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  #211  
12-23-2008, 06:48 AM
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I made this with Abechanted on Furcadia
Made what? Do you mean the pile of Labor Eggs which I promptly stole back? !
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  #212  
12-23-2008, 07:44 AM
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No the camp we made during roleplay >.<
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  #213  
12-25-2008, 07:43 AM
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No the camp we made during roleplay >.<
Ahh, I see! That's really neat then ^^

Also! Sneak peak...! I haven't played Munch so I have little clue of what he looks like except for pics...





EDIT: update:



Front facing positions done, working on the back ones now... I keep realizing small errors I'm making, like his webbing is too long.. blah
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  #214  
12-28-2008, 02:07 PM
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Just to point out that I love all the ongoing developments of the dream. So thank you Aji for working on this. It must have been, perhaps not coincidentally, a dream of yours to fashion your own little world like this. Thanks also to Fuzzle Guy for supporting it while Aji was busy, and all the folks who have contributed to it. If I weren’t so eternally preoccupied I’d have leant more assistance of my own.

UPDATE: I have been mapping the factory to see how it fits together. Some people may be surprised to learn that it doesn’t! Dimensions are off, rooms overlap, doors don’t connect, and it’s all very magical. This is by no means a complaint: there are very practical reasons not to have things geometrically accurate. However, if the Dream Makers want to smooth some of the edges a little, I have a couple of ideas.

Here’s my map of the lower floor. Click on it to see the full-size version. Circles show Voicelocks (or Cryogenic tubes in the lab); squared Ls show Slig Lockers, and squared Vs show Vendos. The little things that look like zebra crossings with an arrow show flights of steps, the arrow pointing upstairs.

Dotted lines show walls that are impossible. Thin green lines connect some parts that should be joined. Doors are not marked, but are the holes in walls. Maximum dimensions of each room are given (length×height as viewed). Numbers correspond to notes below.


  1. Annoying as crossing the slaughterhouse can be, and creepy as the unexpected animal sounds are, I do love this room, but it juts into the right edge of the factory floor. Am I right in thinking the inaccessible parts of the factory will be turned into heavy machinery? If not, perhaps the main floor can be shortened—it would make the catwalk shorter! Also, what are those fake doors meant to lead to?
  2. The stockyards also jut into the factory floor, but they have (geometrically at least) room to be stretched. The result would be longer and thinner, but not so nonsensical.
  3. Quite why the lab has such an odd shape I don’t know, but as it is it sticks into the factory floor. Perhaps it can be given a more regular configuration. Not to make it less boring, but maybe a little less queer.
  4. The stairs actually go into the meat grinder, which is quite amusing. If the lab keeps a little indentation in its west corner, the staircase can be shifted here. Once you see the upper floor, you see that they don’t line up at all. Maybe the tiny stair section can be given a longer landing.
  5. This is my most sincere recommendation. The canteen is huge, and can very easily be shortened two squares by making those longer tables two squares shorter. This would not only prevent the train station and canteen from colliding, but would align the canteen door and serving hatch with the kitchen—which itself can be made a wee bit bigger to join the walls to the canteen or occupy the vacant space between it and the factory floor.

I realize this is all pedantic, pointless, not called for, and may not even by possible given the way Furc slots rooms together, but I’ve had fun doing this all day.
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  #215  
12-31-2008, 07:11 AM
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Above edits are being implemented, primarily by Max, who turns out to be REALLY good at this. ^^ There is also an elevator now which he made completely on his own using variables and all, first day with the scripting language. I'm amazed and I think this is going to turn out well.

While I'm waiting for FG to send me the Gabbit GameSpeak and Max to send me the updated map, I decided to post here detailing the Industrial section of updates because I say too much in the dream and not enough here.



The Gabbit avatar is done and it was moved to the 'lapine' species. Paramite was swapped from lapine to musteline to make space for it. As you can see this update is pretty much complete except for some things I need from Max and FG, so if my family's New Year's festivities don't get in the way I can maybe release it today.

I've started work on the next update, the 'Steef' update, with its signature avatar...... here is an EARLY! version of the Steef!

