With Zeno Clash developers ACE Team at the helm, Abyss Odyssey will no doubt take place in quite an odd world, but it definitely won’t take place in Oddworld, even if the title does look a bit like Abe’s Oddysee. The newly announced game is a side-scroller like Oddworld’s first, but ACE Team are sticking to their principles by concentrating on creatures engaging in fisticuffs. Taking place in a randomised world, Abyss Odyssey is a beat ‘em up in which every enemy has a full moveset and enough artificial gumption to offer a challenge. This is demonstrated by means of a video showing a lady fighting a skeleton.
This video is the first of a series where we will show the potential of the combat system applied to the enemies you can capture and use in the game. These combos, which are being displayed in the game's 'training room', were invented on the fly by Game Designer Carlos Bordeu.
Last edited by prudislav on Thu, 13th Mar 2014 22:48; edited 1 time in total
Some enemies can drop weapons, health and other things. The game will also feature stats, mostly associated with magic accessories, like weapons, rings, bracelets, etc. I don't think we have a luck stat anywhere though (it wouldn't blend too well with the fighting mechanics).
Quote:
There's no plans for Early Access or a Beta unfortunately. It's just too much to handle for such a small team considering we're working simultaneously on console builds. :-/ We'd love to find the time to do something like this though. Maybe for our next project?
That looks freakin' awesome! Visuals are a huge "meh", especially model quality, it looks like the PSP version of Dracula X Chronicles, but the gameplay looks hype!
"It’s worth noting that there’s no way to actually save your game in the middle of an Abyss run. Quitting the game will see your character returned to the entrance the next time you load up, so it’s necessary to complete a full run (which could be anywhere between an hour or two) or die in the attempt".
I played it for a bit and I wasnt very pleased with it. What really put me off were the controls, way too clunky and a bit unresponsive.
In the abyss, you advance in dmc-style segments fighting waves of 2-3 enemies and they drop coins which you can use to buy weapons and rpg-like items (you can even fight the merchant lol) but i wasnt really surprised with the rpg+street fighter mix to be honest. I played a few levels and fights get repetitive too son, hope it improves with the new skills you can acquire.
Versus mode might be fun but is local only at the moment (they will add online support later). Graphics are decent, but below average for my taste, something is not right between with the blend of characters and backgrounds, and models are really really weird, some of them remind me to zeno clash. Areas are a bit dark and lightning is practically non-existent -at least in the levels I played. I like the ost.
It might be a good game, I only played for 20-30 minutes, so take my impressions with a grain of salt. I´m uploading a video of the first 20 minutes -or so- of the game.
Unreal Engine 3 so it's very easy to tweak (Custom key binding commands work too.) and GeDoSaTo is 100% compatible.
(Now I just need to get used to the keyboard controls.)
(The game looks really smooth with downsampling actually, which is a very nice effect.)
Well played for a hour yeasterday and really like the gameplay , but will probably wait some patches as both gamepad/keyboard controls needs a bit tweaking. Other than that its really good, but some form of saving in between of play sessions would be nice
Played a bit. not having any issues with the controls using the derppad.
Will need to configure gedosato before playing, as for some reason this u3 game doesn't recongnize my 2520x1575 custom resolution I use for downsampling.
They werent that responsive for me either. Plus the default gamepad configuration where you dodge on the same button that you use to block, (as with castlevania los) is just frikin horrible. And then you have dodges that move you past your opponent and you're left sitting with the back for a few miliseconds.. dunno.. for me the game is full of little annoyances
Yeah you have to add the exe to whitelist.txt minus the .exe extension.
Also don't use the blacklist over the whitelist as it will likely cause bugs and crashes unless you first enter all background programs and such into blacklist.txt (I have about fifty listed there now but I don't use it even so.)
For GeDoSaTo I usually have the global ini set to this.
Spoiler:
