x2: Added Slig |
That Elum looks really good to say you never actually see an Elum lying down, well done! :)
That Slig looks like the ones from the game. ;) |
![]() Animated... and stuff. In the lying position I made the eyes 'closed', is that alright? I know the visors can't 'close', but it looked ... okay, it looked cuter that way. ^^ I have a version with the mask normal too just in case people don't take that idea well. Also, I worked more on the mud; animated it. ![]() Sorry for posting so often too, well I think I'm posting a lot anyway, but I'm drawing lots today. Summary: Mudokon (male): 4/9 Positions, 45% Mudokon (female): 4/9 Positions 45% Slig (crawling): 5/9 Positions 55% Slig (walking): 0/9 Positions 0% Elum: 4/9 Positions (45%) Paramite: Complete? Scrab: 0/9 Positions 0% Glukkon: 0/9 Positions 0% Slog:0/9 Positions 0% I'd like to note that I was surfing TOGG and I found some concept art of Sligs, Slogs, Paramites, Scrabs, and Elums all drawn from 3/4 perspective, which is a GREAT help, so I'd really like to thank Xavier and whoever else helps with / has contributed to the site ^^ Also, something's been bothering me, I don't know how well this'll be received at all; this isn't exactly 3D art, and Furcadia isn't exactly the most technologically revolutionary client there is, but that's why I chose it. It deals with small files, it's free, and it will run on any computer and internet connection (actually, with the exception of Macs.) I think I'm going to start the slogs next, I have a feeling they'll be fun ^^ |
I like the pantless sligs, very cute! Good work. :D
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I have to say I really like the promise your showing, this is definitely going farther then I assumed it would be.
I'm greatly awaiting its completion. PS: The lying Slig with the closed eyes is awesome. |
Thanks for the tip! ^^ I think I'll keep the closed eyes Slig.
![]() I'm starting to try a walking Slig, but as a famous Kazakh man once said, this is a pain in my assholes. As of now it's oriented correctly, like its feet are the right distance apart, but... I don't know. Does it look alright? This is completely unrelated, well sort of, but I don't want to start a new topic for it; here's a Slig I drew :D ![]() His name is Riled because he messed with his mask so he always looks angry. He's not an angry sort of Slig, though. |
I think the slig w/pants looks ok. Love the work, keep it up!
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Great work! I'll help anyway I can, even though I'm not too good with the computer thingy..
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The walking Slig is looking cool. Question though, can you make a shooting animation for him?
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Here's a little update. ![]() The one on the right is destined to be the shooting (or aiming) frame. It doesn't look like much yet, but the gun is facing in the right direction to shoot whatever is in front of the Slig. I've been working slow lately, probably because I'm very picky about Sligs... The position on the left is the extensively editted version of the one I showed before, there's something wrong with it and I couldn't figure what, so I kept messing with it. Also, animating those pants isn't really a challenge I look forward to, considering that I only have three frames to work with :P I'll keep trying. |
I've worked a LOT since the last post, and nobody answered the last one, so I hope it's alright that I post again? (There's content and thought in this post, really! :x)
I finally started working again after apparently really wanting to distract myself... - The Mudokon and Slog avatars are now complete. - The Sligs now walk, I am missing three positions for them. Below is all the new stuff; the Mudokons' back positions, the entire Slog avatar (those positions just need to be flipped) and the Slig's walking and GameSpeak position (the lying position is in the above post.) ![]() Also, I completed the interface last night, which took longer than I expected, and it's still in a very 'simple' form. A screenshot can be found in the topic with the demo. This is where I need forum member input; do you think the Scrab, Paramite, Fleech, and Slig that peek into the four corners of the graphical area are an annoyance? Should I change the screenshot I used? (It's of the Paramite Vault), and the most important question I have, what should I name the dream? The "WELCOME TO ODDWORLD" thing on the top left was kinda temporary because I didn't know what to put there, but it'll be easy to change it. What should I put there, or is it fine already? Don't worry about asking me to change it, it's not hard. I need honest suggestions :> Or if anyone thinks they could draw a logo to put there... :D |
What about the gameplay...?
