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  #241  
09-01-2011, 06:26 PM
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Oh for goodness sake.
What's with all the over the top gore?
It's a remake not a gritty "Gears of Oddworld" reboot :/
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  #242  
09-01-2011, 07:19 PM
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Would the characters in the game have more flexibility in their skeletons? I know the polygonal count will rise, but what of the movements, and animations. Will those be greatly enhanced as well? Will Scrabs do more than gasp at the ground and walk?
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  #243  
09-02-2011, 01:27 AM
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But that defeats the objective of Abe stopping mudokon pops from reaching the cons...sorry, khanzumerz...seeing a packet of elum chubs however. Nom.
I would suggest there could be other meat processing plants out there that have the same idea, Mudos is far from being free from oppression.
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  #244  
09-02-2011, 02:16 AM
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Would the characters in the game have more flexibility in their skeletons? I know the polygonal count will rise, but what of the movements, and animations. Will those be greatly enhanced as well? Will Scrabs do more than gasp at the ground and walk?
well, the animations in Abe's oddysee weren't polygon based, they were all sprites. Obviously they were rendered from models in the first place, but I imagine they would have been quite high poly anyway.
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  #245  
09-02-2011, 03:44 AM
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I would suggest there could be other meat processing plants out there that have the same idea, Mudos is far from being free from oppression.

But wouldn't the Idea have died with Mullock and the CEO's?
(not going with the Munch canon)
Because if it didn't, then is Abe just sitting around waiting for someone else to take care of all the factories that would be trying this idea?
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  #246  
09-02-2011, 05:17 AM
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But wouldn't the Idea have died with Mullock and the CEO's?
Molluck only ran an outlying franchise of RuptureFarms.
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  #247  
09-02-2011, 06:40 AM
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Yes, but it was his idea. How was it able to spread beyond his remote factory?
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  #248  
09-02-2011, 06:47 AM
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Was it remote though? It seems like it's near a vast industrial hub of activity, I mean it wasn't even too far from places like flub fuels or splinterz. Nevertheless I don't expect to see a mudokon pop in the local Tesco's any time soon.
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  #249  
09-02-2011, 07:36 AM
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Quite remote compared to the other industrial hubs it seems.

EDIT: That map be too large, yo. *crops*
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  #250  
09-02-2011, 07:49 AM
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It's worth noting that that's not the latest version of that map.

:
Was it remote though? It seems like it's near a vast industrial hub of activity, I mean it wasn't even too far from places like flub fuels or splinterz. Nevertheless I don't expect to see a mudokon pop in the local Tesco's any time soon.
We don't know how much time or distance occurs between Munch's Oddysee and Abe's preceding adventures.
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  #251  
09-02-2011, 08:19 AM
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Wasn't there a Mudokon Pops poster in Exoddus, before Abe falls off the train rails into FeeCo? (The one that looks like an ice cream instead of the skewered head).

Does anyone know how long it was between Abe's escape and return to Rupture Farms? It is possible that all manner of marketing, promos and communication between factories occured during that time.

EDIT: just looked at the latest map- is there a mistake on it? If you look at the big map, it shows the locations from AO, AE and MO in big boxes. The middle map of Mudos shows these boxes in relation to the continent- but if you look at the coastline, you see that the boxes on the middle map are wrong. Using the grid, shouldn't they be roughly 1 space right and 2 up? And quite a bit bigger? On the large map, the boxes span almost east to west coast!

I'm being very picky I know! :P Just wondered if anyone else noticed?

Last edited by Michael; 09-02-2011 at 08:33 AM..
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  #252  
09-02-2011, 09:08 AM
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Glitch, seeing you are a JAW official I would like to ask you a question (although I'm sure someone has asked this before but I couldn't find): will JAW release tools (3Ds max exporters, editors etc.) and editing specifications for Oddworld HD?

It's common knowledge that a competent SDK can prolong game's life greatly. A good example is valve's Half-Life 1 that is still popular among large number of people due to vast amount of player-made modifications and maps.
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  #253  
09-02-2011, 12:07 PM
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It's worth noting that that's not the latest version of that map.


We don't know how much time or distance occurs between Munch's Oddysee and Abe's preceding adventures.

