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  #121  
10-02-2012, 08:22 AM
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Yeah, I should've. lol.
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  #122  
10-02-2012, 08:26 AM
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There 'should' not be anything. They could redesign the entire game if they wanted to. That it looks so much like the original is a choice they made but certainly not something that 'should' be done.

Also I did notice the LED screens. I also like the holographic ads, though they do seem a bit out of place. Why would they put expensive holo screens in the bowls of a factory where only employees get to see it? I thought that was a pretty solid reason why we only saw posters in the original.
Or expensive anti-gravity lightning orbs?

I'm pretty sure that those "ads" were actually just placeholders for the status screens. Though they seemed to fit in well to me, I don't even think about it or whether they are holograms. They could well just be transparent screens. Holography itself is very easy to do, though you need to mount the screen at 45 degrees to do it.
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  #123  
10-02-2012, 08:50 AM
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Wow! My comparison video has been featured on the offical OWI Facebook and Twitter.
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  #124  
10-02-2012, 09:15 AM
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1 I hope it's the same with the sound. It felt like the background sounds were changing too suddenly I think.
Our sound design guy works in a room separate from the rest of us (for hopefully obvious reasons), so I didn't manage to learn exactly how environmental sounds are triggered. But it was all done in a week, so once again there is plenty of time for improvement.

:
2 That explains the rainbow coloured LEDs?
That's just something I wanted to try. I supplied the artists with 20 possible LED messages to use, five of each colour: red for ads, orange for messages to Sligs, green for messages to Mudokons, purple for announcements to everyone.

At the moment they're just scrolling textures with a uniform throbbing glow effect. Once we get Flash running we can try fancier things like multiple messages per screen.

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3 Yep I was there, and we didn't speak but I did see you.
You should have said hi!
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  #125  
10-02-2012, 09:19 AM
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In public.
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  #126  
10-02-2012, 09:21 AM
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The Sligs look a bit, PS2, I'm aware this is an extremely early build so I will reserve criticism of any other aspects as it is unfair, but I'm suitably impressed.
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  #127  
10-02-2012, 09:51 AM
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I can kind of understand the criticisms about the lack of LEDs – in my eye, Oddworld has always followed this kind of retro, Victorian-style dystopian theme, full of grime and dirty smoke and bare metal. Holograms don’t fit in quite as well as an LED screen, you know?

On the other hand, now I think about it I feel like a really old, flickering CRT screen would work out even better than either holograms or LEDs – it would fit the grimy theme better and would also have a bit more depth to it, which would stand out more with the 3D graphics.
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  #128  
10-02-2012, 10:01 AM
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I think you're basically saying that Oddworld has always been about Industry stuff? Like factories with smoke and this new stuff feels........ new.
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  #129  
10-02-2012, 10:12 AM
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I can kind of understand the criticisms about the lack of LEDs – in my eye, Oddworld has always followed this kind of retro, Victorian-style dystopian theme, full of grime and dirty smoke and bare metal. Holograms don’t fit in quite as well as an LED screen, you know?

On the other hand, now I think about it I feel like a really old, flickering CRT screen would work out even better than either holograms or LEDs – it would fit the grimy theme better and would also have a bit more depth to it, which would stand out more with the 3D graphics.
All I have ever seen in Oddworld, at least in Magog factories, are CRT like screens. The information screens in AE were CRT, as were the screens of the Slig Security clips. I do kind of think that those fit better in the rundown factory theme that RF has going for itself.

I can see them being used in public or VIP areas like I said. But not in the processing area Abe finds himself in at the start of the game.
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  #130  
10-02-2012, 10:21 AM
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Lorne didn't do the in-game voice in Abe's Oddysee, so I doubt he can.
Wow, that's news to me!

And holy shit, crashpunk! That comparison video is just awesome!

I don't now what else to say, its coming along beautifully. Gah. can't wait for the game next year!
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  #131  
10-02-2012, 02:31 PM
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I honestly do prefer the calculator-style status screens, simply because it shows how readily the management accept worker mortality, having a value that can change at any point while the subject - casualties - remains painted on.

It's like having a "It has been [roller][roller] days since our last accident-free shift" sign.

:
Yeah Glitch told me that the minor differences are actually more along Lorne's original vision. More Abe than Abe if you will. They're not necessarily taking anything away so much as they're adding cut content. That's the way I see it.
As I said to Glitch (to fervent nodding, I might add), "It's more faithful to the original than, well, the original."


Last edited by MeechMunchie; 10-02-2012 at 02:34 PM..
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  #132  
10-02-2012, 03:49 PM
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I hope that camera doesn't move too much that it gets annoying. It already did annoy me in the video, every slight move Abe does, the camera swings. I think a lot of people could get motion sickness from that.
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  #133  
10-02-2012, 08:16 PM
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I hope that camera doesn't move too much that it gets annoying. It already did annoy me in the video, every slight move Abe does, the camera swings. I think a lot of people could get motion sickness from that.
This, but I figured it would be fixed with playtesting.
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  #134  
10-02-2012, 10:13 PM
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I like how Lorne said that Abe will develop over the course of the game.