I trust it'll have to be resized a bit and I ran into the problem of their likely having a gender... I drew clothes based on some concept art in the Stranger's Wrath section of TOGG. The horns and hair have yet to go on.
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  #216  
12-31-2008, 06:59 PM
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Was just on here(as vissulith(as in magic carpet 2), just thought I'd let you know) and it is awesome. It crashed on me though, but I don't blame it. I need a new computer pronto.

Well done to all who have worked on this!
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  #217  
01-01-2009, 09:50 AM
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Thank you and I'm glad you like it! =) I saw you enter and I was wondering who that was. I hope you'll come back soon and your computer will agree with it more ^^


Happy New Year everyone! The Gabbit update is now live and work has begun on the Steef update. Everyone is contributing; I can't stop playing with Max's elevator, MM has drawn a beautiful Spoocebow and is working on a grenade system, and FG is working on some Steef-related DS as I work on the Steef avatar.

In summary, lots is going on and they can tell you how easy it is to learn how to directly contribute by writing things in the simple DS programming language or drawing patch art. If you have any talent you would like to contribute, let me know! ^^

I also want to mention that the first real, continuing para-type RP began in the dream!




Epsimabe is a typical Mudokon worker at Rupture Farms who dreams of one day opening a 'Haus' to help Mudokons with slavery-related injuries. Aileana is a Steef who one day decided to help him escape.

This RP is very exciting to watch and I'm hoping others might be influenced to join in or start their own RPs =) I'm thinking of somehow joining in myself...

Here are the colors and species for the Vykker and Gabbit:

-Gabbit-
Lapine
'Fur'= The main body
'Markings' = belly
'Vest' = coloring spread throughout
'Trousers' = coloring spread throughout
'Eyes' = eyes
'Boots' = coloring around the feet
'Bracers' = things on its head (?)

-Vykker-
Bugge
'Fur' = The main body
'Eyes' = The eyes
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  #218  
01-03-2009, 11:52 AM
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I love the Gabbit, it's looking great. And I was gobsmacked when FG showed me the elevator, which is also great. Great job guys!
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  #219  
01-05-2009, 03:41 PM
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Gabbit's are looking great, vykkers are looking... naked... and I love the knew layout, particularly the merging of the cafeteria and kitchen (it was a surprise when I saw that one!), the lift and the secret areas . Armoury still needs a little work, though; it's a little lame!

I would also think about removing the passage from the factory direct to the Raisin's Cave; it just seems way too much of a short cut to me. I'd take out that ladded altogether (though remember to put a smily, yellow, mudokon face in the secret area, like all the AE secret passages!)

My main thought now is for making the door at the front of the lobby lead somewhere. I was thinking of a courtyard of somesort and drew a map...



Really it depends what space there is. The factory would just be the outside wall, covering two stories.
Some trees could be deforested from the very west side of the wilderness to fit in the path shown there; it doesn't have to particularly line up with the other factory exits
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  #220  
01-05-2009, 05:35 PM
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The dream is really coming together beautifully now, and I’m loving the chance to contribute to it. I enjoyed coding the lift, and took great satisfaction in being able to remove that pesky canteen staircase. =P I have some code for operating the gates in the Mud Bunks and also for pushing sheep MO-style. I’m dreaming of a Meep Herding Sokoban minigame! My hat goes off to Aji and her team for the entire MMOSG.

I’m not so sure about having anything outside the front door. We’re at the point where there’s so little space left that we really have to think about the purpose of each room/area. One of the reasons I combined the kitchen and canteen (and the warehouse and train station) was to create that little bit extra space to play with, and I’ve been tinkering with rearranging to free things up even further.

I know Munches has a nice idea for the armoury, but if the rifle range has no plans, then I think the two rooms should be combined to make space for other things, such as the boiler room, concepts for which are being bandied about casually right now. So what would be the function of your courtyard? There are already two direct paths from the factory to the wilderness.
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  #221  
01-06-2009, 10:00 AM
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I think we may as well merge the armoury and rifle range. Makes more sense to have the shooting range in with the weaponry anyway.
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  #222  
01-06-2009, 11:32 AM
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Because it seems rediculous to have the front door lead nowhere, and it probably wouldn't lead right out into the wilderness. The catwalk is perhaps unnecessary though. The courtyard and wall could be tacked onto the west end of the wilderness as a single area like the kitchen and cafeteria.

