Legend of Grimrock 3

Talk about anything related to Legend of Grimrock 2 here.
BouH
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Re: Legend of Grimrock 3

Post by BouH »

MrChoke wrote:I don't think a Grimrock 3 is coming guys. I am going leave it at that. Grimrock 2 is it. And unless AH wants to take time out and do an expansion or at least another patch for it, what we got now is all we will ever get.
You are targeting to the unprotected heart, dear sir, your comment make me sad. :cry:
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eon
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Re: Legend of Grimrock 3

Post by eon »

What do you think about co-op mode?
karadoc
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Re: Legend of Grimrock 3

Post by karadoc »

I have a lot of fond gaming memories of playing two player Bloodwych in my younger years. (It's the only two-player Dungeon Master style game I've ever played.)

I'd probably really enjoy a two-player campaign in Grimrock 3; but I can see a few issues. The core issue is that designing a dungeon for two players is different to designing a game for one player. The puzzle need to be different. The restrictions of the map need to be different. You have to worry about situations which may allow one player to trap another, or situations where puzzles are made trivial when there are two players. This isn't insurmountable, but it is a significant work commitment. (I thought Bloodwych was pretty good in both single player and two player.)

The work commit is compounded by the fact that this style of game is already in a fairly small niche. I think the set of people interested in a multiplayer campaign would be an even smaller niche. It might not be easy to find partners to play with. An global match-making system would be a must, and I'm sure that would help a lot, but even still, when a full game takes many many hours to play, it would not be easy to find partners who would play through to the end.

Making it multiplayer could broaden the appeal, and it could be a great success. But I think there's no doubt that it would be a major design decision which would affect most other parts of the game's development and design. If the developers aren't already keen to make a multiplayer campaign, then maybe it just isn't worth the trouble. ... That said, one option would be to do something similar to Portal 2, in which there is a single player campaign & story, and a separate multiplayer campaign - which doesn't necessarily need to have a story at all. That might feel a bit hollow and out of place in the game, but the big advantage would be that it would allow modders to make their own multiplayer campaigns...
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Isaac
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Re: Legend of Grimrock 3

Post by Isaac »

eon wrote:What do you think about co-op mode?
I think it could be a security nightmare wrapped up in a can of worms. [mods]

*That said, some puzzles in the official campaign could be altered to need two player input (when there are two players present); like one player pressing a button, while the other slips past the deactivated trap (or barrier). Normally this role could be fulfilled by an NPC... either by making it an escort mission, or have the party expected move when the NPC says.

Any multiplayer EoB clone should include a toggle for each player to indicate that other players can walk through them ~or not. It could also include trading/sharing PCs, NPCs; and maps.
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Zo Kath Ra
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Re: Legend of Grimrock 3

Post by Zo Kath Ra »

A list of features I would like to see in LoG3:

Maps > 32x32
Petri already said they could've allowed maps > 32x32 in LoG2, but chose not to because of the automap:
viewtopic.php?f=22&t=7962
But it would be nice if they found a way to make this work.

Maps that wrap
Combined with maps > 32x32, you could make a game set on different "planets".
Or other dimensions that are finite yet infinite.

Screenshots
Press a key, and the game saves a screenshot with some information, either in the file name or in the image itself:
- mod name / version
- level name
- level number / x / y / elevation / facing
Useful for reporting bugs when you test mods, and for making walkthroughs

Damage skins for monsters
viewtopic.php?f=18&t=12971

Savegame filenames
Could include the same information as screenshots.

Casting a spell w/o enough mana
Select the spell's runes => if you don't have enough mana, the "cast spell" icon should be crossed out

Game version
It'd be great if you could set mods to require a minimum game version.
And/or if there were a LUA function that returns the game version.

Scalable GUI
AFAIK the GUI elements and text don't get scaled in higher resolutions.
For text, maybe use TrueType fonts?

3d automap
Non-trivial to implement and more appropriate for a sci-fi game, but it would be really useful in levels with floors above floors.

