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  #361  
10-18-2011, 07:41 AM
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Yes it is. Shut up Phylum.

jokes babe
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #362  
10-18-2011, 08:28 AM
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You can wave the root of the word in my face all you want. I'm telling you that in modern speech, if you call anyone a mongoloid, they're going to think you mean retarded and not that they look indigenous to Mongolia.

Also, "Caucasian" doesn't have more than one meaning like Mongoloid does. Try again.
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  #363  
10-18-2011, 09:06 AM
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I've never heard mongoloid as a meaning for down's person. Mah bad blokes.
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  #364  
10-18-2011, 01:24 PM
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Also, "Caucasian" doesn't have more than one meaning like Mongoloid does. Try again.
It does get used wrongly a lot, though. Not all white people are from south Russian euorpean/asian border.

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  #365  
10-18-2011, 02:45 PM
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Most aren't. In fact, I don't think "caucasian" is the agreed-upon PC term for white people anymore. All the work forms I've seen seen in the last few years that ask for personal information list it as "white".
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  #366  
10-19-2011, 01:38 AM
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Same. That may be as much to do with people not knowing what 'Caucasian' means as anything.
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  #367  
10-20-2011, 03:51 AM
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I'm pretty sure 'Caucasian' is still a commonly used term in Australia. For instance, this.

Anyway, let's get back on topic.
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  #368  
10-22-2011, 10:35 PM
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The Mudokons should be Caucasian.
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  #369  
10-22-2011, 11:55 PM
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One comment and the current of the whole thread shifts. lol
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  #370  
10-23-2011, 08:15 AM
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Is Glitch even still checking this thread?
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  #371  
10-23-2011, 09:08 AM
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Naturally we all are able to tell whether or not he is.
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  #372  
10-23-2011, 09:29 AM
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You probably can with all of your modly powers.
Your moldy powers...
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  #373  
10-23-2011, 09:34 AM
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In mod we trust. lol
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  #374  
10-23-2011, 10:02 AM
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You probably can with all of your modly powers.
Your moldy powers...

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  #375  
10-23-2011, 10:04 AM
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Now we just need someone to sit and refresh and watch constantly! Piece of piss.
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  #376  
10-23-2011, 10:07 AM
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I love how you assume I don't know how to use the forums, being here for 8 years and all. I, of course, meant to see if he had checked it recently in the past.

As for my prior statement regarding Glitch, I meant it in the sense of "this thread has gotten so far off track why the fuck would he even bother?".
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  #377  
10-23-2011, 10:23 AM
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Maybe we need someone to summarise all of the key points discussed and send it to Glitch?
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  #378  
10-23-2011, 10:56 AM
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Sekto, I think your forum sarcasm detector is wonky.

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  #379  
10-23-2011, 11:36 AM
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Probably. This forum is so acrid with sarcasm that I can't even tell anymore.
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  #380  
10-29-2011, 03:23 PM
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So are mudokons Caucasian or Mongoloid?
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  #381  
11-03-2011, 02:37 AM
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Sorry for the absence, I assure you I am trying to read this thread, but I'm also trying to help get Stranger's Wrath's UI system through QA (damn foreigners with their long words messing up my lovely buttons)

If someone could summarise some of the best (read: funniest) suggestions into a new post that would help me a lot, but I will probably go back and read the whole thread anyway.
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  #382  
11-03-2011, 12:05 PM
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Since your last post...

Art:

:
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!
Gameplay:

:
I know this was a while ago, but how about just earning a quicksave every time you rescue a mudokon? As well as providing an extra incentive to play nicely, it would also simultaneously make rescuing all mudokons easier and killing all mudokons harder (in comparison to AOHD with unlimited quicksave). Which I think is good.
Side-scrolling:

:
Having the game side-scrolling doesn't necessarily mean it must side scroll everywhere. I think they could use ... the 'boxed-in' effect where equally necessary.
:
:
Obstacles or allowing for multiple hits before dying seems like the only feasible way [to account for side-scrolling when fleeing from Sligs]. I'd rather they avoid the latter by any means possible, as that would significantly reduce the suspense.
:
Simple solution: Sligs have a limited range on their guns, running away forces them to chase you.
:
A limited range of what, ten feet? Least effective weapon ever.
:
Shotguns.