Talking of wasted space, the mudokon village could be cut down loads, things moved closer together, which would reflect on the land-invasion element of the games; the native area is so much smaller than the industrial because the factory has been built on top of their land. Also, the wilderness could be cut down, particularly the area under the trees at the bottom; maybe objects could be placed under the trees near the top of their graphics, allowing the bottom few rows to be removed to make more space.
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  #223  
01-10-2009, 12:37 AM
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WOW!

There is really much salt in the Slig Gamblin' room!
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  #224  
01-10-2009, 03:35 AM
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It's not salt, it's smoke

Also, the picture on each vendor indicates what product it contains. That vendor won't serve brew, but cigars and cigarettes (although I will be the first to admit that the image on that particular machine isn't too clear)

Personally I'm not too keen on the idea of having a courtyard. I sort of like the idea of being "locked" in the factory, with the only way out being to escape. It is just like the first three Oddworld games, where the entrance to the buildings you were in was never accessable.
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  #225  
01-10-2009, 05:42 AM
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Hense it can only be opened by glukkon voicelock.
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  #226  
01-10-2009, 02:35 PM
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I don’t see Glukkons as the kind to go and take a stroll in their garden.
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  #227  
01-10-2009, 03:22 PM
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It's not a garden, it's paved over. And yes, the glukkons wouldn't go there. That's sort of the point. But mudokons could possess the glukkon and open it or some such thing.
If just think it very silly having a door to nowhere in the room where everyone first appears.
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  #228  
01-10-2009, 04:03 PM
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If it is that much of a problem then maybe we could have it leading out of the dream. Heading through the doors.

"Are you sure you want to quit the Oddworld MMOSG? Yes No"
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  #229  
01-15-2009, 02:10 PM
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A mini-update is out! Meaning it is not quite the Steef update as it has no Steef but it does contain many things unexpected! Here are some details about it:


  • The new skin is out featuring an awesome background by Lacy Hemshire. It was wonderful to work with her and I really think we pulled off a skin that stands pretty high up with those seen around Furcadia. Here's a screenshot of us in the entrance room:



  • You may have noticed the difference in the entrance room. This is because Max has also done quite a few edits to the map! He achieved the feeling of 'endlessness' to the stockyards that I was looking for when I first made it. He has also made the cell doors in the Mudokon sleeping quarters able to be opened and shut by anyone outside (meaning you can lock someone in! )

  • Fuzzle Guy is working on a much more interesting executive office but there has been some dispute about it so it is inaccessible for now until I receive a final design that I can put in. That should be very soon so no worries.

  • There is now a sort of PA system which will randomly emit a message every hour or so. These were all written by Max and are quite humorous.

  • Kills (by Slig guns and Slogs) are now counted. There is a random emit which reports work-related accidents. It will add 1000 to it and then subtract.

  • There are quite a few new sounds.

    Sligs:
    12 - Gotcha
    13 - Another laugh
    14 - Wazzap
    15 - I love this job, hahaha!

    Slogs:
    5 - pant

    Elums:
    3 - Elum + Bees = this sound
    4 - Elum + Honey = this sound

    Mudokons:
    10 - Nooooo
    11 - I dunno

    Scrabs:
    3 - High-pitched howling (I think they do this when they win a fight)
    4 - Yay, meat! *finds this sound adorable ^-^*

    Paramites:
    7 - Yay, meat!



That's all for now. Splat, I would muchly appreciate it if you could replace the screenshot found in the topic post with the screenshot here! Thank you! ^^
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  #230  
01-15-2009, 02:51 PM
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Looks good; I was worried about the lack of Executive Office (I got on last night when no one else was around) so I'm glad to hear it's not gone for good.
It might be wiser to make some of the overhead catwalks two spaces wide instead of one, to prevent traffic jams. Also, the new skin doesn't tell you if you're holding anything! I see this as a problem!

But otherwise things look pretty cool. I also noticed the meep herding; it might not be a new thing but it is pretty cool, except that you can push them through fences, and you can push them through fences. (aka. push them so they move through fences, and push them when you're seperated from them by a fence).
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  #231  
01-19-2009, 08:36 PM
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FG has completed his office design and it should be in with the next update. I'll try to get some invisible objects to block people from shoving meeps into the wrong places.

