Congrats on your great success!

Talk about anything Legend of Grimrock 1 related here.
Renevent
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Congrats on your great success!

Post by Renevent »

Just wanted to drop in and say congrats and thanks to the devs on their reported success! Great game, and well deserved!

Also wanted to give some suggestions on future features/improvements as well:

1) More in depth skills system.

2) More classes and races.

3) Better variety of items and added special effects.

4) Added town/NPC functionality. Would be really cool to have a town to visit to restock, purchase items, and even take on quests. Grimrock is a fantastic game, but I think now it's time to bring it to the next level.

5) Additional spells with wider variety of uses (both combat and environmental).

6) New tilesets with greater variety (already seems underway).

7) New enemies (again, already looks underway).

8) Wider variety of weapon classes and uses. For instance stuff like the polearms that can hit from the back row...so maybe a new weapon could be a bola that has a chance on hit to immobilize enemies with legs.

9) Expanded environmental interactions (physics, object destruction, collection from environment, deform, etc)
Neutronium Dragon
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Re: Congrats on your great success!

Post by Neutronium Dragon »

I'd actually be wary of trying to make the character systems more complex; the relative simplicity works in LoG's favor. Some things about the current systems aren't terribly intuitive (if only because other games have trained people to expect them to behave differently), but that could be addressed with better in-game explanations of how things work.

That said, there is one hurdle regarding equipment types and skills: it'd be difficult to add new weapon types to the current model without either adding new weapon-specific skills (which runs the danger of making things too narrow) or categorizing them under existing weapon types (so a halberd would count as an axe and a spear as a sword, for example). The latter won't work well for every type of weapon, though. It *might* be possible to rearrange the weapon skills to be about fighting style rather than specific weapon type, but that runs the risk of throwing a lot of other things off kilter.

#4 (NPCs and shops) should already be possible with the new interface components though, at least at a relatively simple level.
Renevent
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Re: Congrats on your great success!

Post by Renevent »

I think the opposite, while functional the skill system is a bit underwhelming. I think the game can definitely benefit from a deeper character development system. The fact some stuff is unintuitive is more of an interface issue, not really a problem with the skill system.

Regarding weapons they kind of already have the blue print for that in place...a bola for instance can just be considered a throwing weapon. They could also make some of the categories slightly less specific...so instead of swords they could just have a skill governing slashing weapons (or crushing, chopping, etc).

I don't really see any significant barrier to any of the suggestions, at least not on a fundamental mechanics basis. Time and effort? Sure!
knekker
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Re: Congrats on your great success!

Post by knekker »

I had to create an account just to clearify some things to the topic creater.

Almost Human took the core elements of a good old dungeon crawler game and made it into what it is. The simplicity of the current game is what made this game successful, I don't think you understand much of game mekanics that makes a good game, because all I see, is you suggesting ideas that will clutter up an already perfectly good game, by among things having them impliment a much more advanced skill system, that already works fine.

New stuff like more characters and skill system will in no way improve the game gameplay, it will only clutter up things without gaining anything from it.

I like your idea of adding a town somewhere in these dungeons, just like in Eye of Beholder, having a dwarf town in the dungeon worked out perfectly, because it was a good contrast/refreshment to the feeling of always being alone deep within a dangerious dungeon.
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Neikun
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Re: Congrats on your great success!

Post by Neikun »

knekker wrote: I like your idea of adding a town somewhere in these dungeons, just like in Eye of Beholder, having a dwarf town in the dungeon worked out perfectly, because it was a good contrast/refreshment to the feeling of always being alone deep within a dangerious dungeon.
The Legends of the Northern Realms mod group are working on this! =D
Designing both overworld and dungeon levels.
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isamu
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Re: Congrats on your great success!

Post by isamu »

Neikun wrote:
knekker wrote: I like your idea of adding a town somewhere in these dungeons, just like in Eye of Beholder, having a dwarf town in the dungeon worked out perfectly, because it was a good contrast/refreshment to the feeling of always being alone deep within a dangerious dungeon.
The Legends of the Northern Realms mod group are working on this! =D
Designing both overworld and dungeon levels.
Hmm, link to this project or the topic discussing this? I'm intrigued.
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Neikun
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Re: Congrats on your great success!

Post by Neikun »

There's one in my signature, but here you go,
viewtopic.php?f=14&t=4741#p49986
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Renevent
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Re: Congrats on your great success!

Post by Renevent »

knekker wrote:I had to create an account just to clearify some things to the topic creater.

Almost Human took the core elements of a good old dungeon crawler game and made it into what it is. The simplicity of the current game is what made this game successful, I don't think you understand much of game mekanics that makes a good game, because all I see, is you suggesting ideas that will clutter up an already perfectly good game, by among things having them impliment a much more advanced skill system, that already works fine.

New stuff like more characters and skill system will in no way improve the game gameplay, it will only clutter up things without gaining anything from it.

I like your idea of adding a town somewhere in these dungeons, just like in Eye of Beholder, having a dwarf town in the dungeon worked out perfectly, because it was a good contrast/refreshment to the feeling of always being alone deep within a dangerious dungeon.
I really don't care what you think, and I definetly don't need you to clarify anything for me...thanks though lol.

BTW, looking at the new teaser screens it's pretty much confirmed there will at least be more characters (ratman), new items, and new tilesets (a big part of my suggestions)...so I guess Almost Human must not understand good game design either?

What a joke your post was, seriously. I don't mind if people disagree with my suggestions, that's life and I even enjoy a bit of debate. Don't come into this thread pretending you know something about game design though and because you disagree that means I must "know nothing about game mechanics"...your opinions are just as valid as mine.

This is my own personal wish list to the devs, it's not for you.

Anyways I've played many dungeon crawlers (since the 80's) and lot of great games had more intricate skill systems, more items and spells, town mechanics, quests, etc and still were great games....better for it IMO.

There's absolutely no fundamental reasons why they can't do any of these things...other than time and money of course. Now, whether or not they like any of these ideas is a whole different ball game of course, but it's simply the things I personally think would improve Legend of Grimrock.
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Neikun
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Re: Congrats on your great success!

Post by Neikun »

I know the modding forum has touched on wanting more custom-ability for skills and traits as LOG's system was very specific to the setting they were in.
One thing I would like to see is the ability to add new damage types, and vulnerability to particular damage types.
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isamu
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Re: Congrats on your great success!

Post by isamu »

Neikun wrote:There's one in my signature, but here you go,
viewtopic.php?f=14&t=4741#p49986
Thanks. Sounds like an extremely ambitious project. Good luck :)
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