Sligs & Posession:


:
A bit of Slig Visor Red or Chant Orb Blue bleeding in from the sides of the screen [when you posess a Slig] would be welcome.
:
Should the Slig's eyes glow blue [when posessed] in Abe HD like they did in the Munch FMVs?
:
Give the possessed sligs a slightly different walk cycle to normal sligs... Moving jerkily and stumbling... Make them seem a bit like puppets, where their body parts are kinda limp.
:
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.
:
I wonder what it would sound like to record the slig speech in Abe's voice, and [when you posessed a Slig] superimpose the Abe voice over the slig's voice, but only have abe's track quiet. It could be a cool subtle addition to the game which would make it that bit more immersive.

Or, just leave the sligs with their voices, but alter the way they say things [to what Abe would say]. Like, instead of a possessed slig saying 'Hi' it could say 'Hello'.
:
I think Sligs should have in-game dialog, but they should be related to the current state of the story (e.g. talking about "that wanted employee" just in the beginning of AO, or the destruction of RuptureFarms in the beginning of AE), and should also be unique (Never the same dialog in two different places). Also keep in mind many areas only have one Slig, and since not all areas with two or more Sligs should have dialogs, they wouldn't be either too common [making it hard to add in] or too rare [to make it not worth it].

Another point is that in AO and AE, the game is a bit of gameplay followed by a bit of story followed by a bit of gameplay. Adding some dialogs for the Sligs will add a bit of story to the gameplay itself, allowing the players to be more connected to the story.
Food for thought:

:
:
There should be a DLC code for a pre-order exclusive loincloth.
:
Abe's classic ponytail would be DLC only. Three dollars extra.
:
Abe HD will be textureless. Textures are DLC.
:
If you want to buy DLC you need the DLC manager, which is extra.
:
To get the DLC manager you need the Oddworld Download Client, which comes for a reasonable monthly fee.
:
To get the Oddworld Download Client you need the Oddworld App Browser, which is available for the low, low price of your left bollock.
:
To access the Oddworld App Browser you need to be on the Oddworld Network, currently only accessible by the all-new OddPodโ„ข, which is now available for advance order by immortal blood contract.

Souls may take 4-6 days for processing.
Hey, Glitch, you're like us, you like games, you probably don't like the way the whole pre-order exclusives thing is going. Why not make a statement? Actually put in an exclusive pre-order loincloth, just as a joke. Make it exactly the same as the old one, but with a dark stain on one side.

"PRE-ORDER EXCLUSIVE: Abe's Loincloth", the Steam announcement would say. Make it look like one of the Rupturefarms product posters, with an outburst saying "STAINED!".

Oh, go on. It'd take, like, three hours to implement.

SHOW US YOU LOVE US

Also,

:
:
Why would you hire guards incapable of aiming effectively at more than 10 meters?
:
Why would you hire guards that sleep on the job, beat the workers do death, can be possessed and controlled by the workers, and can't climb the ledges that are all over the place?

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  #383  
11-04-2011, 02:23 AM
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A number of very nice suggestions here.

The only two I'm slightly dubious about is the quicksave reward for saving muds, because saving muds should be its own reward, and you get into sticky situations where the player gets lots and lots of saved muds all at the same time so it gets to the point where he's always got some quicksaves in the bank, so why not have them usable from the beginning?

The other issue is the pre-order stuff. It is definitely a sticky issue; companies do it because the sooner they get an indication of how well the game is going to do, the more they can push it at the appropriate markets (or do damage control if it doesn't look like it's going to sell well). We will probably do some kind of preorder stuff, but we will try very hard to make them appealing but not necessary (it'll likely be aesthetic rather than a bad ass Snuzi for abe to carry around).

