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volume 1, issue 9

Today in loonygames:

New!! The Archives have been cleaned up, fead links fixed, and printable versions restored! Also, don't miss the new comments on the front page!

Livin' With The Sims: theAntiELVIS explores the wild and wacky world that is Will Wright's The Sims, asking the inevitable quesiton, "is The Sims the first step toward a virtual life where everyone is Swedish?"

Pixel Obscura: Josh Vasquez on Omikron: The Nomad Soul.

Real Life: Check out our newest comic strip, Real Life! Updated daily!

User Friendly: Updated daily!

Related Links:

Oddworld Associates:The developers of Oddworld.

GTInteractive:The publisher of Oddworld.

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Random Feature :

Blue & Levelord Get Drunk: Truly the definitive interview with Levelord, Stephen "Blue" Heaslip and the Ritual level designer get drunk and talk about the gaming industry.

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Gettin Odd with the loonies!

Munch's Oddysee

Why license the Unreal engine? We see it as a "possible" small piece in our next technology effort. We are not even sure if we will be using it yet. The reason we decided to license it, even if we don't use it, is to learn from it. They do some things really well, but will it hold up with the next level of demands. Well, we have our skepticism, but the only way to find out is to get inside it and see what is truly possible. It has beautiful lighting effects, and a smart layout structure, but beyond these things, what we need is not yet apparent in this technology.

Will Munch's Oddysee be a 3D game (like Unreal) or will you keep the 2D perspective? Munch's Oddysee will utilize 3D technology, will not be in a 2D perspective, but will be done in a way that the world has yet to see.

Has it been more difficult to develop characters in full 3D as opposed to working with prerendered sprites as in the Abe games? It is more difficult, especially when you have such a high spec for physics like we are doing. However, the opportunities that open make all of the complexities and difficulties worth while.

Who is Munch? Have we seen him before? Nope, you haven't seen him yet. He is an escaped lab animal from Vykkers Labs.

Will Munch's Oddysee be multiplayer? We are currently designing multiplayer options. It is too soon to give the details on how it will work. But it is one of our design objectives.

Will the Glukons be making an appearance? Oh yeah. You're even going to meet his mom. Munch's Oddysee is the first time you will start getting a deeper look into the matriarchal family structures and the economical and social pressures that many of the Inhabitants live with.

Will Munch's Oddysee support user-add-ons like Unreal? If so, how do you think this will effect the game's longevity? If you mean user-add-ons as in 'editors' or 'layout tools'... no, we don't intend to have this in Munch's Oddysee. In fact, we have had many requests not to have these types of editors. Most of these requests have come from fans who work with the press. But if you mean user-add-ons as in characters to down load or customize... then yes, we plan to do things of this nature. As for longevity, we believe that Munch will be so far ahead of its time, that it will have a very long shelf life.

Will Munch's Oddysee continue your trend of using full motion video, or will you be doing them in-engine as in Unreal? We will always do fully rendered video as it is the only way to get great looking movies. Show me someone who claims otherwise and I'll show you some stiff, emotionless stuff. However, there will be two databases for each character. One is high res and takes forever to render, the other is lower res and runs in real-time. The visual connection between the two will always be right on.

Will the A.L.I.V.E. system be moved over to Munch? Can he speak? A.L.I.V.E. is a philosophy for us. Our goal is to ultimately create dysfunctional living and social systems. That is what A.L.I.V.E. is all about for us. So we will still be using the A.L.I.V.E. philosophy as a backbone in our decision making and design processes. As for Munch's vocal abilities, yes, he will speak. All of the characters that we create from here on will speak.

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Credits: Illustration © 1998 Dan Zalkus. This interview is © 1998 Jason Bergman & Lorne Lanning. All other content is © 1998 loonyboi productions. Unauthorized reproduction is strictly prohibited and totally not cool.