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  #2281  
06-23-2012, 02:36 AM
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I was never exactly sure about what triggered those sounds. It always seemed to happen shortly after I died or when the music had gone quiet.
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  #2282  
06-23-2012, 02:52 AM
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Wooooooah. That's way too much reverb!
Cut it back a notch or two o.O
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  #2283  
06-23-2012, 04:58 AM
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I was never exactly sure about what triggered those sounds. It always seemed to happen shortly after I died or when the music had gone quiet.
First on is new level. Second is after killing a mudokon (I think).

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  #2284  
06-23-2012, 08:38 AM
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I was never exactly sure about what triggered those sounds. It always seemed to happen shortly after I died or when the music had gone quiet.
They're part of the music to add tension to the game and to help observant players - They occur when there are enemies a couple of screens away.

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Wooooooah. That's way too much reverb!
Cut it back a notch or two o.O
There's a purpose to that. I mixed them with a big bunch of Portal 2's ambient industrial sounds to add ambience to my minecraft map, which also have that much reverb - they work well in the context that people will be hearing them in. Maybe I'll make them more subtle though.
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  #2285  
06-23-2012, 10:19 AM
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Portal 2 has the best ambient sounds of any game I have ever played. Whilst we're on the topic of music, I was slightly dissappointed that the Boardroom had none, will that be sorted in HD? Just something as simplistic as this would be effective and make the level more tense. Also minimalism.
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  #2286  
06-25-2012, 04:29 AM
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All of Valves games have great ambient sound, mostly because the Soundscape System in Source is damn great
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  #2287  
06-27-2012, 09:44 AM
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Another little idea.. not sure if it's been mentioned before but the chances are it has. Could the levels be slightly altered so the meat grinders bare a little more relevance to their surroundings.. e.g some Mudokon workers loading some meat into them or something, or meat in the background near them... anything to make them not look so, random.
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  #2288  
06-27-2012, 09:50 AM
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I agree with that^
Having grinders intended for meat and bone in areas that aren't part of the main assembly line makes no sense to me.
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  #2289  
06-27-2012, 09:55 AM
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Meat grinders on the platforms make no sense at all, period. It's hard to give them a proper place in the game, it's not something that really takes away from the experience. >.>

Though I guess if they find a way to integrate them into the game better then well done JAW.
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #2290  
06-27-2012, 10:23 AM
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I always saw it as being simply the wasteful and extravagant way of how glukkons build stuff - To lampshade the fact that the entire level layout of the game is purely for gameplay purposes rather than based around a functioning meat factory. But the game would be boring and the level design restrictive if it was the latter.

As I said earlier though, Rupture Farms resembles an oil refinery more than a meat factory, and it'd be nice to see a lot more background levels and components that show it as being a meat factory.
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  #2291  
06-27-2012, 12:22 PM
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Meat grinders on the platforms make no sense at all, period. It's hard to give them a proper place in the game, it's not something that really takes away from the experience. >.>

Though I guess if they find a way to integrate them into the game better then well done JAW.
Its 3D now, so conveyors could be coming towards the screen with meat on, and Abe has to cross them (and get past the saw)
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  #2292  
06-27-2012, 01:24 PM
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As I said earlier though, Rupture Farms resembles an oil refinery more than a meat factory, and it'd be nice to see a lot more background levels and components that show it as being a meat factory.
Like scrabs or paramites hanging on meat hooks ?
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  #2293  
06-28-2012, 03:53 AM
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Here's an Abe HD suggestion.. Give this man a job, JAW.

http://www.youtube.com/watch?v=fxr1E...eature=related
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  #2294  
06-28-2012, 05:08 AM
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That has been an ongoing project in the Fan Projects area for a while now... and I agree, they should :3
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  #2295  
07-01-2012, 05:03 AM
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Will there be GORE like in the original, when you make sligs blow up into pieces, or by the meat grinder?
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  #2296  
07-01-2012, 05:40 AM
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Will there be GORE like in the original, when you make sligs blow up into pieces, or by the meat grinder?
no they'll explode into puppies and rain chocolate.
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  #2297  
07-01-2012, 06:26 AM
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Its 3D now, so conveyors could be coming towards the screen with meat on, and Abe has to cross them (and get past the saw)
I really like this idea- the conveyors could be operated by levers similar to what you see in the opening FMV (with Mudokons pulling levers to move along the production line).

