Things the devs didn't think through

Talk about anything Legend of Grimrock 1 related here.
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Taurondir
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Joined: Sun Apr 22, 2012 5:08 am

Re: Things the devs didn't think through

Post by Taurondir »

I apologize as this is normally called "necroing a thread" in other places, but in this awesome game, I tend to call it "rehashing ideas" ... at least that's my defence.

TL;DR : For a first go at a "Dungeon Master" Dungeon Crawler, I think it' spot on. Because we then got an editor and modding capability, we only THEN notice that tweaks would help dramatically.

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I think for a start, LoG got the gameplay right. Yes, I did find the skilltree strange, as I realized early what the limitations would be, and I found the spell list a bit strange, as it sort of screams "make an archer! otherwise a good portion of spells go to waste", but it did not interfere in any way with my enjoyment, as my enjoyment came from exploring, rather then combat, as combat felt like it was put there to add to atmosphere, and make the dungeon feel alive, and getting chewed on by fat velociraptors, makes you feel alive (or dead) quite a bit.

On the subject of skills, optional idea that's probably not possible now, but maybe later, is that there is no reason as to why items could not give skill boosts, and take the tree to a higher number while worn, that way party members would have to do a bit of min-maxing and item shuffling to get desired numbers, while gimping other members. Items could also confer traits, or just abilities anyway, like allow any party member to cast "light" from available energy, so you're not constantly taxing the mage for trivial stuff, or could allow the goddam archer to frigging enchant his own damn arrows and stop bothering the mage all the time!!! ... *cough* ... anyway, you get the idea. Pretty sure we can eventually LUA ourselves new classes and skill trees anyway, so it's sort of academical.
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