# Lines starting with "#" are ignored by GeDoSaTo and used to provide documentation
# read them before changing anything!
# The actual rendering resolution you want to use,
# and how many Hz you want the game to think it works at.
#
#renderWidth 7680
#renderHeight 4800
#
#renderWidth 5120
#renderHeight 3200
#
#renderWidth 3840
#renderHeight 2400
#
#renderWidth 2560
#renderHeight 1600
#
renderWidth 3840
renderHeight 2400
reportedHz 60
# The resolution you want to downsample *to*.
# Should generally always be your output device pixel size and frequency.
# Writing something not supported by the display here will probably cause a crash.
presentWidth 1920
presentHeight 1200
presentHz 60
# How many vertical traces to wait when presenting
# -1 = unchanged
# 0 = no vsync
# 1 = standard vsync
# 2 = half refresh rate (e.g. 30 on 60 Hz)
# 3 = 1/3rd refresh rate, etc.
presentInterval 0
# The type of scaling you want to use.
# bilinear: what GPUs generally do, cheap performance-wise
# bicubic: higher quality, more expensive performance-wise
# lanczos: higher quality and sharp, most expensive performance-wise
# nearest: extremely cheap, generally ugly, but useful to upsample retro games
scalingType lanczos
# Forces the constant reporting of the downsampling resolution in all applicable
# scenarios - a small selection of games needs this to show the DS resolutions
forceAlwaysDownsamplingRes true
# Emulate exact flipping behaviour
# requires some extra performance/memory,
# but may be important for some games to work
emulateFlipBehaviour true
# Restricts interception to only system dlls
# might increase compatibility with 3rd-party injectors, but decrease stability
interceptOnlySystemDlls false
# For games which use strange methods to query resolutions,
# injecting a new one might not work. In such cases, you can try replacing an
# existing resolution. E.g. "overrideWidth 800", "overrideHeight 600" to replace 800x600
# 0 = override disabled
overrideWidth 0
overrideHeight 0
# Hides the mouse cursor, at all times
# options: "true" (= hidden) and "false" (= unchanged)
hideMouseCursor false
# Forces borderless windowed fullscreen mode instead of fullscreen mode
# options: "true" (= force borderless windowed FS) and "false" (= unchanged)
forceBorderlessFullscreen false
########################################################################################
# Image processing settings
# Note: may or may not apply depending on the plugin used
## AA
# AA toggle and quality setting
# 0 = off (best performance, worst IQ)
# 1 = low
# 2 = medium
# 3 = high
# 4 = ultra (worst performance, best IQ)
aaQuality 4
# AA type
# either "smaa" or "fxaa", depending on your preferences
aaType smaa
## SSAO
# Enable and set the strength of the SSAO effect
# (all 3 settings have the same performance impact!)
# 0 = off
# 1 = low
# 2 = medium
# 3 = high
ssaoStrength 2
# Set SSAO scale
# 1 = high quality (default)
# 2 = lower quality, lower impact on performance
ssaoScale 1
# Set SSAO Blur type
# gaussian = soft, cheap
# sharp = depth-dependent, more expensive
ssaoBlurType sharp
## DOF
# Enable Depth of Field
# false = off
# true = on
enableDoF true
# Select the type of DOF effect
# basic = basic pseudo-Bokeh DoF
# bokeh = shaped circular Bokeh DoF - WARNING: high performance impact
dofType bokeh
# Bokeh Depth of Field radius
# default = 1.00
# higher = more blurry (e.g. 1.1)
# lower = less blurry (e.g. 0.9)
# note: small changes make a large difference
dofBaseRadius 0.95
## Post
# Enable Postprocessing
# false = off
# true = on
# For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
enablePostprocessing true
# Postprocessing type
# durante = basic postprocessing adapted from SweetFX (dark, local contrast)
# asmodean = postprocessing by Asmodean (with tone mapping, softer)
# For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
postProcessingType asmodean
## Bloom
# Enable HDR Bloom
# false = off
# true = on
# For in-depth configuration, look in "assets/bloom.fx"
enableBloom true
# Dump game textures loaded using d3dx to textures\[gamename]\dump\[hash].tga
# if you enable override at the same time, the overridden texture will be dumped
enableTextureDumping false
# Override game textures loaded using d3dx with those from
# textures\[gamename]\override\[hash].(dds|png), if available
enableTextureOverride true
# Mark textures with their hash (for texture modders)
# WARNING: extremely slow if a game loads many textures
# (if you think a game crashed, it's probably still just loading textures)
enableTextureMarking false
########################################################################################
# Mouse settings
# you may have to play around with these a bit to get mouse input working correctly
# while downsampling in some games
# Modify the mouse position reported by "GetCursorPos" when downsampling
modifyGetCursorPos true
# Modify the mouse position set by "SetCursorPos" when downsampling
modifySetCursorPos true
# Intercept the WindowProc callback of the game and adjust mouse messages when downsampling
interceptWindowProc true
# Adjust the mouse position reported in peeked Windows messages when downsampling
adjustMessagePt true
(And since 0.8 and newer warn about non-standard character and spaces in file paths I had to move it from the "Program Files(x86)" folder to C:\Users\*USERNAME*\AppData\Roaming\GeDoSaTo )
The only change you might need to make is to set screen resolution from 1920 x 1200 to whatever you use (Such as 1920 x 1080) and if it's a different aspect ratio then changing the downsampling res to match that might be useful. (Such as 1920 x 1200 up to 3840 x 2400 or for 16:9 it would be 3840 x 2160 )
(And maybe change refresh rate if you have a 120hz monitor or custom overclocked hertz ratio or what it's called. )
EDIT: As I understand it if you were to convert to supersampling scaling it would kinda be like this:
(From the resolution section of the above ini with a screen res of 1920x1200.)
# The actual rendering resolution you want to use,
# and how many Hz you want the game to think it works at.
#
#renderWidth 7680
#renderHeight 4800 - 8x
#
#renderWidth 5120
#renderHeight 3200 - 6x
#
#renderWidth 3840
#renderHeight 2400 - 4x
#
#renderWidth 2560
#renderHeight 1600 - 2x
#
(I use 4x to still keep most games at least somewhat playable though some go above 8K / ~7680x4800 or even 16K for screenshot purposes but that won't really be playable.)
(GeDoSaTo does allow any screen res combination though I tend to keep it like above although variations like 2880x1800 instead of 2560x1600 can be used or any other combination desired to maintain good performance and still have nice AA quality.)
I use 2520x1575 personally as im on a 1680x1050 screen and my mem bandwith starved gtx660 can't handle more in new games.
I also had to assign that res in the ini file as the game wouldn't show that res in menu with any of the gedosato settings, therefore not allowing downsampling.
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