In regards to the DLC discussion, we will likely be doing DLC, but definitely not in the style of a certain games "pay for something that should have been with the original game". Without going into too much detail, the DLC will treat the Abe game as a platform for more stories, not as a platform for squeezing pennies out of you.
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  #384  
11-04-2011, 02:27 AM
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Without going into too much detail, the DLC will treat the Abe game as a platform for more stories, not as a platform for squeezing pennies out of you.
I still love you guys!
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  #385  
11-04-2011, 07:46 AM
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I'm too lazy to go back and find it, but myself and Bullet Magnet brought up the importance of atmospheric fx and proper dynamic lighting, especially in levels like the stock yards.

I really want to see some use of particle physics to create smoke and mist. Collision detection on certain foreground elements that respond to Abe's movements, perhaps he brushes by a plant or some tall grass. Maybe apply the same thing to projectiles; when Abe lobs a rock or grenade at an enemy, it can bounce off of them accompanied by a rich thud followed by an appropriate WTF response from said enemy.

Also - if it at all helps with the slig gunfire issue - maybe add a reloading animation. It could buy Abe a few seconds of time to run from/slap the slig, and would add some realism (unless they're guns have magical, unending mags of ammunition).
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Last edited by Sekto Springs; 11-04-2011 at 07:49 AM..
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  #386  
11-04-2011, 08:00 AM
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This game should definetly support multiplayer LAN/internet. They should also make it so you can play with a bot and you can choose it's difficulty (How good it is at the game). If you set it on the highest difficulty, it will mostly get a perfect game.
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  #387  
11-04-2011, 08:26 AM
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I'm too lazy to go back and find it, but myself and Bullet Magnet brought up the importance of atmospheric fx and proper dynamic lighting, especially in levels like the stock yards.

I really want to see some use of particle physics to create smoke and mist. Collision detection on certain foreground elements that respond to Abe's movements, perhaps he brushes by a plant or some tall grass. Maybe apply the same thing to projectiles; when Abe lobs a rock or grenade at an enemy, it can bounce off of them accompanied by a rich thud followed by an appropriate WTF response from said enemy.

Also - if it at all helps with the slig gunfire issue - maybe add a reloading animation. It could buy Abe a few seconds of time to run from/slap the slig, and would add some realism (unless they're guns have magical, unending mags of ammunition).

There are a few things that are a given for this remake. Keeping the atmosphere is job number 1.

Things such as particle smoke and a generally more dynamic environment are things which, as far as I'm concerned, are going to happen.

The Slig issue is a problem that has many possible solutions; it will take a while to figure out and implement the best one.

:
This game should definetly support multiplayer LAN/internet. They should also make it so you can play with a bot and you can choose it's difficulty (How good it is at the game). If you set it on the highest difficulty, it will mostly get a perfect game.
I'm not really sure what kind of alteration you're suggesting. Do you mean some kind of Abe v Slig Deathmatch?
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  #388  
11-04-2011, 08:55 AM
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There are a few things that are a given for this
I'm not really sure what kind of alteration you're suggesting. Do you mean some kind of Abe v Slig Deathmatch?
I mean the same multiplayer that was in Abe's Oddysee for the PS1, except it can be LAN, online, or NPC players. Maybe you could be able to change their difficulty which controls how good they are at the game.
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  #389  
11-04-2011, 08:59 AM
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Abe's Oddysee wasn't really multiplayer. It just had a mode that brought up an alternating "Player 1"/"Player 2" overlay every time you respawned.
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  #390  
11-04-2011, 09:22 AM
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I would love to see Time Trails. You could see a Ghost of a past player or yourself run though the path and see if you can beat him, A lot like Mario Kart's Time Trail system.
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