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Unfortunately, this can't compare to an RPG or another actual game, but I think the chances of making this accessible to everyone (as well as completing it) are a lot higher using Furcadia. Its system requirements are very low. I guess there's just to complete it and see how people like it there. If I'm really unlucky this might just all be for nothing. :x |
I'll definitely be trying this out, can't wait for it to be finished.
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I'd love to help with this couple questions/comments though.
What stage is it at? Unless its too much maybe the Elum be in an more upright position? What size is this gonna be maybe I could stick it on my site. If you PM me Ill try to help you with as much as I can. Thats about it for now sorry If any of this has been said yet, I'm lazy. :P |
This looks completely awesome in so many ways, and the sprites are fantastic too. The Slig looks a little large, but that's not really a problem.
If I ever get time (or, for that matter, can ever be arsed too) I might try to make a Meech ('cause they kick ass). How many creatures and stuff will be added in the end? Off course, we want as many as possible. Why do you say the Paramite is 'complete?' what's that supposed to mean? If it is, could we see it? |
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Sound so far: Sligs have complete GameSpeak: Hi, Here boy, get 'em, freeze, BS, 'Smo BS, laugh, & 'What?' Mudokons have complete GameSpeak: Hello, follow me, wait, angry, laugh, whistle (1), fart, whistle (2), & 'Okay' Female Mudokons have the male mudokon GameSpeak with a 17-20% higher pitch. Elums groan and howl. Slogs bark and growl. Paramites have complete gamespeak: Howdy, come on, do it, stay, attack, all'ya Scrabs hiss and howl. (All of the GameSpeak with the exception of the Paramites, Scrabs, and Glukkons (which I still need to do) was recorded from Abe's Oddysee or Exoddus at the most opportune moments (you might hear a trace of a cricket or background noise in a few...). The Mudokon voices were recorded from Abe's Oddysee. If you want these Gamespeak sounds for yourself, PM me and I'll email them over :) ) Here's an update on the actual avatars: Mudokon (male): 9/9 Positions, Complete Mudokon (female): 9/9 Positions, Complete Slig (crawling): 5/9 Positions 55% Slig (walking): 5/9 Positions 55% Elum: 4/9 Positions (45%) Paramite: 5/9 Positions 55% Scrab: 5/9 Positions 55% Glukkon: 0/9 Positions 0% Slog: 9/9 Positions Complete :
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If I really push it, Furcadia's avatar limit is somewhere around 50, but some of the avatars are pretty costly. I'll see how people take to the first 8 first, and if they don't mind paying $2.75 a month or $25 a year to use the second set of 8 I'll start drawing again. :
The old Paramite: ![]() Which leads me to post the next image of progress... ![]() I'm really pleased with these two, I just hope the back-facing positions go so well :D |
I assume the Paramite limb colour will be changed to fit in with the rest?
I doubt I'd pay for any, but one thing: Is it worth wasting 1 of 8 spaces for the female Mudokon, since you've already got the male one? Surely that could be replaced with something more worthwhile? (maybe a Steef?) Nothing against it, but it seems a bit wasteful... Perhaps also, Elum seems an avatar that would be more unique, maybe this is the sort that would be more likely to be a pay-for one? Maybe not, but that's just a thought. I'd have thought a Glukkon would be closer to a 'default' avatar. Lastly in this area, is Crawling Slig worth it either? I'm not deciding, these are just my opinions. Paying for this sort of thing generally sucks, though. We should, like, take the Furcadia programming, and make our own program with less limited avatars and none that need to be payed for. Not really plausbile, but would be good. Maybe Sligstorm could help in this regard? He's good at that sorta thing. We just need our own...thing. Yeah. |
I agree with Zerox, with only 8 avatars to work with they should be widely used species so nobody really has to fret over paying for it.
