New Grimrock features discussion

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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glyn_ie
Posts: 120
Joined: Mon Mar 05, 2012 4:19 am

New Grimrock features discussion

Post by glyn_ie »

Hey folks. After reading the latest blog, I got excited in anticipation of what the next installment or mod of Grimrock may include, and I wanted to begin a discussion regarding possible features. I'll begin with a list of the things I'd like to see, but I understand some of them may be beyond the scope of development planned for this project:

- Outdoor environments with dynamic weather
- Water (including flowing water and floodgates)
- Some kind of generic NPC model (allowing the option of finding or losing party members along the journey)
- With the inclusion of generic NPC models, brings the possibility of multiplayer, including maps designed for just this purpose
- Shops and money
- Boulders (movable blocks, can be pushed into holes)
- New traps perhaps (boulder traps even, like in Indiana Jones)
- Layered maps (allowing for higher ceilings, ledges, bridges, bigger environments)

I realize that some of these features could be extremely demanding projects. Outdoor environments for example would require a lot of visual work (rain/lightning animation, bushes/grass/dirt textures, etc), but would also need to address other issues such as the transition from a dungeon to the outside world...possibility of entering the outdoor map without stairs maybe, such as just walking out the door and being able to see the outside world through windows.
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HaunterV
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Joined: Mon Apr 16, 2012 9:54 pm
Location: Barrie, Ontario, Canada

Re: New Grimrock features discussion

Post by HaunterV »

I wonder if Water could be handled like it is in Dwarf fortress? 7 layers deep anything over 2 layers impeeds movement.
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