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  #31  
06-20-2008, 03:19 AM
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Yeah, the possession still has an error, in that there's no walking animation and the only SFX are Slig sounds, but other than that possession is working. I think the Slig push-back is probably what she's adding. That or a new area to the map.
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  #32  
06-22-2008, 04:16 AM
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Sorry to double post, but I tried to get on today, and the dream's back up. Bit laggy, but it's back up ,just to let you all know.
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  #33  
06-22-2008, 02:16 PM
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This looks just as cool as it did when I first saw you posting about it. I'll probably download it as soon as I get home. This might help to keep me sane and inspire me while I work on my game.

:grumbles something about stupid passable platforms.
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  #34  
06-22-2008, 05:33 PM
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Sorry about all the possession errors and stuff! I explained why to clarify on the first post, which I modified dramatically. I tend to edit the first post of the topic rather than posting on the thread so that stuff is in one place, so check there first to see when I last editted! (Assuming it wasn't to fix a typo or something.)

I also put in the 'Bilge Dice' rules and called it Scraps.

What we need to do for now is get more people informed to see who is interested in coming. I immensely appreciate signature edits (THANK YOU MM! ) and the like. If you want to help out but you're not sure, that's an excellent way to start. In the mean time, I'm going to see what non-OWF (Furcadian) Oddworld fans I can pick up. The fandom has kind of been stuck lately so this might just be what we need to boost morale while we wait for the next game. =)

As a multiplayer activity, the dream is only as interesting as the people in it.
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  #35  
06-23-2008, 03:54 AM
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I've managed to get Flamez to consider joining the forums, so hopefully we'll get the word spread more there.

Maybe for the Moolah we could set a starting 'score' of say, 2000 Moolah, then that drops or rises as the Sligs (or perhaps Glukkons too) gamble. If a Slig hits zero, he's bankrupt.

And Ajiellyn, how's the Vykker sprite I sent you? Is there enough there for you to build on?
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  #36  
06-23-2008, 07:01 AM
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Wow. This is really cool. Its about time somebody made an Oddworld ORPG.
I can't download it now cuz' we're in the process of moving and my computers packed up, but I can download it in a month or two. ^^
And I would worship you till the end of time if you added some interns.
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  #37  
06-24-2008, 06:31 AM
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OK, I shall start the flood of concept art then. I did a sketch yesterday when I left the OW dream, about a possible Industrial area. Also added some of my ideas, seen in the textboxes. Tell me what you all think.

Bit plain and simple, yes. I was tired...
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  #38  
06-24-2008, 03:26 PM
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I love it! Except not much goes on in there.
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  #39  
06-25-2008, 08:10 AM
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Ajiellyn i have a question: is furc://outskirtsofoddworld the same thing with
furc://sligddworld
???
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  #40  
06-25-2008, 11:40 AM
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OK, I shall start the flood of concept art then. I did a sketch yesterday when I left the OW dream, about a possible Industrial area. Also added some of my ideas, seen in the textboxes. Tell me what you all think.

Bit plain and simple, yes. I was tired...
This is EXACTLY the sort of thing I needed. I started off drawing some walls and the ceiling lamps. Thank you so much!

:
I love it! Except not much goes on in there.
I'm so glad you like it! =D Unfortunately, like I said, since it's a multiplayer game, it is only as exciting as the people in it. Therefore, while we're starting slow, we need to try to hang around as often as possible or it will never grow. Besides, you call hopping around like crazy in a way that kept me from concentrating on my dice 'not much happening'?! (I'm joking, that was hilarious and I think I'll draw it.)

It would help greatly if more people were informed... If you could do something, Max, it would be awesome. *wiggles eyebrows*


:
Ajiellyn i have a question: is furc://outskirtsofoddworld the same thing with
furc://sligddworld
???
No. Furcadian dreams are referred to by the uploader's name and then the subtitle. Since the name 'Oddworld' is taken, was first using outskirtsofoddworld temporarily. When I got the name 'Slig,' I just decided to subtitle it 'Oddworld' since it looks better. Two different uploaders, two different dreams.
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  #41  
06-25-2008, 01:43 PM
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This is EXACTLY the sort of thing I needed. I started off drawing some walls and the ceiling lamps. Thank you so much!
Glad I could be of any help. I shall do another sketch of a conference room next.

I guess all the action goes behind the scenes currently. Once we're done with the new map, I'm sure activity will rise.

EDIT: Added the new sketch as attachment.
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  #42  
06-26-2008, 07:13 AM
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I'm also suporting you! I edited my sig. Oh, and "may the Scrab be with you"!

