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#xxl2

gwennaterasu
I'm the one who left the Beta Rome assets in the remaster, I thought it would make someone happy :obelul:
hesopesomeso
All needed props were given to the fan base :) so that was nice!
baku69
Btw, are you still working in Osome by any chance ?
gwennaterasu
I was also the one who worked on the final patch for the remaster of xxl Initially, we all worked on the project between December and June (alongside the Smurfs game, which was in development), and the game was supposed to be released in October, except that there were still a lot of horrible things left to fix (lighting bugs and so on). I pushed for us to improve all that... and one day the boss came to see me to say that he had negotiated a budget with Microids for me to work alone for a month to make the patch haha, in reality it was fun even if I couldn't fix everything on my own unfortunately
failentin
That's a shame of course, but naturally priorities had to be set... Though on that note, I'm unsure if OSome did themselves a favor with the whole retro mode -- it's an impressive novelty for sure, but I imagine it took a lot of time to implement?
failentin
Wow, I'm really impressed! We owe you a lot! The patches improved maaany things (the only thing I'm still sad about that the music in retro mode never loops, was that a known issue that was just too difficult to patch?)
gwennaterasu
No, me and all the other devs left Osome at the end of 2021 and founded the Virtuos studio in Lyon, because the boss wanted to abandon OEngine and work with Unreal (that's how they made Asterix XXXL) This is where we developed the BGE remaster https://www.ubisoft.com/en-us/game/beyond-good-and-evil/20th-anniversary-edition But since then, we've all gone our separate ways because we were tired of doing remasters and the working conditions were poor... But working at Osome and on XXL are my best memories to date. I really enjoyed being able to play around with the XXL source code, even though I would have liked to have done something much better.
gwennaterasu
Not really that much, it's the same code for both modes, everything is duplicated in memory, the only thing that changes is that the remastered objects are drawn in one rendering pass and the original objects in another pass, and the switch between the two is done with a blend. It was mainly me who devoted myself to making the original rendering as close as possible to the original game and I was happy to do it For example, at one point during development, the plan was to have the original rendering with a disgusting pixelated filter, so that the switch would be highlighted. I complained so that we wouldn't do that. Instead, I made sure to have the same draw distance for the original mode as the original game (I imported the values from Kal). And that convinced them. Besides, in the remaster, there are a lot of visual bugs because the draw distance is stupidly too far :obelul:
gwennaterasu
For the music, I remember raising the issue and being told that it was like that in the original game, so I didn't insist, but I don't know if it was true
gwennaterasu
The funny thing about working in video games is that players often see things and are often disappointed by certain things, but the developers were disappointed too during development before and just didn't have time to do better
failentin
oh I see, nice, you dodged a bullet with that pixel filter :obelul:
gwennaterasu
and for that microids is the worst company
failentin
that... is a blatant lie omg haha
gwennaterasu
Yes, I would never have wanted that in my life :obelul:
gwennaterasu
ono 🙁
baku69
I mean yeah, about rendering distance, you can literally tardis - teleport from the 1st druid in egypt to the lava cave for example, cause you guys put ton shit of crates in all loading tunnels :obelul:
gwennaterasu
I had replayed the original game before starting the remaster but I didn't remember that... anyway I couldn't have fixed that I hadn't touched the audio part
hesopesomeso
I thought in gaul the music stops, but for instance in greece fights, it loops?
failentin
yup for speedrunners the rendering distance was quite the gift ^^
gwennaterasu
Yes, my collegue Corentin went crazy with the crate, he put them everywhere :obelul: