Legend of Grimrock 2 suggestions
Re: Legend of Grimrock 2 suggestions
don't mind shops, but i would prefer an item exchanger instead. but adding shops or item exchangers would require all items to have a "price"
an item exchanger would work something like this: on one side you would have a slot for one item, what you want to duplicate; and on the other multiple slots for exchange items. of course, you can only duplicate what you already own in this way, but it would also be a good way to get rid of useless gear.
for the game/dungeon designer, if there are items they don't want duplicated, they could just set the item price as something outrageous and it couldn't be duplicated in the exchanger.
an item exchanger would work something like this: on one side you would have a slot for one item, what you want to duplicate; and on the other multiple slots for exchange items. of course, you can only duplicate what you already own in this way, but it would also be a good way to get rid of useless gear.
for the game/dungeon designer, if there are items they don't want duplicated, they could just set the item price as something outrageous and it couldn't be duplicated in the exchanger.
Re: Legend of Grimrock 2 suggestions
I also like the idea of dungeon shops here and there. Some Dungeon crawlers from the past used to have them . PS It doesnt have to look or feel like a shop I know guys from AH can be original!
RPG veteran
Re: Legend of Grimrock 2 suggestions
Grimrock need some "fresh air" and by this i mean something new. I see a lot of people write about new dungeons but seroiusly i dont think it wille make such gerat sucess like 1 one. Game should be old school but diffrent then grimrock 1. First of all game movment is simialr to stonekeep it is nice to our eyes but slow, it odesnt bother when you play in dugeons but in wide open it would. I rather go in movment syle of might adn magic world of xeen/ishar for open areas and stonekepp movment in dungeons, castles , towers, keeps and other indoor areas. There should be a lot movment on outdoor. There should be some shops, taverns where you can recruit, sleep , eat. It would be nice to have abilty to change HUD, there would be couple of themes :
http://i145.photobucket.com/albums/r233 ... 0G_054.png - upper
http://eager.back2roots.org/SSHOT/I/ishar3.png - lower
http://www.grimrock.net/wp-content/uplo ... een_32.jpg - is this interface still avaliable ? i think for some people it would be better, weapon icons are close and makes the batlle qucker and some people like big HUD.
it would be nice to have option i want big hud i can have one , someone wants less HUD and more vision he can have it for everybody something good.
http://i145.photobucket.com/albums/r233 ... 0G_054.png - upper
http://eager.back2roots.org/SSHOT/I/ishar3.png - lower
http://www.grimrock.net/wp-content/uplo ... een_32.jpg - is this interface still avaliable ? i think for some people it would be better, weapon icons are close and makes the batlle qucker and some people like big HUD.
it would be nice to have option i want big hud i can have one , someone wants less HUD and more vision he can have it for everybody something good.
- Dr.Disaster
- Posts: 2876
- Joined: Wed Aug 15, 2012 11:48 am
Re: Legend of Grimrock 2 suggestions
Those HUD's worked for static turn-based RPG's. For real-time games like LoG who life from things happening on screen they would be very bad.sprawler wrote:It would be nice to have abilty to change HUD, there would be couple of themes :
http://i145.photobucket.com/albums/r233 ... 0G_054.png - upper
http://eager.back2roots.org/SSHOT/I/ishar3.png - lower
That HUD was an Alpha or early Beta if i recall correct. I can't imagine it will ever return; too much non-essential and static information plus due to icon sizes a lot of usable screen space is wasted. You can have pretty much of that back when you want, just run around with activated mouse-pad and one characters inventory screen open all the time.sprawler wrote:http://www.grimrock.net/wp-content/uplo ... een_32.jpg - is this interface still avaliable ? i think for some people it would be better, weapon icons are close and makes the batlle qucker and some people like big HUD.
it would be nice to have option i want big hud i can have one , someone wants less HUD and more vision he can have it for everybody something good.
Right now the LoG HUD is pretty fine, hard to think about improvements without forced needs to reduce the size of the view point as a whole. Fortunately the age of slow computers where innovative games like Ultima Underworld were forced to display their action in an awefully tiny rectangle while most of the screen was cluttered with boring static HUD info are long past. With the entire screen as your playing field you don't want to have the HUD clutter it and long mouse paths are to be avoid as much as possible.
LoG's HUD it actually a good merge of the classic Dungeon Master interface with it's 4 char icons on top and all action buttons on the sides. For exploring and combat this HUD does not get in the way and it provides all immediate needed information. Anything else can be seen on the character screen. What may be an idea regarding the HUD would be the ability to change it's placement on screen i.e. select the corner one wants to have the party controlls located in. Also perhaps some zoom out function would be nice, to see (a bit better/more) what's happening to the left and right.
Re: Legend of Grimrock 2 suggestions
I really like shops and think they can function as an essential part of this style of game. After all, what good is all those coins and gems lotted from dungeons if you can't spend it? The way I'd balance shops vs. dungeon found items is to let the dungeon mostly offer the best items and use shops to resupply and to supplement the dungeon loot.
As an example, let's say the longsword+2 can only be found in a dungeon. But if you don't find it for some reason or you have another guy in the party who also needs a longsword, you can buy a longsword +1 for a good chunk of money in the store. Nonmagical items such as regular swords would be common in stores, of course, as well as food, torches, bags etc.
I didn't like in Neverwinter Nights for example that there was some seriously super good stuff to buy in stores. I don't mind the occasional good item in a store and working towards having money to buy it, but I think the game offered way too many good items through stores.
As an example, let's say the longsword+2 can only be found in a dungeon. But if you don't find it for some reason or you have another guy in the party who also needs a longsword, you can buy a longsword +1 for a good chunk of money in the store. Nonmagical items such as regular swords would be common in stores, of course, as well as food, torches, bags etc.
