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  #1081  
03-12-2012, 11:34 PM
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I'd stick with no until we are told otherwise. It's a possibility, but a previously unmentioned one.
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  #1082  
03-13-2012, 12:46 AM
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It has been mentioned before.
:
Very good question Zaarin

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.
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  #1083  
03-13-2012, 01:40 AM
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I actually remember reading that now.

Oops.
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  #1084  
03-13-2012, 02:25 AM
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I hate the disappointing legal jibber, jabber.

*Fingers crossed*

May my mods come to life.... Eventually... If possible...

I should stop with the '...'....

For now.
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  #1085  
03-14-2012, 03:10 AM
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I'll propose to show us some pictures (even if they're "early"). I'm telling this couse then we can together change the concepts of visuals. Fans (usualy) know what is importans to (eventually) add or remove.
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  #1086  
03-14-2012, 03:14 AM
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It's a good thing JAW are all fans, then.
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  #1087  
03-17-2012, 08:43 AM
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Well any pictures I showed you now would be pretty damn boring for you to look at.
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  #1088  
03-17-2012, 09:01 AM
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Not just boring, but a lot of "What the fuck is that?" and "Is that it?". Maybe, Glitch, you could show off some of your placeholder animations?
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  #1089  
03-17-2012, 09:15 AM
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That would be interesting. Unless you guys have a reason to keep a lot of things secret, personally I would love to see as much of the development process as possible .
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  #1090  
03-17-2012, 09:23 AM
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  #1091  
03-17-2012, 09:51 AM
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As we should. It's a rare and often missed opportunity for a production company to be so in touch with the fans, and we're doing them a big service by busting their balls. I can think of a few franchises that would have done well to do the same when the production traded hands, but they didn't, and now they're belly-up.
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  #1092  
03-17-2012, 12:51 PM
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I don’t want to see too much of the development—design by committee combined with unpleasable fans sounds like a good way to fuck up a game—but some regular insight would be nice. Dev diaries, screenshots, maybe the occasional question aimed at us, and an open channel of communication would be awesome.
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  #1093  
03-17-2012, 01:08 PM
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Having a transparent development process doesn't mean that we'll be swayed by every bit of feedback we get.

That isn't to say that we'll ignore everything, just that, a lot of people can get behind an idea that isn't feasible, or just simply wont work.

I'm looking forward to sharing the development process, we've been talking about a lot of different ways do that, and I think its about how far we can push that and still feel comfortable with it; obviously if I was spending all my time doing QA's, Dev Diares, and other such things, I wouldn't get anything done.
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  #1094  
03-17-2012, 03:06 PM
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You guys could always hire me to do that. I would work for fruit.
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  #1095  
03-17-2012, 03:23 PM
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I'm a fruit.
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  #1096  
03-17-2012, 03:56 PM
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You are quite fruity to be fair.
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  #1097  
03-17-2012, 05:30 PM
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:
Not just boring, but a lot of "What the fuck is that?" and "Is that it?". Maybe, Glitch, you could show off some of your placeholder animations?
No one, repeat, no one, is seeing Abe plodding along with my derpy 5 minute job walk cycle.

oh okay, maybe as a secret unlockable
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  #1098  
03-17-2012, 06:05 PM
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I saw it....................................................................

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  #1099  
03-17-2012, 06:26 PM
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I saw it....................................................................

I thought you'd gone bed.
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  #1100  
03-17-2012, 06:27 PM
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I actually haven't. Post it here, Glitch.
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  #1101  
03-17-2012, 06:37 PM
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Why do you assume I have it at home?
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  #1102  
03-18-2012, 02:08 AM
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why wouldn't you??
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  #1103  
03-18-2012, 04:18 AM
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Dear JAW, please show us some animation, screen, s o m e t h i n g. I'm (and I'm pretty sure not only me) thirsty for something new. Hype us guys! That's what we want
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  #1104  
03-18-2012, 04:40 AM
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Dear JAW, please show us some animation, screen, s o m e t h i n g. I'm (and I'm pretty sure not only me) thirsty for something new. Hype us guys! That's what we want
I would LOVE to hype you up, but at the moment we're doing the preliminary work, which is all about scripting, placeholder animations, blocking out levels, and sorting out engine flow and animation state machines.

Pretty boring stuff I'm afraid.

As soon as our new environment artist is in we should be able to get started sorting some visually impressive stuff out for you to peruse.

As an example, I'm currently working on getting Abe to climb up ledges. When it works it will consist of Abe (already modelled, images on the facebook) doing some awful animations made by yours truly, jumping and climbing up a rubbish looking ledge made of grey blocks and eventually ending up on a new level. Not visually impressive, but it will have taken a lot of work to get to that point.

What we may end up doing to build hype is other things, like livestreaming a developers desktop every now and again, or doing dev QAs
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  #1105  
03-18-2012, 05:06 AM
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When it works it will consist of Abe (already modelled, images on the facebook)
So are you reusing the model built for Munch HD then? Because I can’t find anything on the Oddworld Facebook page that looks like a brand new Abe model.
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  #1106  
03-18-2012, 05:47 AM
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I think its more a case that we're using Abe from AbeHD for Munch.

I dare say the version we've got at the moment will be tweaked to a certain degree to work in certain requirements, but what's the point in making a new Abe for every game when we've got one that's more than fit for purpose?
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  #1107  
03-18-2012, 06:02 AM
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Ah, fair point. Wasn’t trying to sound accusatory or anything, nothing wrong with reusing high quality assets.

Might I recommend putting out some more renders of the model for marketing purposes? Even if it’s the same model in a different pose/environment, it still shows that work is being done to people paying attention.
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  #1108  
03-18-2012, 06:34 AM
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I could ask tda to do this, but he's got so much animation to get done ASAP. Maybe he could split the animation work with Glitch.
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  #1109  
03-18-2012, 11:27 AM
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What will you do for his tattoos ? Looks like Abe already have them. (on the facebook picture)(Abe looks awesome ^^)
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  #1110  
03-18-2012, 11:45 AM
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Obviously we're going to leave them there as an oversight.
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