The issue of having any possible paid-for features in the dream has been popping up a lot lately. Aileana said she might able to purchase a group package for the dream if she can find a way to get it to work with her debit card, and a few other folks have spoken about pitching in together to cover everything.

I'm currently working on a small site for the dream that will help introduce Furcadia players to Oddworld and vice versa and it will allow us to participate in Furcadia's monthly 'Groups & Guilds Day' for which a website is required. When that is done, I'll put a donation button somewhere and see what happens.

All that talk inspired this: (sorry, I'm a HUGE fan of mudarchers...)


and here's a mud hut I've been working on:



Not done yet, still needs lots of detail and shading, but that's the general shape.

This project is really evolving and I think we should all pat ourselves on the back: the dream has had little to no downtime in the past couple of weeks (besides Furc server resets and my maintenance downtime.) I told you it was possible!
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  #232  
01-20-2009, 12:00 AM
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with the paid features, you could make Shrykul play an option Go Shrykul!
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  #233  
01-20-2009, 03:11 AM
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:
All that talk inspired this: (sorry, I'm a HUGE fan of mudarchers...)

YEAH!
Mudarcher's and Tomahawker's must come!
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  #234  
01-20-2009, 04:55 AM
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Well I’m currently failing university quite spectacularly, plus I’m back on Debian with no intentions of using WINE, so all in all I’m not sure how much I can either visit or contribute to the dream in the future. But you know it will always have my love and support, possibly fiscally so.

The Mudokon hut seems a little off in perspective, mainly just the top of it, but otherwise grand.
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  #235  
01-20-2009, 05:29 AM
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:
Well I’m currently failing university quite spectacularly, plus I’m back on Debian with no intentions of using WINE, so all in all I’m not sure how much I can either visit or contribute to the dream in the future. But you know it will always have my love and support, possibly fiscally so.

The Mudokon hut seems a little off in perspective, mainly just the top of it, but otherwise grand.
Oi, I'm going to miss you! I don't want to keep you from studying, though... All I can say is I hope you can regular again ASAP!

I'm still playing with the perspective of the Mudokon huts. I got the original shape from an enlarged screenshot of the GBA Munch's Oddysee, and it was different from the huts I saw in some concept art. I really liked the concept art ones though because they had this thingy in the front you can stand under, so i stuck it on even though it didn't fit. Hopefully it all works out in the end.

I'm also slowly realizing that the GBA MO just might not be in the right perspective to begin with.


(the MO hut color problem is what happens when you try to put it into Furc's colors by pasting it in the FSH editor... When I saw that mess, I decided to just redraw on top of it.)

http://www.youtube.com/watch?v=7_eHmMxgKGM

I don't know why I keep making these... It helps me feel less lonely when I draw for a long time, I guess. ^^
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  #236  
01-20-2009, 08:34 AM
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Awesome Mudarcher sprite Aji, and a very neat Hut. On Mudcarchers and Tomahawkers, yes they'd be great additions, but to function properly like normal Mudokons they'd take up 2 local slots each, 3 if they had specific Elum Riders. Not much else to fill local slots with though if we got a Dream Package- regular Elum rider, Big Bro, Flying Slig, Mudarcher's 3 locals, Tomahawker's 3 locals, Shaman's 3 locals if you get 12 in a Dream Pack (cant remember the exact number)? I suppose that'd be alright.
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  #237  
01-20-2009, 02:49 PM
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The MMOSG keeps developing in positive ways, and I can't wait to see what Aji and the team do next with it. Keep up the good work you guys!
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  #238  
01-22-2009, 08:57 AM
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i can't get onto the game, the links don't work and do u have to dowload anything?
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  #239  
01-22-2009, 09:06 AM
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The link only works after actually downloading Furcadia ON Furcadia, please actually read the first post next time.
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  #240  
01-22-2009, 04:16 PM
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wow! This is really starting to look really good! I found a door that I couldn't get through in the stockyards due to a meep standing infront of it. And I got stuck in the wilderness for 5 minuets after accidentally finding a secret exit! Regardless, It was still pretty fun, until it nearly crashed my computer :P

Oh the perils of having a 7 year old PC...
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