LotNR Project Official Thread [Open]

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
dasarby
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Re: LotNR Project Official Thread [Open]

Post by dasarby »

I like generalizing script so that they are usable by people who don't have years of coding experience. I.E. writing a script for a puzzle that allows a creative designer to change it without having to learn 100% of lua.

I also really enjoy implementing new puzzle mechanics. If anyone here has an idea "it would be super neat to.....", I'd be more than willing to work to figure out the intricacies of the script for that idea.

If that helps at all, let me know.
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Centauri Soldier
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Re: LotNR Project Official Thread [Open]

Post by Centauri Soldier »

I think this team will do well. Everyone seems very willing to help one another. I just wanted to make sure the level designers know that I'm at their disposal even if I'm in the middle of another part of the game, I can multitask. You don't even need to know scripting at all, just tell me your idea and I'll do what I can to make it happen.

Right now I'm getting the NPC module setup enough so I can move to the shop GUI. Once that is in a working state, I'll finish making the NPC interact properly with the player. So, far, the NPC does not attack or chase the player nor can the player attack the NPC. we're getting there :D.

Thanks for making this a great modding experience guys!
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Kuningas
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Re: LotNR Project Official Thread [Open]

Post by Kuningas »

I'd like to point out with the real-life counterparts, and this might seem really obvious to you, that they are just the closest approximates in our world -- not exact replications. This is not saying we should ignore them either, but just keep it in mind.

I'd say they are good for the tone of the area -- geography, maybe architecture and typical features, but not accents, complete history, religion, etc. (although we can naturally still approximate them in a suitable manner -- runes from a nordic/germanic origin, etc.)

I quess what I'm trying to say is, that based on my experience as a writer (which is modest, but existent), when I try to base something on something else, it almost always ended up being an exact replica with names changed until I started paying notice.

A fair warning, then. I'm sure you have noted this yourselves, but I felt like mentioning since it has been one of the greater revelations in my writing in recent history.

Feel free to disagree as well, if necessary.

This thing has caught on nicely, I'm eager to see the direction we will take.
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Neikun
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Re: LotNR Project Official Thread [Open]

Post by Neikun »

This is a very valid point. However it is very difficult to make something from nothing, so these approximates will really help use build something that seems genuine without being random.
I have experience modifying based on an existing concept and I am confident I can do it well.

Luckily as a group project, every can be put up for peer review and edited based on the team's opinion before release to the public.
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Neikun
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Re: LotNR Project Official Thread [Open]

Post by Neikun »

Speaking of which, I have named the governors of Quenfar, Qegandoc, and Losacrel
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Neikun
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Re: LotNR Project Official Thread [Open]

Post by Neikun »

*Updated post formatting.

To all of our contributors, We need to begin voting on where in the northern realms we would like to start.
Post your suggestion in the github in a file called Starting Location Tally.txt
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undeaddemon
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Re: LotNR Project Official Thread [Open]

Post by undeaddemon »

Whats the time-frame for this - I won't get one until later tonight [hopefully]

I do know I looked at, and saw 3 maps, with each having a defined area, and I know I am interested in the one that Includes the Dearthfang Ridges - as we discussed before - that area is where my current "dungeon work" is taking place...
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Arkos
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Re: LotNR Project Official Thread [Open]

Post by Arkos »

I updated my proposed area, which is fairly close to Dearthfang Ridges in the area concepts folder.
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Neikun
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Re: LotNR Project Official Thread [Open]

Post by Neikun »

It will be hard to guess the time it will take to complete this project until we iron out precisely how we want to do the mod.
(Where to begin, how far to cover ect ect)

Voting will occur in the github repository in the file called, Starting Location Tally
Just add your vote, commit the change and sync
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Arkos
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Re: LotNR Project Official Thread [Open]

Post by Arkos »

.
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I just saw the updated contributor list!... It is awesome to have Juho part of the LotNR team!!! :D



Also, here is some more concept art for LotNR – this is for the mountains between The Jungles of Xaae and the Serpent River
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This is concept art I posted on the original LotNR thread: for the area around Diamond Bay—southeast of The Jungles of Xaae
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