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  #31  
02-06-2011, 04:21 PM
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Bullet Magnet
Bayesian Empirimancer
 
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: Greatish Britain
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That is actually a good point, and I certainly hadn't considered the removal of bats and the Paramonian swingballs. I suppose it's AI behaviour mostly. You know that a slig in the next screen won't hear you talk to a mudokon, and you know exactly what screens constitute a scrab's territory. Could be easily solved with programming, but something in me opposes it. Such peculiar behaviour was weird enough in the originals, but it made a certain amount of intuitive sense. Without those semi-permeable barriers those behaviours would seem even more unnatural.

Okay, when I try to imagine 2.5 HD Abe, I see something that looks like it was made by Twisted Pixel, none of the coloured fogs and mists, high polygon counts, motion and focus blur, depth of field, particle effects and complex lighting that we can be assured will be present in Abe 2.0. I'm just about getting out of it, but an aspect of the Abe games that we rarely consider is that Abe moves about all over the screen, from one corner to the other. In analogue scrollers, the player character is always in the very same patch of the screen as the camera follows, locked onto him. I really think that will be detrimental to the recreation of Oddysee. With flick screen, Abe moves through the world. With scrolling, the world moves around Abe.
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