Survival mode?

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Myeka
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Joined: Thu Apr 12, 2012 1:33 am

Re: Survival mode?

Post by Myeka »

SenSx wrote: But will the game be possible with only two characters? or only one? Could it be enjoyable?
If not people would not go on playing knowing there is no chance to succeed...
That's the problem indeed. The game was designed and balanced to be played with 4 characters (I can't even imagine killing the last mobs with only 1 character, it would take ages). Maybe it could be possible to make a specific dungeon with this kind of game settings, but it would be VERY hard to balance it since fighting with 1 character is way harder than fighting with 4.

And don't get me wrong, by harder I mean longer and with a smaller mistake tolerance. And I definitely don't think it's a good idea to make fights longer.
SenSx
Posts: 28
Joined: Mon Apr 16, 2012 3:55 pm

Re: Survival mode?

Post by SenSx »

You might be right on that, only one use per crystal without manual save seems alwready hard enough anyway.
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Firing
Posts: 25
Joined: Mon Apr 09, 2012 5:04 pm

Re: Survival mode?

Post by Firing »

I like this idea. You only need to add random generated maps without puzzles (cause me be boring repeat the same puzzles if you play several times the game), and monster respawn. Maybe something like "The Binding of Isaac" or "Diablo".
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Pajamas
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Joined: Thu Apr 12, 2012 7:26 am

Re: Survival mode?

Post by Pajamas »

Firing wrote:I like this idea. You only need to add random generated maps without puzzles (cause me be boring repeat the same puzzles if you play several times the game), and monster respawn. Maybe something like "The Binding of Isaac" or "Diablo".
As far as I know its not in the games current engine to do this, so it would require a ton of programming and editing of current files to get the rooms to generate properly. Very few people realize how often this fails and I doubt that without tons of work that it would end up in any way but a disaster.

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I like this, but it would be easier just to have a set map that is a series of arenas or just have walls lift after a certain time period.

You could also handle upgrades by simply having a enemy be released last and that enemy will be holding a gold key which you have to take off their corpse and use on a reward door.
SenSx
Posts: 28
Joined: Mon Apr 16, 2012 3:55 pm

Re: Survival mode?

Post by SenSx »

Indeed I 'm beeing realist and i am no programmer...
I just need one now to disable manual save and make the crystal usable only once ( it has to heal and autosave once only) in hard difficulty mode, as Myeka adviced me, it should be the good setting indeed, thank you.
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HaunterV
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Joined: Mon Apr 16, 2012 9:54 pm
Location: Barrie, Ontario, Canada

Re: Survival mode?

Post by HaunterV »

So basically what I'm reading is a lot of you lack the willpower to only live off the crystal autosave? You need the option of manual saving removed to avoid the temptation?

I propose you just suck it up and not manual save. Hell just save in the autosave slot and never use crystals. That way, death IS permanent and since you are only runnning the one save if you save into a tough situation, deal with it.

As added fun if you lose everyone in a fight rather than reloading, you should instead record your stats for personal scorekeeping and start a new game :D
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HaunterV
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Location: Barrie, Ontario, Canada

Re: Survival mode?

Post by HaunterV »

Pajamas wrote:
Firing wrote:I like this idea. You only need to add random generated maps without puzzles (cause me be boring repeat the same puzzles if you play several times the game), and monster respawn. Maybe something like "The Binding of Isaac" or "Diablo".
As far as I know its not in the games current engine to do this, so it would require a ton of programming and editing of current files to get the rooms to generate properly. Very few people realize how often this fails and I doubt that without tons of work that it would end up in any way but a disaster.

----------------------------------------------

I like this, but it would be easier just to have a set map that is a series of arenas or just have walls lift after a certain time period.

You could also handle upgrades by simply having a enemy be released last and that enemy will be holding a gold key which you have to take off their corpse and use on a reward door.

They also don't seem to remember none of the pits in Grimrock are death falls... there is always something at the bottom of a pit, even if it's just a way back up to the previous level.

OO! added fun, remove the ways out of pits!

Or put the way out in the Players hand, I propose instead of particle teleporters or stairs that you have to use a grappling hook and rope to get out of a pit. 1 use item of course, but totally craftable.
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
SenSx
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Joined: Mon Apr 16, 2012 3:55 pm

Re: Survival mode?

Post by SenSx »

HaunterV wrote:So basically what I'm reading is a lot of you lack the willpower to only live off the crystal autosave? You need the option of manual saving removed to avoid the temptation?

I propose you just suck it up and not manual save. Hell just save in the autosave slot and never use crystals. That way, death IS permanent and since you are only runnning the one save if you save into a tough situation, deal with it.

As added fun if you lose everyone in a fight rather than reloading, you should instead record your stats for personal scorekeeping and start a new game :D
I disagree with this, of course you can play as if it was like this, but if the game doesn't force you, it is not true difficulty, this this virtual difficulty untill the game mechanics really forces you to play this way.
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