Is their a way for the optional color to be the female Mudokon? If not I guess just the 'male' Mudokon is good enough. Also sense the Sitting and lying down position for Sligs is the same could you just make one a crawling Slig? Sure it wouldn't be its own avatar, but it beats paying for it. I think a Vykker avatar should be added, we have a nice amount of Vykkers. |
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Currently (what will probably be there upon release): 1. Mudokon 2. Slig 3. Slog 4. Female Mudokon 5. Paramite 6. Scrab 7. Elum 8. Glukkon Local1: Crawling Slig Possible future: 1. Mudokon 2. Slig 3. Slog 4. Vykker 5. Paramite 6. Scrab 7. Gabbit (Or?) 8. Glukkon Local1: Female Mudokon Local2: Crawling Slig Local3: Elum Suddenly, with the note of the local avatars, we have one extra (local4.) I didn't mention this before because my goal is currently to fill the minimum of 8 as soon as possible, and I don't consider local avatars part of the minimum because they are not accessible unless I program them to be. Don't worry about me wasting space, it will be incredibly easy to edit the dream even after its release. I want to get the first version out as soon as possible (without rushing it) so I can take opinions and work from there. :
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The sitting and lying down positions for Sligs are actually not the same (at least not anymore); when the Slig 'sits' it actually lies down, and when it 'lies down', it moves its gun and raises its hand. These awkward 'lying' position arrangements currently appear in most of the avatars I'm working on for use with GameSpeak, and I might keep them, I might not. Furcadia's avatars allow no frames more than sitting, walking, and lying positions. In the demo video, did you see the Slig raising its hand whenever it spoke? Putting up with Furcadia's position limitations, the programming I put in actually says, 'when this button is pressed, play this sound to everyone nearby, make the player lie down, then make the player stand up.' It when you hit a GameSpeak button it swaps quickly between the standing and lying positions so that the Slig appears to raise its hand. The Mudokon does this as well. Without this feature, (and I tested it without), it's hard to tell who is using GameSpeak. After the initial release, I'll see if there is a higher demand for lying positions that make more sense. :
Anyhow, don't worry about the avatars I have coming for the first release as much as what I'll do after that. The 'future' list above has one free possibility for local4 missing, what should go there? And should Gabbit get in or something else? |
I think a Steef avatar would be nice.
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Get rid of the crawling Slig????? I certainly hope you guys are kidding thats my favorite so far :) Also If you wanna feel up the spot I was looking and I think you best options are either: A Meep, Snoozer, or Greeter Im thinking the meep would be easiest. Also how are you making these pixel character I could help you if want.
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Changing Direction
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This post is sort of important! :) So, I was looking through Munch's Oddysee concept art at TOGG... I don't know why I hadn't before, at least not as extensively as I just did, but I'm super inspired now. I really want the map to be beautiful, and I don't want to take on something like that on my own. I think this part of the dream's creation would be best off as a group work. Let me begin by pointing out that Furcadia is a VERY easy program to work with; all you need are the right ideas and the right skills. I'm sure there are plenty of both sorts of people in this forum. Even if you aren't skilled artistically, you can help. What I need are the hardest of the hardcore Oddworld fans who know what they're doing. I propose that we build the map together. If you're interested and willing to help, rest assured that there is a way you can contribute, and it's probably easy and fun. I need inhabitants of both the native and industrial world, as part of both will appear on the map. As I said, Furcadia is easy to work with, and very easy to learn how to use (trust me... I started map-weaving when I was 12) but it's easiest to learn how if it's right in front of you. What I am proposing is that I release a sample map to anyone who is interested in helping. It's much easier for me to explain how to help and what to do from there. The map will be fully functional, it just won't be the piece of Oddworld it one day will be. Think of this as a sort of poll (I don't want to create another topic for a poll, there are already two pertaining to this subject). Should I go through with this and release an early version? If I did this, would you wish to join the 'design team'? I think this would be beneficial for feedback. The thing is, as I said before, avatars are easy to change-- maps are not as easy. If the layout is incorrect, it will have to be made again from scratch. So, it's best if the design is 'right' the first time. Also, if I did go through with this idea, should I post instructions on how to get to the dream here in the open or keep it only to those who are going to design? (This won't affect the progress; I'm still working on the avatars, it just means that it will be much easier for forumers to participate in map design.) I hate to beg for replies, but I need simple input on this one. EDIT: I finished the Scrab and Slig! ![]() All that's left is to finish Elum and the Paramite and do the Glukkon and Vykker. |
![]() Started the Vykker. Does it look OK? |
Umm I'm thinking Bigger head, Lower body, smaller stomach also make the eyes just one unit bigger .
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UPDATE!