Console key
Enabling the console in grimrock.cfg should also add a new entry in Options -> Key Config

Invert x/y mouse axis in automap
Or give the player an option to do so

Loading savegames in the editor
Could be very useful for modders who receive savegames from playtesters.

Pasting text into the console
viewtopic.php?f=18&t=9888
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leewroy
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Re: Legend of Grimrock 3

Post by leewroy »

I'd really like to see grimrock 3. Seems far as the infinite to come, tough.
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eon
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Re: Legend of Grimrock 3

Post by eon »

What do you think about stealth mechanics in Grimrock ? Would it be feasible to do ?
For example, thief class would detach from the party, scout,sneak and make critical hits.

Though he would need to return to the party.
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Sir Tawmis
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Re: Legend of Grimrock 3

Post by Sir Tawmis »

eon wrote:What do you think about stealth mechanics in Grimrock ? Would it be feasible to do ?
For example, thief class would detach from the party, scout,sneak and make critical hits.

Though he would need to return to the party.
It's the detatching from the party that would be the issue. Although, they could bypass this (during combat) as a "Skill" to do "backstab" in a way, not so much for Stealth though...
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1varangian
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Re: Legend of Grimrock 3

Post by 1varangian »

karadoc wrote:I have a lot of fond gaming memories of playing two player Bloodwych in my younger years. (It's the only two-player Dungeon Master style game I've ever played.)

I'd probably really enjoy a two-player campaign in Grimrock 3; but I can see a few issues. The core issue is that designing a dungeon for two players is different to designing a game for one player. The puzzle need to be different. The restrictions of the map need to be different. You have to worry about situations which may allow one player to trap another, or situations where puzzles are made trivial when there are two players. This isn't insurmountable, but it is a significant work commitment. (I thought Bloodwych was pretty good in both single player and two player.)

The work commit is compounded by the fact that this style of game is already in a fairly small niche. I think the set of people interested in a multiplayer campaign would be an even smaller niche. It might not be easy to find partners to play with. An global match-making system would be a must, and I'm sure that would help a lot, but even still, when a full game takes many many hours to play, it would not be easy to find partners who would play through to the end.

Making it multiplayer could broaden the appeal, and it could be a great success. But I think there's no doubt that it would be a major design decision which would affect most other parts of the game's development and design. If the developers aren't already keen to make a multiplayer campaign, then maybe it just isn't worth the trouble. ... That said, one option would be to do something similar to Portal 2, in which there is a single player campaign & story, and a separate multiplayer campaign - which doesn't necessarily need to have a story at all. That might feel a bit hollow and out of place in the game, but the big advantage would be that it would allow modders to make their own multiplayer campaigns...
We played the heck out of Bloodwych. It's one of the best game experiences to date for me. So a game like this is very high on my wish list. Third actually, right after a proper NWN3 and a Rolemaster: Magestorm remake. :D

Something about co-op and the social aspect just makes a game like this exponentially better. Also toolset and multiplayer seems to be a magical combo to get a big thriving community.

In a modern game like Grimrock they'd have to create a lot of character art and animation. Humans, Ratlings, Bugs and Minotaurs and whatever customization options for them and all armor and weapon options and animations to consider. I would gladly trade all non-human races for multiplayer though. Playing as rats, insects or monsters doesn't rock my boat. :x

They could do the official campaign for SP and add a shorter co-op adventure on the side and let the community get wild with multiplayer mods.
1varangian
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Re: Legend of Grimrock 3

Post by 1varangian »

eon wrote:What do you think about stealth mechanics in Grimrock ? Would it be feasible to do ?
For example, thief class would detach from the party, scout,sneak and make critical hits.

Though he would need to return to the party.
I would maybe make it so that each player only controls 1 character in multiplayer, and give them free movement.

When they enter the same square they can assume their pre-designated positions on the grid. And you could have the option for group movement, where the designated party leader would move everyone.

4 player co-op to make 1 party. :)
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