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Re: Rayman: Revenge of the Dark
Posted: Mon Mar 27, 2017 7:29 am
by fanman3
Re: Rayman: Revenge of the Dark
Posted: Mon Mar 27, 2017 9:31 am
by Adsolution
There will definitely be a few sliding segments, yes.
Re: Rayman: Revenge of the Dark
Posted: Fri Apr 21, 2017 8:59 am
by Steeldude
Hey Adsolution, I have a question - how many levels are there going to be in the game?

Could you list their names? I tried to make a list out of the soundtrack videos you posted but I'm not sure if I got all of them...
I put the list into a spoiler tag as some people may want to be surprised about the levels present in the game.
Here's the list I managed to do:
Music Mountain
Starlight Peak
The Race
Canyon of the Lost
The Dream Forest
Dream Forest Depths
Gemstone Temple
Glassdrop Grove
Windmill Hills
Ice Volcano
Fort Night
Mount Kollapso
The Shrine of Myre
Darklands
Temporal Palace
Shadow Factory
Aeropolis
The Billowing Dunes
Picture City
Prison Ship
The Land of Unimportant Proportion
Penumbra Ocean
The Crying Moor
Islandaile
The Towering Timbers
Into the Blaze
The Final Act
Glaciation Bay
The End
Memory Realm
The Shutter cave
Valley of Illusion
The Penumbra River
Are these all or are there some more? Thanks for your reply!

Re: Rayman: Revenge of the Dark
Posted: Fri Apr 21, 2017 10:57 am
by Adsolution
More or less! Here's the current list, in order:
The Dream Forest
The Memory Realm / Dream Forest Depths
Gemstone Ruins
Windmill Hills
Music Mountain
The Ice Volcano
Starlight Peak
Valley of Illusion / The Snoring Tree
Mount Kollapso
The Billowing Dunes
Canyon of the Lost
Aeropolis
The Penumbra River
[Floating Circus level]
Glassdrop Grove
Fort Night
* The Crystal Isle
* The Land of Unimportant Proportion
* The Towering Timbers
* Picture City
* Glaciation Bay
The Shrine of Mire
The Temporal Palace
The Crying Moor
The Shadow Factory
The Shuttering Caves
Into The Blaze
The Darklands
The Final Act
* can be completed in any order
I want to improve some of the blander names on the list, though that's not high on my priority list at the moment.
Re: Rayman: Revenge of the Dark
Posted: Fri Apr 21, 2017 11:06 am
by Steeldude
Awesome, thanks for such a quick reply! I wish you the best of luck with the game (as well as your personal life)!

Re: Rayman: Revenge of the Dark
Posted: Fri Apr 21, 2017 1:33 pm
by Shrooblord
Did you guys get that modeller that you had a little fundraiser for on board in the end?
Re: Rayman: Revenge of the Dark
Posted: Sat Apr 22, 2017 3:57 am
by Adsolution
We did, ye, and it's done! Hopefully I can show the results at some point in the near future, after I work out rigging things.
Re: Rayman: Revenge of the Dark
Posted: Sat Apr 22, 2017 7:57 am
by thecraftinatorx
hey adso, how r u? i hope you're doing fine dude, i have a question about rotd. How many hours would take to finish Rayman RoTD? Greetings from spain

