Blood Moon

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minmay
Posts: 2780
Joined: Mon Sep 23, 2013 2:24 am

Re: Blood Moon

Post by minmay »

Hm, what was broken in the extra items? I know the experience tome is off by 1 in some circumstances in the alpha (which I've since fixed), but I don't recall finding any other bugs in the items since releasing the alpha.
Grimrock 1 dungeon
Grimrock 2 resources
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Pompidom
Posts: 497
Joined: Sun May 06, 2018 9:42 pm

Re: Blood Moon

Post by Pompidom »

I may have worded it wrong, I'm not at home so I can't check. I fixed the broken lurker gloves and chitin gloves, they weren't giving any armor/evasion. But I'm not sure if they were part of the g1 asset folder or not. What I meant with the previously post that I find most of the g1 folder extremely useful and fixing/changing tomes and items with different attributes/stats. Tomes that give specific skills +1 isn't something I desire, so I changed them into something else.
minmay
Posts: 2780
Joined: Mon Sep 23, 2013 2:24 am

Re: Blood Moon

Post by minmay »

Whoops, you're right, I indeed forgot to give the chitin gloves any actual stats. Thanks.
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Pompidom
Posts: 497
Joined: Sun May 06, 2018 9:42 pm

Re: Blood Moon

Post by Pompidom »

Version 0.02:

Added more maps and temporary teleporters from town to the dungeons for easier access in exploration mode.

https://wetransfer.com/downloads/d92404 ... 537/c7098b
lostsol
Posts: 86
Joined: Mon Apr 02, 2018 4:51 pm

Re: Blood Moon

Post by lostsol »

Looking forward to Blood Moon. I haven't tried the demos as I have yet to look into the whole patch thing. But from your descriptions and screenshots I get a sort of Soul Reaver vibe, an older game that is near and dear to me. If you're not familiar with it check it out, there is a lot of good inspiration to draw from it.
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Zo Kath Ra
Posts: 937
Joined: Sat Apr 21, 2012 9:57 am
Location: Germany

Re: Blood Moon

Post by Zo Kath Ra »

Pompidom wrote: Fri Jul 20, 2018 8:52 pm Version 0.02:

Added more maps and temporary teleporters from town to the dungeons for easier access in exploration mode.

https://wetransfer.com/downloads/d92404 ... 537/c7098b
This host doesn't support pausing and continuing downloads.
Can you upload the file to https://www.nexusmods.com/ ?

Protip:
In the file name, replace spaces with underscores.
Pompidom
Posts: 497
Joined: Sun May 06, 2018 9:42 pm

Re: Blood Moon

Post by Pompidom »

lostsol wrote: Sun Jul 22, 2018 3:22 am Looking forward to Blood Moon. I haven't tried the demos as I have yet to look into the whole patch thing. But from your descriptions and screenshots I get a sort of Soul Reaver vibe, an older game that is near and dear to me. If you're not familiar with it check it out, there is a lot of good inspiration to draw from it.
I have played a lot of games when I was younger and I played the soul reaver games, they were okayish :)
My inspiration probably comes from a bunch of games, but the most influential will probably be doom.
Demons, hell spawn, portals to demon dimensions.

I was a big fan of the Ultima Underworld 1&2 games. Imagine Skyrim but 1992 graphics in the Ultima universe.
https://www.google.be/search?q=ultima+u ... 66&bih=635

Legend of Grimrock just reminds me so much of those old gems.

However the main reason the mod looks the way it does is simply because of the custom assets. Lots of them are basically really useful and easy to create something like Blood Moon.

Like Doom there isn't much story to tell. Portals from demon dimensions opened up in places of pure evil and it's up to the party to close them all down before you take down the final demon boss. Slaying down corrupted humans, cultists vampires, demons
and other monsters in dungeons and castles. Finding keys and solving some easy puzzles :)
Pompidom
Posts: 497
Joined: Sun May 06, 2018 9:42 pm

Re: Blood Moon

Post by Pompidom »

I'm creating a Dwarf fortress map with mines included.
https://ibb.co/e24hPT
(low res/low quality screenshot from crappy laptop)

Yay or nay on using youtube meme repeat songs as ambient music track like Diggy Hole? ;)

https://www.youtube.com/watch?v=ytWz0qVvBZ0

As long it's not Amazing Horse right? :)
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THOM
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Location: Germany - Cologne
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Re: Blood Moon

Post by THOM »

I would recommend to use not a whole song as an atmo track. When a player has to stay for a longer time in the area with that song, say because of a hard combat or a tricky puzzle, they will hear that song again and again - and will sooner or later hate it...

There is a reason why AH used not music but soundscapes as atmotracks in their levels.
THOM formaly known as tschrage
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Pompidom
Posts: 497
Joined: Sun May 06, 2018 9:42 pm

Re: Blood Moon

Post by Pompidom »

THOM wrote: Tue Jul 24, 2018 11:18 pm I would recommend to use not a whole song as an atmo track. When a player has to stay for a longer time in the area with that song, say because of a hard combat or a tricky puzzle, they will hear that song again and again - and will sooner or later hate it...

There is a reason why AH used not music but soundscapes as atmotracks in their levels.
That was the entire point. :)
Maybe in a secret and small bonus level I can add meme songs.
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