I know, that's the map in the book, the other one I'd never seen till last year.
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  #254  
09-02-2011, 12:34 PM
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It's worth noting that that's not the latest version of that map.
Apologies if this is off-topic, but when did that map first appear? I ask because the Mongo River is quite clearly present, so I’m curious as to whether it was released before Stranger was in development or not.

e: Oh wait maybe it isn’t, just similar river structures is all.
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  #255  
09-02-2011, 12:45 PM
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I don't think it is Mongo, just because Mongo is in the west and I think it's thinnger.
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  #256  
09-04-2011, 08:22 AM
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Glitch, seeing you are a JAW official I would like to ask you a question (although I'm sure someone has asked this before but I couldn't find): will JAW release tools (3Ds max exporters, editors etc.) and editing specifications for Oddworld HD?

It's common knowledge that a competent SDK can prolong game's life greatly. A good example is valve's Half-Life 1 that is still popular among large number of people due to vast amount of player-made modifications and maps.
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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  #257  
09-05-2011, 06:17 PM
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Is it possible to HD-ify models in a game, or is this game being made from the ground up with polygons.
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  #258  
09-05-2011, 08:03 PM
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Is it possible to HD-ify models in a game, or is this game being made from the ground up with polygons.
This question has already been answered in detail. Search is your friend.
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  #259  
09-06-2011, 12:34 AM
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Is it possible to HD-ify models in a game, or is this game being made from the ground up with polygons.
Just to save you some time, and also definitively put down some points as to what we're going to be doing for Abe HD:-

We're doing a full remake for Abe HD, there are no models in the original game; it was all prerendered sprites. It's possible that the original models they sprites were rendered from are in one of the archives somewhere, but honestly they wouldn't really be suitable for a realtime rendered game so they would probably need so much work that it would be simpler to remake them.

The worlds will be created from nothing, using the original levels as the concept art and strict guides.

The game mechanics will be kept as close as is realistically feasible given that it's being changed to a physics engine and being rendered in 2.5D.


On a side note; SW production is gearing up for a big push, so I may not be posting as much as I would like to. Rest assured that I do try to read everyone's comments and I'm taking on board a lot of the stuff you're saying about Abe HD.
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  #260  
09-06-2011, 12:54 AM
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Glitch, when do we get to see another sneak peak of how the visuals of the environments are progressing??
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  #261  
09-06-2011, 02:01 AM
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Probably as soon as this big push is done with. Can't really give any information more specific I'm afraid.
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  #262  
09-06-2011, 03:49 AM
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God bless your sockets Glitch. Good luck with the SW work.
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #263  
09-06-2011, 01:34 PM
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Thanks for answering me. I for have a good feeling that you will resurrect Abe perfectly with White Magic too much harder than with black magic. (bad joke)
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  #264  
09-07-2011, 02:34 AM
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Thanks for answering me. I for have a good feeling that you will resurrect Abe perfectly with White Magic too much harder than with black magic. (bad joke)
I sincerely hope you guys are happy with the outcome; not much point doing it if the diehards think we messed it up.
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  #265  
09-07-2011, 07:37 AM
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Just get the visuals spot on. Don't make it cartoony, make it realistic. The deep shadows sort of make a lot of the scenes appear cartoony, try to avoid using the deep black blocky shadows. It could look even better if you do this!

Last edited by AvengingGibbons; 09-07-2011 at 07:39 AM..
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  #266  
09-07-2011, 09:04 AM
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They should avoid using the deep black blocky shadows, because it would look better if they did that?
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  #267  
09-07-2011, 09:55 AM
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I think he means make the shadows more realistic,
which they probably will given the new engine.
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  #268  
09-07-2011, 02:15 PM
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What has always bugged me is why do enemy Sligs know that a possessed Slig is possessed then shoot you?

I would love the Sligs to act normal around you if they didn't see the Slig get possessed.
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  #269  
09-07-2011, 02:23 PM
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Might be because they see those huge orbs go into their neighbour's brain. Remember only a select few sligs know you've turned if they're in another screen.
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  #270  
09-07-2011, 03:02 PM
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Should the eyes glow blue in Abe HD like they did in the Munch FMVs?
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