It would be crazy to cross the line without stopping it! If you reach a group of Muds pulling levers to operate a line you need to cross, get them to stop and follow you across with the conveyor halted. If you reach a moving conveyor, there could be new puzzles in finding the shut-off lever (like the electric fences). Early on, some might be halted to just practice getting under the grinders.

The levers in the game already that shut off the grinders should shut off the conveyor too. Having conveyor belts carrying meat around would definitely give purpose to the grinders.

Remember when Abe gets knocked by the swinging spikes in the Paramonian temples, and he flies towards the screen before falling and dying? Imagine if you try to roll/run under the grinder without stopping the conveyor, and Abe falls and is shot towards the screen (like people falling on a treadmill)?

To justify him falling off screen, you could always end the conveyors a short distance in front of the walkways as if the crushed meat falls down to the next part of the line.
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  #2298  
07-01-2012, 07:10 AM
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yeah but it wouldn't make sense to have mudokens in the background because you're trying to save them,
it's kinda misleading.
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  #2299  
07-01-2012, 07:43 AM
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yeah but it wouldn't make sense to have mudokens in the background because you're trying to save them,
it's kinda misleading.
I wasn't so much thinking of having un-saveable Muds in the background, more to have ones you need to rescue standing on the level walkway either side of the conveyor. Like in AE when you need to lead several Muds to the gas shutoff wheels, or tell them to stop

Saying that, sometimes you can see various playable paths in the background- it would be cool to see working Mudokons in the background that you would eventually reach later in the level. They did this to a degree in the mines in AE.
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  #2300  
07-01-2012, 09:18 AM
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This talk of conveyor belts and stuff got me thinking.

I imagine a lot of the machinery and processes going on in RuptureFarms produce a shit-ton of noise (think of the falling meat room in Zulag 1).

You could perhaps introduce a gameplay mechanic based around sound – simply, GameSpeak with Mudokons in noisy environments could be limited, perhaps by forcing Abe to get close to them to interact (creating puzzles based around “I need to get close to this Mud to make him stop pulling this lever/get him free/shut off some hazards to open up a path”).
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  #2301  
07-01-2012, 09:47 AM
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But then what's to stop him from just shouting?
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  #2302  
07-01-2012, 10:02 AM
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The amount of buttons on a controller

Unless we are talking about a PC.
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  #2303  
07-01-2012, 10:13 AM
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But then what's to stop him from just shouting?
Someone's never been to a concert. Shouting over loud noise only adds more to the noise pollution. It's more effective to get close to someone.

I think that could make for some very interesting puzzles, actually. Good thinking, Manco. Something along the same lines as the puzzles in AE where you had to get close to a Mudokon and give them an apologetic pat on the shoulder to get them to follow you.
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  #2304  
07-01-2012, 10:55 AM
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Something along the same lines as the puzzles in AE where you had to get close to a Mudokon and give them an apologetic pat on the shoulder to get them to follow you.
Yeah, that was along the lines of what I was thinking about. It makes more sense that a Mudokon can’t hear you than him not listening because he’s pissy.

I bet a creative designer can come up with some more interesting applications.
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  #2305  
07-01-2012, 11:11 AM
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I can imagine a Mud cupping his ear and shouting "What?!".

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  #2306  
07-01-2012, 01:08 PM
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Yeah, that was along the lines of what I was thinking about. It makes more sense that a Mudokon can’t hear you than him not listening because he’s pissy.

I bet a creative designer can come up with some more interesting applications.
Remember though, this is a remake, they can't change too much.
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  #2307  
07-01-2012, 02:18 PM
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They can do whatever the fuck they want, it’s not a port.
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  #2308  
07-01-2012, 03:28 PM
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The amount of buttons on a controller

Unless we are talking about a PC.
I've heard once that you can use controllers on the pc too...

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They can do whatever the fuck they want, it’s not a port.
Fucking this! If it makes the game better and more immersive they should incorporate it.
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  #2309  
07-01-2012, 03:40 PM
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The amount of buttons on a controller

Unless we are talking about a PC.
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I've heard once that you can use controllers on the pc too...
Well yes, but, argh, whatever, it was meant to be a sarcastic comment, and you've only heard, surely by now you should KNOW you can do that.
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  #2310  
07-06-2012, 07:23 AM
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Well yes, but, argh, whatever, it was meant to be a sarcastic comment, and you've only heard, surely by now you should KNOW you can do that.
Actually that was my attempt at being sarcastic.
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