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  #121  
01-24-2012, 03:30 PM
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pupbenny's suggestion reminded me of this; reduce the damage done to Munch by the Vykkers in the upper area of The Loading Docs. That shit was painful.

Also, something more general that occurred to me when I was looking at videos of that level; is it possible to make the various chutes and wells look like they actually have some depth to them, rather than just being shallow bowls with a shabby texture?
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  #122  
01-24-2012, 06:32 PM
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Also, something more general that occurred to me when I was looking at videos of that level; is it possible to make the various chutes and wells look like they actually have some depth to them, rather than just being shallow bowls with a shabby texture?
This.
And bring back the original well sound fx. The slide whistle sound when you first jump in got old fast.
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  #123  
01-25-2012, 01:20 AM
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pupbenny's suggestion reminded me of this; reduce the damage done to Munch by the Vykkers in the upper area of The Loading Docs. That shit was painful.
Good one, I'll make sure that gets passed along.

:
Also, something more general that occurred to me when I was looking at videos of that level; is it possible to make the various chutes and wells look like they actually have some depth to them, rather than just being shallow bowls with a shabby texture?
You mean travel wells should look like they're deeper? I should think that's problematic if they're just placed on top of the level geometry. Or do you mean the forced perspective gubbins that's often seen at the end of the earlier levels?
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  #124  
01-25-2012, 02:44 AM
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You mean travel wells should look like they're deeper? I should think that's problematic if they're just placed on top of the level geometry. Or do you mean the forced perspective gubbins that's often seen at the end of the earlier levels?
Preferably the former, acceptably the latter.
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  #125  
01-25-2012, 03:20 AM
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Either way, we still don't have a way to edit level geometry. The latter, though, is something we all hate. It looks really ugly.
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  #126  
01-25-2012, 03:43 AM
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What would you do if you could tweak Munch's Oddysee, Wil?
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  #127  
01-25-2012, 03:56 AM
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  #128  
01-25-2012, 04:44 AM
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Weak excuse IMO :P
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  #129  
01-25-2012, 05:37 AM
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What I would like to be tweaked, which is most definitely not a list of what we're able to tweak, are the following.
  1. Replace quite a few sounds with less annoying, more traditional alternatives.
  2. Put 'jump' and 'action' on separate buttons.
  3. Add a LOT of decorators and props to levels. As it is, everything is just so damn bland, it needs so much more life and vitality to make the levels look like slices of reality. There would be massive limits of what we could do, but any ability to change level geometry would be virtually erotic. I hope we can.
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  #130  
01-25-2012, 05:40 AM
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Something I would realy see tweaked: remove the parts where you have move mudokon eggs crates around with the crane.

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  #131  
01-25-2012, 06:56 AM
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  1. Make the crane better to handle.
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  #132  
01-25-2012, 10:09 AM
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The first one doesn't feel any hard to make.

Well... good luck on the rest 3, it'd be awesome if they could be achieved
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  #133  
02-03-2012, 08:20 AM
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Here's something that I found very, very annoying about Munch's Oddysee.

For some reason, when ever a native Mudokon dies, it affects the quarma in a negative way. Even if you bring them back to life, your quarma doesn't go back to normal.

So if I'm going for a perfect ending, I have to count/keep track of every single native mudokon. And if I mess up, I have to start all over again.

Making it so that if a native Mudokon comes back to life then the quarma goes back to normal would be great.

If you're not going to change this, at least let the player know so people don't get confused.
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  #134  
02-03-2012, 08:32 AM
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But that way you could repeatedly kill and revive, kill and revive, kill and revive a Mudokon. That doesn't deserve good Quarma!
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  #135  
02-03-2012, 08:35 AM
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I think he means like this:

0 Karma
-10 Karma for killing a mudokon
+10 for reviving him
>end result = 0 Karma.

You don't gain anything positive from what you started on but you aren't getting a negative impact, personally I don't see why, but meh.
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  #136  
02-03-2012, 08:35 AM
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But that way you could repeatedly kill and revive, kill and revive, kill and revive a Mudokon. That doesn't deserve good Quarma!
But I still find it tedious. I think it might be worth it.

:
I think he means like this:

0 Karma
-10 Karma for killing a mudokon
+10 for reviving him
>end result = 0 Karma.

You don't gain anything positive from what you started on but you aren't getting a negative impact, personally I don't see why, but meh.
That's exactly what I mean.
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  #137  
02-16-2012, 04:27 AM
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I would give the Sligs and Vykkers their own neutral dialogue, like the Glukkons had. The indistinct babbling does the game a disservice, considering that was never an issue for Stranger's Wrath. I want to hear some Slig dialogue.

