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  #1561  
05-21-2012, 03:00 PM
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On another note, perhaps you could add some kind of option to play it in the original screen by screen mode. Just seems like something that would be nice if you have the time (and actually can), yeah know?
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  #1562  
05-21-2012, 04:21 PM
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Nice and nostalgic as that might be, it may not work with the mechanics and AI we're developing, particularly since screen edges will no longer be acting as artificial barriers to character awareness. I would have to leave it to the designer to confirm this.

I suspect the very reason the game used flick screen at all was the same reason it was 2D in the first place: to allow fantastic visuals with limited processing and memory. Just as sprites afforded characters better appearance than could be done with the 3D of the day, static cameras allowed beautiful scenery without having to worry about things like parallaxing. I'm not sure what this has to do with your question, I just felt like saying it.
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  #1563  
05-21-2012, 05:40 PM
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I think I remember that Lorne once said that he preferred screen-by-screen since it was more cinematic - like using multiple cameras in a film - and that side-scrolling was more like a cartoon. He might have just been making up good things about the system he was forced to use though, and most side-scrollers at that time were a lot more cartoony than some are today.

I definitely want to see what the levels will be like when they're completely continuous, some of the scenery could look amazing.
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  #1564  
05-21-2012, 05:43 PM
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Sidescrollers used to be more cartoony, because of graphical limitations, so I can understand his point of view. I think the bar has been raised high enough that scrollers can look just as good if not better than Flickscreen.
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  #1565  
05-21-2012, 06:00 PM
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So he said side-scrollers are too "cartoony",

And then made Munch's Oddysee.
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  #1566  
05-21-2012, 06:30 PM
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To be fair, Munch's Oddysee started out awesome. It just didn't end awesome.
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  #1567  
05-21-2012, 07:02 PM
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The concept was a nice idea. The execution was, well, poor would be an unyderstatement.
I've never played strangers wrath so I won't judge that.
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  #1568  
05-21-2012, 07:08 PM
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I'm talking about the original story, before they butchered the hell out of it to accommodate deadlines and other production issues.
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  #1569  
05-21-2012, 07:16 PM
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I think what made it more dissapointing was the fact that it was all hyped up. It was supposed to be this amazing game, oddworld at it's best. I mean, have you seen how they plug it in the AE booklet?
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  #1570  
05-21-2012, 07:27 PM
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And the AE Perfect Quarma ending.
Oddworld has become famous for writing checks they couldn't cash.
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  #1571  
05-22-2012, 12:15 AM
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Nice and nostalgic as that might be, it may not work with the mechanics and AI we're developing, particularly since screen edges will no longer be acting as artificial barriers to character awareness. I would have to leave it to the designer to confirm this.

I suspect the very reason the game used flick screen at all was the same reason it was 2D in the first place: to allow fantastic visuals with limited processing and memory. Just as sprites afforded characters better appearance than could be done with the 3D of the day, static cameras allowed beautiful scenery without having to worry about things like parallaxing. I'm not sure what this has to do with your question, I just felt like saying it.
That makes sense. Do you have any idea on how you are gonna do the scrolling? I sort of imagine it being scrolling, but having various hot-points that the camera will settle to if you stop.
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  #1572  
05-22-2012, 06:37 AM
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How will you deal with tutorials?
Shouldn't they be in Rupture Farms and not all the way out in the Monsaic Lines?
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  #1573  
05-22-2012, 06:55 AM
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Yeah, I always found that very strange.
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  #1574  
05-22-2012, 07:36 AM
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I found it more strange that there were helpful displays in Rupture Farms telling you how to escape. The tutorials in Monsaic Lines made perfect sense to me.
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  #1575  
05-22-2012, 07:47 AM
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I found it more strange that there were helpful displays in Rupture Farms telling you how to escape.
Are you trying to say it doesn't make sense that Rupturefarms has such displays?

Because I personally see purely as a gameplay thing to help new players, I sure have hell wouldn't have gotten anywhere on my first playthrough without the signs.

