[MOD] Eye of the Beholder: Waterdeep Sewers

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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thomson
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by thomson »

Xanathar wrote:If noone is working on it yet, and noone is eager to, I can try to implement the AD&D rules.
I won't promise any kind of success nor any deadline however :D
That would be great. Don't worry about deadlines. I get the feeling that most of 1990s games now have a family, job and other things people call "life" :) We don't have any deadlines here.

Once you have the code that is mature enough that you want to share them, please check them into github. To do so, I need your github login. Post is here or PM me.

Speaking of the deadlines, I just hope that we will do more frequent releases (or code drops) on steam/nexusmod. They don't have to be groundbreaking every time. I think of them more as a sign for average user that the project is alive. Folks who only look at steam comments (and not this forum) think that this project is long dead.
[MOD] Eye of the Beholder: Waterdeep sewers forum sources; Grimtools (LoG1 -> LoG2 converter) sources
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Xanathar
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by Xanathar »

Ok I take it then :)

BTW one of the things I don't think we can really emulate are the NPCs... yet the story (if that could be called a "story", it's not exactly PS:T :D) is mostly told by the NPCs and bones encounters, from the dwarf in the spider level (also known as "the-dwarf-with-the-shorter-lifespan-ever-used-as-inventory-space" or also "I-wont-waste-a-antidote-potion-for-you") to the king of dwarves, to Amber and Insal in the second game. I wonder how those will be managed.

Any idea, has this already been discussed elsewhere ?
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Soaponarope
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by Soaponarope »

Story could be managed with the new GUI I would imagine. Have pop up text windows of NPCs talking.
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thomson
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by thomson »

Xanathar wrote:BTW one of the things I don't think we can really emulate are the NPCs... yet the story (if that could be called a "story", it's not exactly PS:T :D) is mostly told by the NPCs and bones encounters, from the dwarf in the spider level (also known as "the-dwarf-with-the-shorter-lifespan-ever-used-as-inventory-space" or also "I-wont-waste-a-antidote-potion-for-you") to the king of dwarves, to Amber and Insal in the second game. I wonder how those will be managed.
I'd like to work on this. This seems like a good opportunity to learn a bit about lua scripting here. I plan to script the encounters, including party modification (adding new champions). I think grimrock allows up to 4 champions (I've never seen more than 4, so that is likely a hard limit), so this will be a bit different than EOB series, which allowed up to 6.

There are other encounters - dark mage (2 of them - one male and one female), with beholder, encounter with dwarfs leader will be a bit tricky, because he says different things at different times. Dwarf cleric will be tricky as well, because he'll need to resurrect champions based on which bones you have in your inventory (easy) and add new champions (moderate) to choosing which champion to remove (tricky).

Anyway, that sounds fun.

p.s.
Oh, and how could you say such disrespectful things to my "take-one-for-the-team, this-spider-is-not-that-big human er... dwarf shied"? ;)
[MOD] Eye of the Beholder: Waterdeep sewers forum sources; Grimtools (LoG1 -> LoG2 converter) sources
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thomson
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by thomson »

I've found some time to work on character encounters. Here's the result: http://i48.tinypic.com/34yvgiu.png

Buttons are clickable, but they don't do much, except printing boilerplate messages.

If you want to look at it, download the latest version from git. The dwarf is on level 4, at (15,13) position. You can go there easily using teleporter to level 4 or even faster, using this command in the console:

Code: Select all

t.run(testpoint_2)
There is new type of items (called "event") that can be placed in the editor. The idea is to have the ability to easily place new events in the dungeon.

This is definitely barely a start. I'll hope to spend more time on it after christmas.
[MOD] Eye of the Beholder: Waterdeep sewers forum sources; Grimtools (LoG1 -> LoG2 converter) sources
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thomson
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by thomson »

I've also noticed that DJ added iron metal doors. They look awesome!

DJ, I've mentioned your addition in Changelog.
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by djoldgames »

Hello again!
I am out for a while :-) and this mod is growing in his own life... ;-)

Many thanks go to tomek for put EOB mod to the GitHub, and JKos for updating the LoG framework. It's first time I using GitHub (great application) and today I make some commit as tomek points post before.

Welcome all new contributors and fans in this thread!
With the new grimrock version, we'll be able to implement all features of original EOB more sophisticated...
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thomson
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by thomson »

@DJ We should definitely upload new version to steam and nexusmod before Dec. 31. I plan to spend some time over weekend on this if you don't mind. I think I have upload access on steam (I've never uploaded anything there before).
[MOD] Eye of the Beholder: Waterdeep sewers forum sources; Grimtools (LoG1 -> LoG2 converter) sources
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thomson
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by thomson »

I was unable to upload current version to Steam. Grimrock editor does not see existing uploaded mod and the only option available is "Publish New Mod". :(

I'm working with JKos and Xanathar on grimwidgets, a framework for displaying various things on screen. JKos implemented scripts for a spellbook and I wrote a simple compass.

We will definitely be using grimwidgets in Waterdeep sewers.
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Post by djoldgames »

thomson wrote:@DJ We should definitely upload new version to steam and nexusmod before Dec. 31. I plan to spend some time over weekend on this if you don't mind. I think I have upload access on steam (I've never uploaded anything there before).
Today I update the new version 0.02.13 (github) to the Steam. You have the access to this mod on Steam, but I don't know how its working :?
Thank you for the correction in the description, your english is much better then my ;-)

I wish you all happy new year 2013
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