And get rid of the boing noises of the jumps, as everyone was saying.

Also, when you kill someone, I'd like gibs that are programmed to fly at the screen, like in the Abe games. The ten-piece buckets of innards is just really stupid.

Finally, I'd scrap the Meeps altogether, or just change their design. I fucking hate that level, and besides, we have plenty of mono-legged characters. Make them bugs or something.
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  #138  
02-16-2012, 03:21 PM
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Finally, I'd scrap the Meeps altogether, or just change their design. I fucking hate that level, and besides, we have plenty of mono-legged characters. Make them bugs or something.
I'm fine with the mono-legged design, but would be happy if they were made less sheep-like.
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  #139  
02-16-2012, 03:36 PM
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If you have any intention to bring back the Brutal Ballad, maybe make the meeps look how they would in that game..y'know, within the constraints of MO style.

This revolving around the notion in my head that Fangus was meep herder.
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #140  
02-16-2012, 04:35 PM
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Wait, Fangus was set in the Oddworld universe?
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  #141  
02-16-2012, 04:41 PM
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Wait, Fangus was set in the Oddworld universe?
It was originally envisioned to be set in an area of Oddworld rather like eastern Europe, but the early concepts and development wound up moving in a very un-Odd direction to the point where it may have been spun off as a separate universe – that is, until it was scrapped.

That’s my understanding anyway, I’m sure someone else will post a heavily referenced encyclopedia entry soon enough.
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  #142  
02-17-2012, 02:04 AM
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http://oddworldlibrary.net/toe/The_B...of_Fangus_Klot
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  #143  
02-17-2012, 04:10 AM
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I think it would be great if it was set on another continent, not Mudos but one of the much large ones, somewhere the Magog Cartel has no presence and your chances of seeing wandering mudokons/ sligs/ vykers are fleeting.
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  #144  
02-17-2012, 11:40 AM
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Here's something that I found very, very annoying about Munch's Oddysee.

For some reason, when ever a native Mudokon dies, it affects the quarma in a negative way. Even if you bring them back to life, your quarma doesn't go back to normal.

So if I'm going for a perfect ending, I have to count/keep track of every single native mudokon. And if I mess up, I have to start all over again.

Making it so that if a native Mudokon comes back to life then the quarma goes back to normal would be great.

If you're not going to change this, at least let the player know so people don't get confused.
:
But that way you could repeatedly kill and revive, kill and revive, kill and revive a Mudokon. That doesn't deserve good Quarma!
:
I think he means like this:

0 Karma
-10 Karma for killing a mudokon
+10 for reviving him
>end result = 0 Karma.

You don't gain anything positive from what you started on but you aren't getting a negative impact, personally I don't see why, but meh.
On top of that. It would be great if I could check how many natives I kill by opening up the menu. I hate looking for a resurection totem/score board to check my quarma before going to the next level.
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  #145  
02-28-2012, 10:58 AM
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All these ideas are perfect Will! If I had a say in the production, I'd just scrap the whole project and make the game how it was supposed to be on ps2 wink wink nudge nudge.
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  #146  
02-28-2012, 12:30 PM
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Well dang, why can't we put this guy in charge of Munch HD?
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  #147  
02-28-2012, 12:34 PM
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Or, indeed, how it was supposed to be on Xbox.

Yes, it would be fun to try and make a game that lives up to the ideas behind Munch's Oddysee, but they're ambitious even by today's standards. Oddworld needs to have a much better position in the gaming consciousness before we get a small studio committed to such grand designs.
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  #148  
02-28-2012, 12:52 PM
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All these ideas are perfect Will! If I had a say in the production, I'd just scrap the whole project and make the game how it was supposed to be on ps2 wink wink nudge nudge.
As said earlier in the thread, it would be uneconomical to do so and I think everyone would rather they spent their time working on better projects like Abe HD and new games instead. They're only prepared to make it a little better with small, easy tweaks - Although IMO it's not even deserving of that, you can't polish a turd, and instead it should be re-made later when they can afford the time and the resources.

EDIT: Wil posted before me after I went AFK in the middle of typing this.
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  #149  
02-29-2012, 10:20 AM
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Or, indeed, how it was supposed to be on Xbox.

Yes, it would be fun to try and make a game that lives up to the ideas behind Munch's Oddysee, but they're ambitious even by today's standards. Oddworld needs to have a much better position in the gaming consciousness before we get a small studio committed to such grand designs.
Well this is also true, if it ever came up in a discussion about making a MO director's Cut of the game it should be set as what should have been released, but that's just m opinion.
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  #150  
02-29-2012, 10:54 AM
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I prefer to think we could do Munch's Exoddus. Have those awesome gameplay ideas and move the story forwards.
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