Awesome Dungeon

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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LordGarth
Posts: 500
Joined: Mon Jun 18, 2012 5:07 pm
Location: Colorado USA

Re: Awesome Dungeon

Post by LordGarth »

Also,

My Lord of Chaos monster is ready to go. Dont think I will show a pic though. He should be a surprise.

LG
Dungeon Master and DOOM will live forever.
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Neikun
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Re: Awesome Dungeon

Post by Neikun »

LordGarth wrote:Play testing is going very well. It is quite enjoyable actually. I have made changes already in armor value and I have made lots of monsters stronger.

All the doors and keys and lock etc. Work.

Maybe I can get a partial game out there for others to playtest and let me know what they think.

LordGarth
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LordGarth
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Re: Awesome Dungeon

Post by LordGarth »

I guess I would post the partial game on the workshop and called a play test

LG
Dungeon Master and DOOM will live forever.
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LordGarth
Posts: 500
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Re: Awesome Dungeon

Post by LordGarth »

Cool,

I can make melee monsters cast spells when they hit with physical.

hahahahahha

The roleplaying in my dungeon will be mostly about which player class runs away the best ahahahahhaha

LG
Dungeon Master and DOOM will live forever.
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LordGarth
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Location: Colorado USA

Re: Awesome Dungeon

Post by LordGarth »

My health potions are not over powered.
SpoilerShow
defineObject{
name = "blackdrake",
class = "Monster",
model = "mod_assets/models/black_lizard.fbx",
meshName = "ice_lizard_mesh",
animations = {
idle = "assets/animations/monsters/ice_lizard/ice_lizard_idle.fbx",
moveForward = "assets/animations/monsters/ice_lizard/ice_lizard_walk.fbx",
turnLeft = "assets/animations/monsters/ice_lizard/ice_lizard_turn_left.fbx",
turnRight = "assets/animations/monsters/ice_lizard/ice_lizard_turn_right.fbx",
attack = "assets/animations/monsters/ice_lizard/ice_lizard_attack.fbx",
turnAttackLeft = "assets/animations/monsters/ice_lizard/ice_lizard_attack_left.fbx",
turnAttackRight = "assets/animations/monsters/ice_lizard/ice_lizard_attack_right.fbx",
getHitFrontLeft = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_front_left.fbx",
getHitFrontRight = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_front_right.fbx",
getHitBack = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_back.fbx",
getHitLeft = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_left.fbx",
getHitRight = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_right.fbx",
fall = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_front_left.fbx",
},
moveSound = "ice_lizard_walk",
footstepSound = "ice_lizard_footstep",
attackSound = "ice_lizard_attack",
hitSound = "ice_lizard_hit",
dieSound = "ice_lizard_die",
hitEffect = "hit_blood",
capsuleHeight = 0.4,
capsuleRadius = 0.5,
health = 2500,
sight = 12,
attackPower = 90,
protection = 60,
evasion = 10,
accuracy = 40,
movementCoolDown = 1,
coolDown = { 1, 4 },
noRecoilInterval = { 0.2, 1 }, -- interval must end at 1, otherwise turn attack can be interrupted (looks ugly)
immunities = { "fire", "cold", "poison", “backstab”, “assassination },
exp = 3000,
lootDrop = { 70, "black_lizard_steak" },
healthIncrement = 40,
attackPowerIncrement = 8,
brain = "IceLizard",
onDealDamage = function(self, champion, damage)
if self.facing == 0 then
spawn("lightning_bolt", self.level, self.x, self.y-1, self.facing)
end
if self.facing == 1 then
spawn("lightning_bolt", self.level, self.x+1, self.y, self.facing)
end
if self.facing == 2 then
spawn("lightning_bolt", self.level, self.x, self.y+1, self.facing)
end
if self.facing == 3 then
spawn("lightning_bolt", self.level, self.x-1, self.y, self.facing)
end
if self.facing == 0 then
spawn("fireball", self.level, self.x, self.y-1, self.facing)
end
if self.facing == 1 then
spawn("fireball", self.level, self.x+1, self.y, self.facing)
end
if self.facing == 2 then
spawn("fireball", self.level, self.x, self.y+1, self.facing)
end
if self.facing == 3 then
spawn("fireball", self.level, self.x-1, self.y, self.facing)
end
if self.facing == 0 then
spawn("poison_bolt", self.level, self.x, self.y-1, self.facing)
end
if self.facing == 1 then
spawn("poison_bolt", self.level, self.x+1, self.y, self.facing)
end
if self.facing == 2 then
spawn("poison_bolt", self.level, self.x, self.y+1, self.facing)
end
if self.facing == 3 then
spawn("poison_bolt", self.level, self.x-1, self.y, self.facing)
end
end
}
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Merethif
Posts: 274
Joined: Tue Apr 24, 2012 1:58 pm
Location: Poland