Edit: Cool drawings, uh... um... Dripik, sir!
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  #43  
06-26-2008, 08:59 AM
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Dude this is awesome.
Take a nap Because u've earned it.
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  #44  
06-29-2008, 01:29 PM
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Meh me downloading now and when its done Im just going to screw around with until I found something out.
Like in most online games I go on.
EDIT: Ok I screwed around with it and I am completely CLUELESS!
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  #45  
06-29-2008, 02:12 PM
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Hulaabeo: I have moved your post here because I’m guessing this thread is more relevant. After all, unlike the thread you actually posted in, this one is not from 2005. Do not ever post in a two-year-old thread again.

Ajiellyn, I’ll see what I can do. ^^
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  #46  
06-29-2008, 02:39 PM
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Starting the Factory



The conveyor belt animates =D
A glimpse at how the factory will be:

* At random intervals, random floor tiles in the factory will become dirty (blood splatters, most likely.) A slave will be able to clean these by scrubbing them but it will take some tedious effort on the player's part, probably clicking two buttons on the screen back and forth.
* Sligs will be able to beat Mudokons. This will move the scrub buttons closer together for a short period of time (making it easier to click between them). Hey, it's cruel, but Muds can possess!
* Moolah will be allotted to Sligs according to how much time they spend in the factory. Sleeping on the job is okay... unless a Glukkon catches you.
* If a Glukkon catches a Slig sleeping and says "Hey!" in front of him, the Slig will lose some moolah.
* If a Slig idles for a certain period of time, they will automatically lie down.
* Records of factory production will be kept. This will probably relate directly to how clean it is (that doesn't sound very logical but it's the easiest way to link it to player effort. ) The higher the production, the higher Sligs will be paid.

The factory is planned to be somewhat generic to allow multiple settings for RP (although you can just use your imagination and ignore the top screen.) Here are the areas planned:

* A hatchery
* A packaging area (screenshotted above; this will be the main factory area. read: it's huge!)
* A sleeping/bunk area for Sligs
* A sleeping/bunk area for Mudokons
* A cafeteria
* A lounge with tables for Scrabs. It will be divided between IC and OOC so people can chat in one area without disrupting any potential RP.
* A storage area which will be the setting for the multiplayer minigame involving Mudokons and Sligs (and not for RP.)

Thoughts/ideas/suggestions?

P.S: None of the promises made above are anywhere near as complicated as the Possession script so they should be quite easy to implement.
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  #47  
06-29-2008, 07:34 PM
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Um the last time I tried going to the Oddworld place is said its not avaible. What's wrong were you updating? Im glad to make sprites for this place if its possible.
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  #48  
06-30-2008, 12:03 AM
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It looks amazing, Aji. That's a lot of progress in a short time. But, if you handle the FSHs and the maps, what will the rest of us do?

And, you noticed my latest concept art (Office) attached to my last post, right?

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  #49  
06-30-2008, 08:12 AM
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The conveyor belt animates =D
A glimpse at how the factory will be:

* At random intervals, random floor tiles in the factory will become dirty (blood splatters, most likely.) A slave will be able to clean these by scrubbing them but it will take some tedious effort on the player's part, probably clicking two buttons on the screen back and forth.
* Sligs will be able to beat Mudokons. This will move the scrub buttons closer together for a short period of time (making it easier to click between them). Hey, it's cruel, but Muds can possess!
* Moolah will be allotted to Sligs according to how much time they spend in the factory. Sleeping on the job is okay... unless a Glukkon catches you.
* If a Glukkon catches a Slig sleeping and says "Hey!" in front of him, the Slig will lose some moolah.
* If a Slig idles for a certain period of time, they will automatically lie down.
* Records of factory production will be kept. This will probably relate directly to how clean it is (that doesn't sound very logical but it's the easiest way to link it to player effort. ) The higher the production, the higher Sligs will be paid.

The factory is planned to be somewhat generic to allow multiple settings for RP (although you can just use your imagination and ignore the top screen.) Here are the areas planned:

* A hatchery
* A packaging area (screenshotted above; this will be the main factory area. read: it's huge!)
* A sleeping/bunk area for Sligs
* A sleeping/bunk area for Mudokons
* A cafeteria
* A lounge with tables for Scrabs. It will be divided between IC and OOC so people can chat in one area without disrupting any potential RP.
* A storage area which will be the setting for the multiplayer minigame involving Mudokons and Sligs (and not for RP.)

Thoughts/ideas/suggestions?

