[OBSOLETE] "One Room" Round Robin Mod - Round Two!
- Skuggasveinn
- Posts: 562
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Re: [DISCUSSION] "One Room" Round Robin Mod - Round Two!
Go for it Spider
If you need a co-pilot then I'm willing to help out in any way.
If you need a co-pilot then I'm willing to help out in any way.
Re: [DISCUSSION] "One Room" Round Robin Mod - Round Two!
Of course! I meant 1 room per designer, so 5-6 designers. Something I would like however is 3d space with above and below. I would like for example a 5x5x3 space for each designer, or a 7x7x3. That way you do what you want with pits, stairs...SpiderFighter wrote:It's called the "One Room" round robin though.Diarmuid wrote: I'd vote more for 5 or 6 rooms per level. It stimulates creativity and creates design challenges.
Re: [DISCUSSION] "One Room" Round Robin Mod - Round Two!
I'd definitely be behind SpiderFighter leading this one again... and hopefully he'll get to contribute a room this time!
Puzzle Frameworks - http://www.grimrock.net/forum/viewtopic.php?f=14&t=4564
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Re: [DISCUSSION] "One Room" Round Robin Mod - Round Two!
So, let's not debate about leadership any more - if it ain't broken don't fix it SpiderFighter as a main coordinator and Skugg as co-pilot, just like in round 1st
I like the idea of central hub (as it evolved at the end of first ORRR) or a tower suggested by Skugg.
My question is: whether all rooms should be available at once? Skugg suggested lock every 3rd floor but I think that each floor should be locked and players need to complete most rooms at given floor to proceed. Let's say there are 5 rooms per tower floor, so you have to get 4 keys before gaining access to floor 2. If player gets all 5 keys from first floor he may skip up to two rooms in second floor and still be able to unlock third floor. Of course all leftovers, as suggested by Neikun, would be trade-able for extra rewards at the end.
Another note. I'm wondering how such predefined structure like tower would limit creativity. Would a tomb of north dragon would still be possible?
One more idea (derived from Good vs Evil concept). Maybe for extra twist and additional designer challenge each floor could have a key word that designer should have in mind designing his/her room. For example Light, Time, Love, Fire, Family, Vanity, Wealth, Pie and so on. Just brainstorming.
I like the idea of central hub (as it evolved at the end of first ORRR) or a tower suggested by Skugg.
My question is: whether all rooms should be available at once? Skugg suggested lock every 3rd floor but I think that each floor should be locked and players need to complete most rooms at given floor to proceed. Let's say there are 5 rooms per tower floor, so you have to get 4 keys before gaining access to floor 2. If player gets all 5 keys from first floor he may skip up to two rooms in second floor and still be able to unlock third floor. Of course all leftovers, as suggested by Neikun, would be trade-able for extra rewards at the end.
Another note. I'm wondering how such predefined structure like tower would limit creativity. Would a tomb of north dragon would still be possible?
One more idea (derived from Good vs Evil concept). Maybe for extra twist and additional designer challenge each floor could have a key word that designer should have in mind designing his/her room. For example Light, Time, Love, Fire, Family, Vanity, Wealth, Pie and so on. Just brainstorming.
Re: [DISCUSSION] "One Room" Round Robin Mod - Round Two!
That's exactly it, Skuggs said every 3rd "editor" floor, but it amounts to every 2nd "rooms" floor. If we allow ourselves space above and below like I suggested, then it would be every 4th "editor" floor, still every 2nd "rooms" floor.Merethif wrote:Skugg suggested lock every 3rd floor but I think that each floor should be locked and players need to complete most rooms at given floor to proceed.
Oh, and yay for SpiderFighter!
Oh, and by the way, the central staircase/hub tower concept got me excited because I'm in for making it "multi-level" so that you can actually see the staircases/bridges going above/below.
- JohnWordsworth
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Re: [DISCUSSION] "One Room" Round Robin Mod - Round Two!
I think I've posted my thoughts in full a couple of times elsewhere, but my thoughts are still based around having a dungeon split into X sections, where each section is themed somehow (light/dark, or maybe fire/water/air/earth) and each room holds a key. An important feature is that the player only needs to complete Y-1 rooms to complete a section, but gets a bonus if they complete all of them as this prevents players getting stuck on hard rooms and not seeing any others. Even better if players can pick the order in which they do the sections, then there are no rooms 'at the end' which are less likely to be seen.
So... My suggestion is the dungeon starts at the door to the end room of the dungeon. It is clear you have to go off and get or do 4 'things' to unlock this door. There are then 4 lifts/stairs/teleporters going off to 4 themed areas. Each area has 5 rooms, of which you need to complete 4 to get said item. If you do all 5, you get a bonus.
Would love for SpiderFighter to lead. It worked really well last time and the drive you brought to the project was amazing. Am happy to help you out with any organisation / testing / subtasks if you would like the help.
So... My suggestion is the dungeon starts at the door to the end room of the dungeon. It is clear you have to go off and get or do 4 'things' to unlock this door. There are then 4 lifts/stairs/teleporters going off to 4 themed areas. Each area has 5 rooms, of which you need to complete 4 to get said item. If you do all 5, you get a bonus.
