Interested in group project(s)

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Patch
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Re: Interested in group project(s)

Post by Patch »

Dragonkin wrote:Good.
Also with regard to the outdoor stuff you mentioned in your first post, you should check out Lands of lore 1, it did have some outdoor stuff with trees and swamps (which was really cool :twisted: ) and so on. I havent really played these kinds of games but when i learned About LOG i played lands of lore just to check out the genre since alot of people suggested it and found it quite pleasing. I also tried Lol2 but in those days when they tried doing stuff with a "realistic" feel i found it offputting so i diden`t play it. Of course alot of these games where made like this and people seems to like them, maybe you would.


Have you any idea of what kind of story you would want?
I also thought of taking a placename from the map the creators gave us, if they would let us.
But i guess we only need ask. The isle Nex gave me some shivers but that could be me. :D
But Now im just babbeling :lol:
I'll have to check it out. Though, I do have issues playing really old games. While I'm not at all a graphics snob, going back to play really old games can be tough because of the graphical drop. It's like watching a really old black and white tv, when you've seen an HDTV. :P

As for the story, I think doing a prequel to Grimrock could be good. Examine the world beyond Grimrock, and why the player was sentenced to Grimrock. We could come up with something entirely original if that's the way the group would want to go. Sometimes working within a little bit of constraint can be good though.

As for the Isle of Nex thing. Maybe. The devs could be planning on doing a prequel, or an Isle of Nex expansion, or both! If that were the case, we should probably steer clear so as to not step on any toes.
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Dragonkin
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Re: Interested in group project(s)

Post by Dragonkin »

Well here`s a let`s play vid from lands of lore 1 from the swamps. It would be cool if this was possible: http://www.youtube.com/watch?v=lQ5xeL7U ... ure=relmfu

A prequel would be interesting though i think maybe that would be to close to home for the devs.
When all the world is overcharged with inhabitants, then the last remedy of all is war,
Which will provideth for every man, by victory or death. -Thomas Hobbes
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Dragonkin
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Re: Interested in group project(s)

Post by Dragonkin »

How can i put in images into the posts?? I see the img stuff but I dont know how to move forward from that
When all the world is overcharged with inhabitants, then the last remedy of all is war,
Which will provideth for every man, by victory or death. -Thomas Hobbes
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Patch
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Re: Interested in group project(s)

Post by Patch »

Dragonkin wrote:Well here`s a let`s play vid from lands of lore 1 from the swamps. It would be cool if this was possible: http://www.youtube.com/watch?v=lQ5xeL7U ... ure=relmfu

A prequel would be interesting though i think maybe that would be to close to home for the devs.
I feel like to do a prequel, we'd need to be able to create NPCs that the players could talk to (and merchants dammit!). If that isn't possible, we'd probably have to go in another direction. If however it is possible, and we decide we want to do the prequel/Isle of Nix idea, we could always just E-mail the devs (or you could chime in now devs ;) ), and ask if they are planning on going either of those directions.
Dragonkin wrote:How can i put in images into the posts?? I see the img stuff but I dont know how to move forward from that
type [img]theurl[/img]
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Dragonkin
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Re: Interested in group project(s)

Post by Dragonkin »

Ok...thx. Anyway a merchant could be a welcome addition. A goblin skulker or somewhere along those lines would be cool.
But i think that would be difficult since there are no coinage in the game.
I also like the idea of making voices for the characters but it would be kind of hard making your own party then since you would have
the same voices and since a thief would behave different then a ranger or a healer getting the voices to par would be diffecult, we would probly choke on the apple
in that retrospective. Of course we could make short sentances, like : Hmm thats good snail, or thats one hunking big ogre. Of course we would need an audio guy
to work on that 8-)

Edit: Ok, im off to bed. I`ll check in tomorrow.
When all the world is overcharged with inhabitants, then the last remedy of all is war,
Which will provideth for every man, by victory or death. -Thomas Hobbes
Rob
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Re: Interested in group project(s)

Post by Rob »

As someone who played the everliving hell out of these kinds of game as a youngster, and getting so many nice memory flashbacks from this game, I was really happy to find this little section.

If you fellows want a wall to throw ideas at, write/rewrite stories and storylines with, bounce general ideas with, I am here. I can also do level design, having loads of reference materials (old RPG geeks for the win!), however programming is not something I am strong with.