P.S: None of the promises made above are anywhere near as complicated as the Possession script so they should be quite easy to implement.
OK, Ajiellyn, the fact you can and aim to make all this on a fere game is just incredible. I'll say that thsi is THE greatest Oddworld fan project ever. Bar none.

In the meantime, I'll work on some concept art for the factory layout and the hatchery, bunks and cafeteria areas and edit them into this post when done.

EDIT:
here's a concept art for the hatchery:
Attached Thumbnails
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Last edited by Munch's Master; 06-30-2008 at 09:37 AM..
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  #50  
06-30-2008, 08:40 AM
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Ok I screwed around a bit and made Necrum. (Looks REAL bad)
I screwed around alot
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  #51  
06-30-2008, 11:05 AM
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Great work Ajiellyn! This is so cool!

I just now made a character on here..but don't really know where everything is or what to do. ^^' How can I get to the Oddworld one?
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  #52  
06-30-2008, 11:25 AM
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The Dream's down at the moment, but as soon as it's back just say fuc://sligddworld when in Furcadia, and click the resulting link.

Also ,as soon as the factory area is up and running, I'm making accounts for a ton of my fic and RP characters. Arthur, Dek (once Vykkers are added), Trevor, Larry, and yet-to-be-seen characters.
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  #53  
06-30-2008, 11:37 AM
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Aji, you rock! A lot!
I would suggest making floor tiles get rustier rather than having random blood patches.

But the picture you've done looks amazing! This whole thing is great and I can't wait to see it finished. I wold suggest putting some reward for mudokons for cleaning if anyone can think of anything.

If you do make vykkers, maybe you could have a lab area too. Your choice of course, since you're doing most of the work
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  #54  
06-30-2008, 02:13 PM
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Ok I joined! Great work, I'll put this in my sig.
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  #55  
06-30-2008, 04:42 PM
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Thank you all for your replies and for stopping by! Every little visit and bit helps because it's extremely motivating to know that people enjoy it.

:
It looks amazing, Aji. That's a lot of progress in a short time. But, if you handle the FSHs and the maps, what will the rest of us do?
Due to the un-mergable nature of maps, it is indeed difficult to have multiple people offering a hands-on approach. I figured out the perfect contribution for the moment, however-- concept art! The factory so far is made with the art you drew in mind.

I'm creative to a certain extent, but for designing rooms and the like I feel blind without a map. Once I'm told what to do I can do it rather quickly because I have that extra confidence that I won't mess it up.

Sooo... concept art, concept art, concept art!

Also, sorry, I hadn't seen your office sketch but I just saw it now =) I'll add an office based on it soon!

:
OK, Ajiellyn, the fact you can and aim to make all this on a fere game is just incredible. I'll say that thsi is THE greatest Oddworld fan project ever. Bar none.

In the meantime, I'll work on some concept art for the factory layout and the hatchery, bunks and cafeteria areas and edit them into this post when done.
Thank you so much for this Munch! I'll get to work on the hatchery ASAP. It's good that you set your sights on the bunks and cafeteria because I had no clue where to start on that; I'll leave it to you.

:
Aji, you rock! A lot!
I would suggest making floor tiles get rustier rather than having random blood patches.

But the picture you've done looks amazing! This whole thing is great and I can't wait to see it finished. I wold suggest putting some reward for mudokons for cleaning if anyone can think of anything.
Will do about the rustiness; I'll find a way to dirty them without making it too subtle or too out-of-place. Also, that came to mind to me today and I asked out-loud to some friends, "How can I reward Mudokons?" My friend Tigrath offered the idea that they could get rocks to throw at sligs, and that evolved into Mudokons having the possibility to find something on the floor every time they scrub. There can be different objects that do different things and some are rarer than others. Any suggestions about this?

:
If you do make vykkers, maybe you could have a lab area too. Your choice of course, since you're doing most of the work
I wouldn't mind making a lab at all if someone designed one.

A note about the vykker avatars; I have yet to start them and they've fallen lower and lower on my to-do list. Does anybody mind that? Anybody have any vykker characters they roleplay as?


EDIT: This is what I've been working on. Kind of sudden, but I really wanted to give the elum avatars a complete makeover:

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  #56  
06-30-2008, 07:09 PM
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I have a suggestion for the name of the the factory: Compact Reactor Corparation
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  #57  
06-30-2008, 08:17 PM
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COOOOOOOL , man , u did it once more.
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  #58  
07-01-2008, 03:33 AM
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I'll get to work on the hatchery ASAP. It's good that you set your sights on the bunks and cafeteria because I had no clue where to start on that; I'll leave it to you.
i'll edit my concepts for them into this post later today.