I didn't like in Neverwinter Nights for example that there was some seriously super good stuff to buy in stores. I don't mind the occasional good item in a store and working towards having money to buy it, but I think the game offered way too many good items through stores.
Re: Legend of Grimrock 2 suggestions
in my mind, outdoor is really not needed...
It should be better to work deeper on all the already things existing...
- each character gain exp only by its own actions
- need food ok, but what about need water too
- make potions should be only possible with special skill. complex potions with higher level, same as magic
- add a lot of new different monsters
- add special objects (frozing boxes, horn to scare some monsters... and of course a lot of new armurs and weapons..)
- to have different walls textures shoud be great too. and different secret buttons, (it is so easy to find the secret buttons always on the same place...)
- maybe work on the monsters IA...? if alone they escape, if numbers they attack...
- new spells
- make each character able to learn all the specialities. but with a main speciality at the beginning.
...
...
It should be better to work deeper on all the already things existing...
- each character gain exp only by its own actions
- need food ok, but what about need water too
- make potions should be only possible with special skill. complex potions with higher level, same as magic
- add a lot of new different monsters
- add special objects (frozing boxes, horn to scare some monsters... and of course a lot of new armurs and weapons..)
- to have different walls textures shoud be great too. and different secret buttons, (it is so easy to find the secret buttons always on the same place...)
- maybe work on the monsters IA...? if alone they escape, if numbers they attack...
- new spells
- make each character able to learn all the specialities. but with a main speciality at the beginning.
...
...
Re: Legend of Grimrock 2 suggestions
What turn based ? dungeon master , EOB , ishar trilogy where not turn based . LOG dosent have some new battle system . Log battle system is like abandoned places "the same" like abandoned places . You can view you enemies form difrent angle. Only diffrence is Log has smooth movment like stonekeep. I dont see why those games can have big hud and be playable a this cant . Log has battle system looks like ripped of from dungeon master and abandoned places . enemy see you he goes one step forward , you make step left ,he turns left ,makes step forward, turns face to you . Its the same . You turn around in 90 and your movment is like from stonekeep there is no real modern anything in this system except graphics. Second thing turn based RPG are more like champions of krynn and other GOLD BOX games . Ishar , dungeon master , lands of lore , EOB were real time combat RPG. Turn based game is a game when 1 makes move and he wait till 2 makes move, in those game if you click mouse too slow enemies will make 2-3 moves before you make 1 this is not turn based ! Third thing Big HUD may not be liked by poeple who play a lot in FPS shooters becasue they like big point of view . This is not shooter game to have FOV 130 and strafe . Im not saying it shlud have large HUD im saying there some people that like that in old games and it gives nostalgia . It should be an option for someone who wants it. Something like big HUD on/off.Those HUD's worked for static turn-based RPG's. For real-time games like LoG who life from things happening on screen they would be very bad.
- Dr.Disaster
- Posts: 2876
- Joined: Wed Aug 15, 2012 11:48 am
Re: Legend of Grimrock 2 suggestions
You want LoG caged into a rectangle being one third of the screen (at best) because the game system is 25+ years old? Those games suffered due to this for decades and with today's computers it would be a shame to keep it that way. LoG's presentation of the action happening on the entire screen is what these games deserve.sprawler wrote:You turn around in 90 and your movment is like from stonekeep there is no real modern anything in this system except graphics.
So you think a game has to be a shooter to have a large point of view ... what kind of weird argument is this? Games like DM, EoB, UU and others used the First Person perspective long before the first shooter has seen the light of day. Without these games shooters wouldn't even exist.sprawler wrote:This is not shooter game to have FOV 130 and strafe.
Well, if it's switchable .. but big is not better. Just think about how much more information could a large HUD tell you in a game like LOG? Right now you get noted when your characterssprawler wrote:Something like big HUD on/off.
- take/deal damage
- run out of health/energy/ammo
- face a cool-down
- are poisoned/sick/paralysed/dead/invisible/shielded/hungry/burdened/overloaded
plus you can attack with any equipped character hand at will.
Re: Legend of Grimrock 2 suggestions
Well for example if someone switches large HUD ON he would have :
detail about spell that are active and for how long
Time in game (only good if game goes outdoor), in the indoor dungeons time is not needed.
some icons like : spellbook , map , questlog, mixing potions , rest . (it would be alternative for shortcut keys or if you forgot shortcut key)
larger hud can be used as a place when you see NPC Face and the text what he says to you in talking mode, and reply option to him.
detail about spell that are active and for how long
Time in game (only good if game goes outdoor), in the indoor dungeons time is not needed.
some icons like : spellbook , map , questlog, mixing potions , rest . (it would be alternative for shortcut keys or if you forgot shortcut key)
larger hud can be used as a place when you see NPC Face and the text what he says to you in talking mode, and reply option to him.
- Dr.Disaster
- Posts: 2876
- Joined: Wed Aug 15, 2012 11:48 am
Re: Legend of Grimrock 2 suggestions
LoG HUD already shows active spells but LoG does not provide information for how long a spell was/is active. Nowhere.sprawler wrote:Well for example if someone switches large HUD ON he would have :
detail about spell that are active and for how long
There is no spellbook or questlog or potion mixing book in LoG and so are no hotkeys.sprawler wrote:some icons like : spellbook , map , questlog, mixing potions , rest . (it would be alternative for shortcut keys or if you forgot shortcut key)
In all char screens there are already icons for map and rest.
If you are told something by anybody it's already show to you in the middle or at on lower edge of the screen.sprawler wrote:larger hud can be used as a place when you see NPC Face and the text what he says to you in talking mode, and reply option to him.
All those suggestions make me wonder, if you ever played the game.