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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?
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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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Building off of this, since all the level designs would be crafted individually, they could easily design areas with more Mudokons present with wider pathways. Realistically, in AO/AE you would only ever have a certain number of Mudokons following you in any one area, so you could simply make areas with heavy Mudokon traffic have wider paths, and areas with less/no Mudokons (say, the wilderness/temples) have narrower paths.
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.