Would love for SpiderFighter to lead. It worked really well last time and the drive you brought to the project was amazing. Am happy to help you out with any organisation / testing / subtasks if you would like the help.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Re: [DISCUSSION] "One Room" Round Robin Mod - Round Two!
You should post a screenshot, Diarmuid, so the rest can better see what you mean!
I'd love to see Spiderfighter lead again.
I don't really want polar themed rooms forced, as I wouldn't want to design one. I have a couple ideas for a room in mind, and none of them fit with a dual themed architecture.
So in considering what Diarmuid has said, I think designers should have a limited amount of room for their room, but be able to design it on three floors.
This way puzzles involving ups and downs are possible.
I'd love to see Spiderfighter lead again.
I don't really want polar themed rooms forced, as I wouldn't want to design one. I have a couple ideas for a room in mind, and none of them fit with a dual themed architecture.
So in considering what Diarmuid has said, I think designers should have a limited amount of room for their room, but be able to design it on three floors.
This way puzzles involving ups and downs are possible.
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- SpiderFighter
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Re: [DISCUSSION] "One Room" Round Robin Mod - Round Two!
Oh, I see now! I like this idea a lot, and it seems like everyone else likes it, too. Shall we make it official, or give others some times to chime in?Diarmuid wrote:Of course! I meant 1 room per designer, so 5-6 designers. Something I would like however is 3d space with above and below. I would like for example a 5x5x3 space for each designer, or a 7x7x3. That way you do what you want with pits, stairs...SpiderFighter wrote:It's called the "One Room" round robin though.Diarmuid wrote: I'd vote more for 5 or 6 rooms per level. It stimulates creativity and creates design challenges.
Are we still doing different themed sections? Or the good/evil thing? I understand that some people don't want to be forced into a specific theme, so maybe something along the lines of JW's and this post?Merethif wrote:So, let's not debate about leadership any more - if it ain't broken don't fix it SpiderFighter as a main coordinator and Skugg as co-pilot, just like in round 1st
I like the idea of central hub (as it evolved at the end of first ORRR) or a tower suggested by Skugg.
My question is: whether all rooms should be available at once? Skugg suggested lock every 3rd floor but I think that each floor should be locked and players need to complete most rooms at given floor to proceed. Let's say there are 5 rooms per tower floor, so you have to get 4 keys before gaining access to floor 2. If player gets all 5 keys from first floor he may skip up to two rooms in second floor and still be able to unlock third floor. Of course all leftovers, as suggested by Neikun, would be trade-able for extra rewards at the end.
Another note. I'm wondering how such predefined structure like tower would limit creativity. Would a tomb of north dragon would still be possible?
One more idea (derived from Good vs Evil concept). Maybe for extra twist and additional designer challenge each floor could have a key word that designer should have in mind designing his/her room. For example Light, Time, Love, Fire, Family, Vanity, Wealth, Pie and so on. Just brainstorming.
And thank you so much for your trust and confidence, guys! And Komag, Skugg, and JW all had some massive input in round one, so I don't want to forget them.
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Re: [DISCUSSION] "One Room" Round Robin Mod - Round Two!
I know this isn't a sign up, at least I don't thinks it's morphed into that, but I would like to mention that I would like a shot at a room if there are any openings.
But to the meat of the point, in the one room round robin ver. 1 I only recall a few of the rooms actually using pits. So while the 7x7x3 idea is awesome, not everyone is going to need that much vertical space.
So maybe a good idea would be to have potential authors declare their needs / requirements before hand and that might help prevent the dungeon from becoming a 50 level tower with only a few of the rooms having pitfalls.
So for instance I would post saying
Requirements: single level, 9x11 rectangular, one door in/out, 1 puzzle, must fight 4 level one skeletons.
Then spiderfighter could do a basic layout a declare something like
Level 1 is one floor puzzle only rooms,
Level 2 is one floor puzzle & fighting rooms
Level 3-5 will be for rooms with pits,
Ok, Ryeath, you gonna be on level 2, upper right quadrant.
I quess it would sort of be like declaring variables before the function.
Just a passing thought, feel free to ignore it if it sounds dumb.
But to the meat of the point, in the one room round robin ver. 1 I only recall a few of the rooms actually using pits. So while the 7x7x3 idea is awesome, not everyone is going to need that much vertical space.
So maybe a good idea would be to have potential authors declare their needs / requirements before hand and that might help prevent the dungeon from becoming a 50 level tower with only a few of the rooms having pitfalls.
So for instance I would post saying
Requirements: single level, 9x11 rectangular, one door in/out, 1 puzzle, must fight 4 level one skeletons.
Then spiderfighter could do a basic layout a declare something like
Level 1 is one floor puzzle only rooms,
Level 2 is one floor puzzle & fighting rooms
Level 3-5 will be for rooms with pits,
Ok, Ryeath, you gonna be on level 2, upper right quadrant.
I quess it would sort of be like declaring variables before the function.
Just a passing thought, feel free to ignore it if it sounds dumb.