I would say this though: Most of these games always had a specific storyline to follow, and a contained enviroment. Merchants were therefor most of the time not needed, and were often only tacked on sometimes in more epic storylines where the adventurers would have a little "down time" between the real adventures. Thus there was never one in Eye of the Beholder for example (which, with some story tweaking, is really only a matter of time away from being made in this engine.).

It is simply a superflous thing in this kind of game.
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Re: Interested in group project(s)

Post by Patch »

Dragonkin wrote:Ok...thx. Anyway a merchant could be a welcome addition. A goblin skulker or somewhere along those lines would be cool.
But i think that would be difficult since there are no coinage in the game.
I also like the idea of making voices for the characters but it would be kind of hard making your own party then since you would have
the same voices and since a thief would behave different then a ranger or a healer getting the voices to par would be diffecult, we would probly choke on the apple
in that retrospective. Of course we could make short sentances, like : Hmm thats good snail, or thats one hunking big ogre. Of course we would need an audio guy
to work on that 8-)

Edit: Ok, im off to bed. I`ll check in tomorrow.
I think voice over work is too big of a thing to aim for honestly.
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Re: Interested in group project(s)

Post by Patch »

Rob wrote:As someone who played the everliving hell out of these kinds of game as a youngster, and getting so many nice memory flashbacks from this game, I was really happy to find this little section.

If you fellows want a wall to throw ideas at, write/rewrite stories and storylines with, bounce general ideas with, I am here. I can also do level design, having loads of reference materials (old RPG geeks for the win!), however programming is not something I am strong with.

I would say this though: Most of these games always had a specific storyline to follow, and a contained enviroment. Merchants were therefor most of the time not needed, and were often only tacked on sometimes in more epic storylines where the adventurers would have a little "down time" between the real adventures. Thus there was never one in Eye of the Beholder for example (which, with some story tweaking, is really only a matter of time away from being made in this engine.).

It is simply a superflous thing in this kind of game.
You're very much welcome to join us.

I totally get what you're saying about the merchants. The comment was specifically meant for the prequel idea, which in my head would have to take place in outdoor settings here and there, such as a town, which should have merchants! also, if a crafting system were added into the game, it would make sense to give players the option to simply buy some crafting materials. This would mean the implementation of a gold system as well as all the other things involved.
Rob
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Re: Interested in group project(s)

Post by Rob »

Well, yes, it would make sense in an open world enviroment with merchants and smiths and other options. I do not really see it as a option in this game (yet, should be added). for now we just have a dungeoncrawler (an awesome and good-looking dungeoncrawler!).

On the other hand, having a merchant of some sort in between adventures would be awesome. No reason to lug around all those sweet treasures otherwise, is there?

Not sure if Crafting would be very useful though, unless you do it like you create Talon in Eye of the Beholder II or the extra special things in Baldur's gate 2. Gather some specific things, bring them to a special place, rejoin them for a nice trinket kinda thing.
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Re: Interested in group project(s)

Post by Patch »

Rob wrote:Well, yes, it would make sense in an open world enviroment with merchants and smiths and other options. I do not really see it as a option in this game (yet, should be added). for now we just have a dungeoncrawler (an awesome and good-looking dungeoncrawler!).

On the other hand, having a merchant of some sort in between adventures would be awesome. No reason to lug around all those sweet treasures otherwise, is there?

Not sure if Crafting would be very useful though, unless you do it like you create Talon in Eye of the Beholder II or the extra special things in Baldur's gate 2. Gather some specific things, bring them to a special place, rejoin them for a nice trinket kinda thing.
Your references are going over my head. While I know the games, I haven't spent much time with them (though I hope with the remastering of Baldur's Gate I'll get the chance to finish the series).

Since we don't know what our limitations are just yet, I'm working under the assumption we'll be able to do a wide range of modifications.

I figure the crafting system could be pretty simple, somewhat like the alchemy system.

So, one could take some armor, and break it down to some base components, and once they have enough materials, craft some heavy armor. I got my fighter's armor skill up to allow him to use heavy armor, but couldn't find any for quite awhile.

Another example would be fletching (just piled into the basic crafting system, but Rangers would have a skill allowing them to make better arrows). I have a Rogue in my group right now that uses missile weapons. His skill is high enough that he fires 2 arrows/bolts at once. Thing is, I've only collected 12 arrows so far, and 7 bolts. Once he fires just a hand full of times, he's out of ammo and pretty useless.
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