Nobody likes reading long posts, so just scroll to whatever part you're interested in. :)
→ Outline: Current Progress A. 'Predreaming' ....1. Decisions √ ........a)Map layout√ ........b)Avatar appearences √ ....2. Avatar drawing: 8 minimum √ ....3. Portraits!! √ ....4. Object/wall patch collection & editting √ ....5. Map Design √ B. 'Dreaming' ....1. Patch Merging ....2. Map/Programming creation ....3. Marbled/buttons for interface √ ....4. Sound √ C. Completion ....1. Instructions on how to get there and what to do I've actually done a lot of stuff, I just didn't post about it until now. :p → Other stuff This is completely off-topic, but it goes in this forum, I just decided not to make ANOTHER topic for something else... :p But here's a sort of remix thingy I gave a shot! I used Slig gamespeak and Slig voices from some cutscenes, you can download it here! The song used is ParagonX9's "Chaos Survivor," you may have heard it in a flash somewhere because their stuff is available at Newsgrounds, you should check it out if you're into techno. :D → Progress report Anyhow, back on topic, I bolded 'Portraits' in the outline because I totally forgot that I needed to draw portraits when I first wrote the outline. However, I have that covered, and all of the 16 necessary portraits are ready to go. They're rendered art pieces, resized correctly and recolored best as I could so they would remap to the colors that Furcadia allows. It's really just a struggle of making a 24-bit rendered masterpiece look acceptable in 256 colors. Here are some of them: ![]() The Vykker wasn't my favorite avatar, so I decided to leave it out at the beginning while I tweak it a little. However, I did get to the Glukkon avatar: ![]() It might walk weird; I haven't tested it yet. → Map Design The player and portrait patches are all complete, the sounds are ready and I've assembled a collection of art patches from various artists. All that's left to do now is build the dream. Furcadia dreamweaving is like Rollercoaster Tycoon except you don't have to pay any money for the items you're setting down :) Here is a proposed map design, with some screenshots of patches to give you an idea of what some of the areas might look like: ![]() This might actually be a challenge for me, but I've been unbelievably bored and I'm going to hop to it. The first release date for this will probably be in the next two weeks. That means the first version, things WILL be constantly changing as I fix and add on new things people request. It won't be a hassle, but just remember that what you'll be seeing won't be final. :P → The 'Persona RP' bit explained To Roleplayers: If you want to give roleplaying here a shot, that's cool. The bit about 'persona RP' in the map means that the RP will not be strict; it means that if you want to RP with a friend alone, just walk away and do it somewhere, and no one should bother you. There will be no dream-wide rules to RP, in other words, someone CAN roleplay a Shrykull with wings and five legs and three heads that is half Slig and part Glukkon and the spawn of Skillya----!! but if no one wants to roleplay with them, that's their fault. Persona RP means you don't have to RP with anyone you don't want to RP with. |
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As for the Gabbit, I don't mind whether it's a Gabbit or Greeter. I'd also wouldn't mind if it was a Shrykull avatar. I don't particularly want Steef or Clakkerz- they're from a different part of Oddworld, so IMO don't suit it. Is there any way to put interactive NPC avatars, such as Snoozers, Fleeches, Meeps, Fuzzles, Slurgs etc. in? I'm thinking you could do that with Greeters too? Would there be any way to put in Abe chant/Shrykull avatars in? Or Slig/Vykker/Intern shooting frames? EDIT: Oh yeah, the Vykker eyes can't be seen, and it's probably too small overall. And the Mudokon avatar is out of scale with the rest- the Slog and Paramite are bigger than it. Other than that great, esp. the Glukkon and Slig. I have a solution for the avatar space issue- a rotating avatar base. ie. every month/week/whatever, the avatars avaiable change eg. 1 Mudokon 2female mudokon 3 Standing Slig 4 Glukkon 5 Vykker 6 Scrab 7 Paramite 8 Intern then next month: 1 Mudokon 2 Big Bro Slig 3 Flying Slig/ Crawling Slig 4 Greeter 5 Elum 6 Gabbit 7 Different Glukkon/ Armoured Vykker 8 Shaman Mudokon And so on. Although that'd be a lot of work with avatars, so it might not be practical. |