The one that didn't make sense to me though is the directory on the very first screen after you get back inside Rupturefarms, it seemed really stupid to give players a tutorial on saving mudokons considering thats the halfway point of the game.
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  #1576  
05-22-2012, 07:48 AM
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I wouldn't say they were tedious, they were just part of the game, you do it and move on. I never played AO and AE and thought, 'oh god here comes the slog killing screen again'. I just did it and moved on.
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  #1577  
05-22-2012, 07:52 AM
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Maybe instead of flat out breaking the 4th wall and pretty much breaking the illusion (for the time being), the tutorials could be more subtle,
as in possibly putting them in a small room so they wouldn't be visible for more experienced players, and putting a small arrow somewhere on the first few screens that indicates where the room is.
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  #1578  
05-22-2012, 07:53 AM
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The one that didn't make sense to me though is the directory on the very first screen after you get back inside Rupturefarms, it seemed really stupid to give players a tutorial on saving mudokons considering thats the halfway point of the game.
Because, in theory, the player hasn't until now had any reason or instruction to rescue them, and Abe has had no intention of rescuing them.
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  #1579  
05-22-2012, 08:43 AM
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But it tells you about Flintlocks about five times.
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  #1580  
05-22-2012, 08:55 AM
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You shouldn't change the LED signs, they're one of the really memorable things in the Oddworld series (even if they were wasted in Munch due to the camera angle). For an in-world explanation I always just assumed that Mudokons were hacking the boards (hell, there was flashing lights and alarms saying that Abe is wanted, they might be inclined to wanna help him)
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  #1581  
05-22-2012, 09:00 AM
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I don't think you should change the LED signs that display propaganda, but the "helpful" ones seem out of place to me. Perhaps completely do away with all tutorials (or at least the option to turn them off), including the ones in Monsaic, and let the player figure shit out for themselves. The good old fashioned way.

It would be especially cruel nowadays, as gamers are used to their games treating them like they're five years old and completely incapable of learning the game mechanics on their own.

"Cut off their limbs, Isaac!!"
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  #1582  
05-22-2012, 09:01 AM
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Perhaps they should start an ad, then corrupt or something and display a tutorial or message to Abe. (if you hang around long enough, the signs will turn red and tell Abe to run in AO)
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  #1583  
05-22-2012, 10:07 AM
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This game needs MOAR OMOCHAOs !
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  #1584  
05-22-2012, 10:15 AM
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^???
Anyway, instead of scrapping memorable LED screens, change the words to make it sound like orders from Glukkons? Example: instead of "Run Abe! Sligs have been given orders to shoot you on sight!" why not replace it with " Attention Security, you have been ordered to shoot Mudokon worker 'Abe' on sight, Now Get To Work!"
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  #1585  
05-22-2012, 10:24 AM
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You shouldn't change the LED signs, they're one of the really memorable things in the Oddworld series (even if they were wasted in Munch due to the camera angle). For an in-world explanation I always just assumed that Mudokons were hacking the boards (hell, there was flashing lights and alarms saying that Abe is wanted, they might be inclined to wanna help him)
Agreed!

:
I don't think you should change the LED signs that display propaganda, but the "helpful" ones seem out of place to me. Perhaps completely do away with all tutorials (or at least the option to turn them off), including the ones in Monsaic, and let the player figure shit out for themselves. The good old fashioned way.
Disagreed!

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Perhaps they should start an ad, then corrupt or something and display a tutorial or message to Abe. (if you hang around long enough, the signs will turn red and tell Abe to run in AO)
Also Disagreed! Just keep it the way it was! It was one of the memorable things as Spam Can said! I liked the cameo appearence of one in MO.
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  #1586  
05-22-2012, 11:21 AM
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You contribute so much.

Also, I didn't think Mudokons had the technical savvy to hack anything.
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Last edited by Sekto Springs; 05-22-2012 at 11:24 AM..
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  #1587  
05-22-2012, 11:34 AM
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No. Maybe there could be some kind of tutorial that pauses the game to tell you something. You have the option to turn it off.

On an unrelated note, I like Nate's avatar, I can't tell if Wil's is a joke or not.
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  #1588  
05-22-2012, 12:17 PM
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No. Maybe there could be some kind of tutorial that pauses the game to tell you something. You have the option to turn it off.
That is the absolute worst kind of hint-system ever. Do not want.
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  #1589  
05-22-2012, 12:39 PM
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It's simple and not annoying. You can turn it off.
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  #1590  
05-22-2012, 12:40 PM
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Agreed. Just leave the in game aesthetics be, it didn't bother us during gameplay so why should it bother us now? It helped you learn to play the game we all know and love today eh?
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