:
I wouldn't mind making a lab at all if someone designed one.

A note about the vykker avatars; I have yet to start them and they've fallen lower and lower on my to-do list. Does anybody mind that? Anybody have any vykker characters they roleplay as?
Dibs on designing the Lab!!!
And I do have a Vykker character, but I don't mind that being postponed if it means everything else (specifically the map having dual wilderness/industrial regions) is finished sooner.

:
Also, that came to mind to me today and I asked out-loud to some friends, "How can I reward Mudokons?" My friend Tigrath offered the idea that they could get rocks to throw at sligs, and that evolved into Mudokons having the possibility to find something on the floor every time they scrub. There can be different objects that do different things and some are rarer than others. Any suggestions about this?

Sounds pretty cool. Might I also suggest making vendos where, for a cut of some Moolah, Sligs can purchase Brew, snacks or other items?
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  #59  
07-01-2008, 06:44 AM
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I was thinking maybe mudokons could gain strength from working, which could have a bonus in a minigame of some sort perhaps, or to purchase things from the village? It might be good to let them get moolah too, like finidng it randomly dropped when they're cleaning.

Also, moolah should perhaps only be earnable to sligs in certain rooms, like the ones where work takes place.

I have a map for the factory!
This is concept-only and may change in size/shape/content but anyway, this is what I got. I'm hoping on being able to make doors only certain creatures can enter, and on or two other things which might be a bit challenging and have to be dropped, and I wasn't sure how big stairs have to be, but here it is anyway...



Ground floor:
Entrance: A basic security room, maybe a slig voicelock shoved in that doesn't do anything but looks pretty. Animals can't come through this room.
Exec. stairs: Only glukkons can go in here.
Meat storehouse: Hanging bits of meat, crates.
Production lines: As shown in Aji's picture, floor cleaning area. Sligs earn moolah here.
Packaging: Big machine over conveyor: meat goes in, crates/barrels come out. Possibly a walled-off part of production lines. Sligs earn moolah here.
Warehouse: Crates and such. Could mudokons earn bonuses for carrying crates from here to the train?
Station: Possibly an extension of the warehouse. A train is somehow permanently here.
Kitchen: Big ovens! Make food here, if that's possible. Get meat from somewhere, put t in oven, take out, risk of it getting burnt (cus there's always a risk of it getting burnt),
Cafeteria: Lots of seating. Eat food here. Possibly joined with the kitchen. Mdokons could gain strength from eating, but risk food poisoning lowering their strength
Lab/Hatchery: Self explanitory.
Stockyard: Open-air area with passage to wilderness or village, only accessible to animals and mudokons. Big space with animal pens and possibly minigames (scrab wrestling? Mudokon vs Scrab or Scrab vs Scrab, sligs could take bets). When not gambling, sligs can earn moolah here.

First Floor:
Mudokon Bunks: Cus something has to go on top of the smelliest room in the factory.
Corridor: Visit the scenic corridor; the place where dreams come true.
Executive Office: Where glukkons live. Stick a fone in a corner maybe, some glukkon beds... Make it pretty! If a mud enters and there are no glukkons they gain moolah. If there is a glukkon inside they instantly loose all their moolah. If a slig enters any glukkons inside can choose to give or take moolah from them.
Security catwalk: Overlooks the Production Lines, if possible. Mudokons can go on here but if a slig comes in and shoots them, they loose strength (or whatever their points are). Sligs earn moolah here.
Slig bunks: Doubles up as lounge. A slig's favourite room; no mudokons allowed.
Gambling Room: Come on in and waste ya moolah!
Barracks/armoury: Sligs can buy bigger guns, stronger muds can get hard-hats to lower the time they're stunned after getting beaten, and better tools and the like (to make cleaning easier).
Target range: Shooting minigame for sligs, putting those guns to use.

Don't know if it's possible to get graphical upgrades by buying things with your moolah or other rewards, but if sligs could get etter guns... Or mudokons could get hard hats here and other stuff at the village like tattoos or weapons...


(And I apologise for the width of this post.
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Last edited by Splat; 07-01-2008 at 06:48 AM..
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  #60  
07-01-2008, 08:14 AM
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Munch's Master
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My Slig Barracks concept art is done, but with 2 differences to Splat's map- the entrances are in different positions, and there's no sofas to make it a lounge. I'd suggest a rec. room, perhaps?

My concept is too big to make an attachment, so here it is as a solo pic:

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