Re: Rayman: Revenge of the Dark
Posted: Sat Apr 22, 2017 11:22 am
by Adsolution
Levels will probably take around 25-45 minutes to beat on a first playthrough, though some in particular might take over an hour, so maybe around 20 hours? That's my goal anyway.
Re: Rayman: Revenge of the Dark
Posted: Sat Apr 22, 2017 12:12 pm
by thecraftinatorx
So... are you making the levels by order of appearance in the game?
Re: Rayman: Revenge of the Dark
Posted: Sat Apr 22, 2017 12:22 pm
by Steeldude
That would be great, it would make it even longer than Rayman 2 Revolution.
What about Lums? Will there be around 50 per level like in Rayman 2? Or will the total be more than 1000 (since there are more levels)?
Re: Rayman: Revenge of the Dark
Posted: Sat Apr 22, 2017 1:33 pm
by Adsolution
I was planning on using tings as collectibles, since the Heart would've had to have been broken to justify them being lums. There are a few issues, however:
1) Tings are kind of generic and difficult to properly represent in 3D, especially with modern graphics, as it's more difficult to have individual things "pop out" when you're dealing with detailed models and realistic lighting.
2) Streams of collectibles can interfere with the cohesion of an environment.
3) Numerous small collectibles can be annoying.
I do want to have them though; the levels should be large enough to accomodate having them be placed more sparesly and in more strategic locations, rather than having a bunch in a straight line down a linear path (like Rayman 2). I initially figured a hundred per-level, but I really think 50 hits the mark.
Re: Rayman: Revenge of the Dark
Posted: Sat Apr 22, 2017 2:01 pm
by Greeness
Maybe a entirely new collectable,
for example you could have the player find clues about Dark Rayman as some sort of a collectable,
since from what I understood everybody thinks it's actually Rayman that does all the bad misdeeds that Dark Rayman does in the story.
Re: Rayman: Revenge of the Dark
Posted: Sat Apr 22, 2017 5:03 pm
by Steeldude
Will there be "gates" that you cannot go through unless you have enough Tings collected?
Will there be a motivation to gather 100 % of collectibles?

Re: Rayman: Revenge of the Dark
Posted: Mon Apr 24, 2017 3:31 pm
by Adsolution
My original idea was to have the tings act as energy you can gather for upgrades, like in Revolution, but along with that comes the potential for imbalanced gameplay (having too few or too many, making things too difficult or too easy).
An entirely new collectible? I was actually thinking of one, but it wasn't going to replace the tings, rather, they were going to act exclusively as knowledge of the world stuff (which take a video/storybook format instead of just text). I might as well just combine them though so tings can serve more than one purpose - or have them be something more original than tings in the first place.
I wasn't thinking of having any gates like in Rayman 2, but 100%, in addition to allowing you to get all the upgrades and knowledge of the world, will unlock an extra story-related level after the credits.
Re: Rayman: Revenge of the Dark
Posted: Mon Apr 24, 2017 4:00 pm
by Ambidextroid
If you do end up using tings for buying upgrades, how would 100%ing the game work? I would imagine buying stuff would deplete your tings, while the knowledge of the world and 100% in Rayman 2 rely on the fact that you never lose lums. Then again I suppose Rayman Revolution managed it, but I can't remember how it got around that problem...
Re: Rayman: Revenge of the Dark
Posted: Mon Apr 24, 2017 4:19 pm
by Adsolution
Well, there would be the total number of tings you've collected, and then, out of those, there's the number of tings whose energy you haven't used up, per se.
Re: Rayman: Revenge of the Dark
Posted: Mon Apr 24, 2017 4:34 pm
by Ambidextroid
Ah, that makes sense. Does that mean you wouldn't have a total ting counter like in Rayman 2 (where it says x/1000)? I'd have thought if you did it might turn a bit problematic, you'd have to have the counter say something like x/y/z (tings/collected tings/game total)
Re: Rayman: Revenge of the Dark
Posted: Thu Apr 27, 2017 1:15 pm
by Steeldude
One more question: How will the Memory Realm work? Will it be traversable like the Front or more linear like the Hall of Doors?
Will the Valley of Illusion be a second part of the hub world?
Re: Rayman: Revenge of the Dark
Posted: Thu Apr 27, 2017 2:48 pm
by MrDalitrox
Steeldude wrote:One more question: How will the Memory Realm work? Will it be traversable like the Front or more linear like the Hall of Doors?
Will the Valley of Illusion be a second part of the hub world?
Adsolution will rather do to make the world more open than linear.