Re: Awesome Dungeon

Post by Merethif »

LordGarth wrote:immunities = { "fire", "cold", "poison", “backstab”, “assassination },
Yet another rogue non-friendly mod ;)
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war_dog
Posts: 30
Joined: Thu Apr 12, 2012 3:32 pm

Re: Awesome Dungeon

Post by war_dog »

Looks promising :D
Grimorial
Posts: 13
Joined: Sun Oct 07, 2012 4:18 am

Re: Awesome Dungeon

Post by Grimorial »

Merethif wrote:
LordGarth wrote:immunities = { "fire", "cold", "poison", “backstab”, “assassination },
Yet another rogue non-friendly mod ;)
I feel your pain fellow rogue! My mod will not tread on you. 8-)
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HaunterV
Posts: 676
Joined: Mon Apr 16, 2012 9:54 pm
Location: Barrie, Ontario, Canada

Re: Awesome Dungeon

Post by HaunterV »

LordGarth wrote:My health potions are not over powered.
SpoilerShow
defineObject{
name = "blackdrake",
class = "Monster",
model = "mod_assets/models/black_lizard.fbx",
meshName = "ice_lizard_mesh",
animations = {
idle = "assets/animations/monsters/ice_lizard/ice_lizard_idle.fbx",
moveForward = "assets/animations/monsters/ice_lizard/ice_lizard_walk.fbx",
turnLeft = "assets/animations/monsters/ice_lizard/ice_lizard_turn_left.fbx",
turnRight = "assets/animations/monsters/ice_lizard/ice_lizard_turn_right.fbx",
attack = "assets/animations/monsters/ice_lizard/ice_lizard_attack.fbx",
turnAttackLeft = "assets/animations/monsters/ice_lizard/ice_lizard_attack_left.fbx",
turnAttackRight = "assets/animations/monsters/ice_lizard/ice_lizard_attack_right.fbx",
getHitFrontLeft = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_front_left.fbx",
getHitFrontRight = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_front_right.fbx",
getHitBack = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_back.fbx",
getHitLeft = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_left.fbx",
getHitRight = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_right.fbx",
fall = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_front_left.fbx",
},
moveSound = "ice_lizard_walk",
footstepSound = "ice_lizard_footstep",
attackSound = "ice_lizard_attack",
hitSound = "ice_lizard_hit",
dieSound = "ice_lizard_die",
hitEffect = "hit_blood",
capsuleHeight = 0.4,
capsuleRadius = 0.5,
health = 2500,
sight = 12,
attackPower = 90,
protection = 60,
evasion = 10,
accuracy = 40,
movementCoolDown = 1,
coolDown = { 1, 4 },
noRecoilInterval = { 0.2, 1 }, -- interval must end at 1, otherwise turn attack can be interrupted (looks ugly)
immunities = { "fire", "cold", "poison", “backstab”, “assassination },
exp = 3000,
lootDrop = { 70, "black_lizard_steak" },
healthIncrement = 40,
attackPowerIncrement = 8,
brain = "IceLizard",
onDealDamage = function(self, champion, damage)
if self.facing == 0 then
spawn("lightning_bolt", self.level, self.x, self.y-1, self.facing)
end
if self.facing == 1 then
spawn("lightning_bolt", self.level, self.x+1, self.y, self.facing)
end
if self.facing == 2 then
spawn("lightning_bolt", self.level, self.x, self.y+1, self.facing)
end
if self.facing == 3 then
spawn("lightning_bolt", self.level, self.x-1, self.y, self.facing)
end
if self.facing == 0 then
spawn("fireball", self.level, self.x, self.y-1, self.facing)
end
if self.facing == 1 then
spawn("fireball", self.level, self.x+1, self.y, self.facing)
end
if self.facing == 2 then
spawn("fireball", self.level, self.x, self.y+1, self.facing)
end
if self.facing == 3 then
spawn("fireball", self.level, self.x-1, self.y, self.facing)
end
if self.facing == 0 then
spawn("poison_bolt", self.level, self.x, self.y-1, self.facing)
end
if self.facing == 1 then
spawn("poison_bolt", self.level, self.x+1, self.y, self.facing)
end
if self.facing == 2 then
spawn("poison_bolt", self.level, self.x, self.y+1, self.facing)
end
if self.facing == 3 then
spawn("poison_bolt", self.level, self.x-1, self.y, self.facing)
end
end
}

immunities = { "fire", "cold", "poison", “backstab”, “assassination },

not sure if it matters but assassination is missing second " mark.
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Neikun
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Location: New Brunswick, Canada
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Re: Awesome Dungeon

Post by Neikun »

It should :o
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
  • Message me to join in!
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