Also, did anyone see what EA said about Lorne? Pretty harsh stuff, but that is why they earned the golden poo award for worst company lol.
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  #135  
10-03-2012, 02:25 AM
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After that talk he made at the start of the conference, I believe no one (not even himself) would have had a decent reason to criticise Lorne. Seriously, people in the stream chat on YT were just plain rude, but if EA were worse... *sigh*.
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  #136  
10-03-2012, 03:18 AM
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This, but I figured it would be fixed with playtesting.
I still like the idea of us lot being the playtesters
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  #137  
10-03-2012, 03:52 AM
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I still like the idea of us lot being the playtesters
I second that idea. I'd love to help out in any way I can.
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  #138  
10-03-2012, 04:13 AM
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Likewise. Hmm... I wonder, while the opportunity to playtest would be warmly appreciated, it'd be equally as nice if the beta was made playable for any major gaming conventions next year, like PAX, especially considering that'll be in Australia next year. Oh, that would be awesome.
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  #139  
10-03-2012, 04:46 AM
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PAX in Australia? I need to start saving money.
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  #140  
10-03-2012, 05:27 AM
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Also, did anyone see what EA said about Lorne?
No. Do tell.


EDIT: If you mean this... I'm confused. Where did Lorne specify that he was talking about EA? I assumed he was referring to Majesco, because that's the company whose dodginess actually made him quit the video game business.
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  #141  
10-03-2012, 05:30 AM
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No. Do tell.
"We wish Lorne luck on the game and recommend Lithium for the paranoia and Tourette Syndrome. Nobody here remembers a jet, a Ferrari or an offer to buy his company,"

http://www.neogaf.com/forum/showthread.php?t=493972

edit: Oh. Too late...
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  #142  
10-03-2012, 05:32 AM
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I edited my last post at the same time as you posted. Take a look up there for my thoughts.
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  #143  
10-03-2012, 08:39 AM
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In the screen with the lift, they should have a barrel conveyer belt coming from the background to the front of the screen. I know it's pre-alpha and it's quite a random suggestion but it just occurred to me that it'd look cool.. and this is the best place to get your opinion heard!
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  #144  
10-03-2012, 08:49 AM
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In the screen with the lift, they should have a barrel conveyer belt coming from the background to the front of the screen. I know it's pre-alpha and it's quite a random suggestion but it just occurred to me that it'd look cool.. and this is the best place to get your opinion heard!
They had that in the original, I saw on Chris's comparison video. I was suprised that they hadn't added it in or something. But they probably will soon or something.
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  #145  
10-03-2012, 09:05 AM
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There 'should' not be anything. They could redesign the entire game if they wanted to. That it looks so much like the original is a choice they made but certainly not something that 'should' be done.
^ This. People need to understand that New 'n' Tasty won't be exactly like the original, or else there won't be much point in making it. It's like comparing Black Mesa to Half-Life 1 - The fact that some parts of it were much different (even though they had to leave some things out 'cause of time constraints/developer problems) made it very fun for me to play - Like a whole new game but with a strong feeling of familiarity.

People should trust JAW's judgement on how to remake AO.

Also, go Lorne for sniping at EA! More people should be outspoken against them. They need to be taken down a notch or two and rethink their terrible business practices before they ruin the game industry more than they're doing already.
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  #146  
10-03-2012, 09:16 AM
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  #147  
10-03-2012, 09:31 AM
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yeah the old good times are knocking on my face. the look and feel of the pre- alpha are nearly perfect. i have never dared to expect it could be THAT good. im very happy about the useful changes of several areas. may a last bunch of meeches are in a well protected secret area? the challenge could be to set them free for repopulation.
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  #148  
10-04-2012, 01:12 AM
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I was just looking at this screenshot and does that Slig have a shotgun? I know the model for the gun has always looked like a shotgun but do they have actual shotguns now? or are they still the machine guns that look like shotguns?
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Last edited by Nate; 10-04-2012 at 03:58 AM.. : Shrinking the page-stretch image.
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  #149  
10-04-2012, 01:57 AM
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Quite possibly the latter. Popper Sligs have aways had... I can't believe I'm actually saying this... semi-automatic shotguns, so mahcine gun shotguns. I guess we can safely say this is one of those things that has Stayed Odd?
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  #150  
10-04-2012, 03:28 AM
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Quite possibly the latter. Popper Sligs have aways had... I can't believe I'm actually saying this... semi-automatic shotguns, so mahcine gun shotguns. I guess we can safely say this is one of those things that has Stayed Odd?
To be honest, it has always worked for me with Oddworld games. Regardless of the look, its perhaps just an oddly mechanised automatic sub shot gun machine rifle.

my brain hurt writing that :[

Its Oddworld, they aint gotta explain shit. lol
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