[DEVELOPER DISCUSSION] One Room Round Robin 2 (SPOILERS)

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Diarmuid
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Re: [CLOSED / DISCUSS] One Room Round Robin 2!

Post by Diarmuid »

BTW people, today I found an easy solution to make something happen that we had ideally wished all along: have flying monsters in the central hub. (So that chain railings allow monsters and fighting and spells, but block party movement - see how the party bumps in the video below).

So for RC2 (probably ready tomorrow) you're getting some more interesting fights with crowerns and uggardians flying around ;).

Sneak peak: https://www.dropbox.com/s/33x15g9595rlq ... rowern.m4v
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aaneton
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Re: [CLOSED / DISCUSS] One Room Round Robin 2!

Post by aaneton »

Diarmuid wrote: So for RC2 (probably ready tomorrow) you're getting some more interesting fights with crowerns and uggardians flying around ;).
Evil, but nice :)
My Grimrock mod (LoG1): The Onkalo Project
My Android (and windows desktop) game: Balloon Gentleman
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Diarmuid
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Re: [CLOSED / DISCUSS] One Room Round Robin 2!

Post by Diarmuid »

mahric wrote:- In Kuninga's room, after you go upstairs, you see the swirl key behind some grating. There is a lever that opens the grating and all monsters connected with it, but you can reach through and get the key and just take it without releasing the lava blobs. Is this as intented?
Fixed by creating custom gratings with sparse = false. Blade's room had the same problem letting you interact with the altar in the end without opening the gate. Both are fixed.
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Dr.Disaster
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Re: [CLOSED / DISCUSS] One Room Round Robin 2!

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Diarmuid
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Re: [CLOSED / DISCUSS] One Room Round Robin 2!

Post by Diarmuid »

Release Candidate 2 on the dropbox. ;)

It is I think now relatively feature complete unless we missed something crucial. It should also be playable start to end without major crashes, I hope.

By the way, now that we are almost at the end of the development, is there a modder here outside the team who would like to check this mod in "early access" and give us some fresh impressions? (We've played it to death...)

One issue that we need to fix: the font in the dialog boxes is too large for resolutions below 900p and the resulting dialogs might get too big to display. Mahric, you did the dialog scripting, how would we go on substituting a smaller font here? (Especially for the "info" dialogs showing lists of rooms completed, achivements unlocked and monsters killed).
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mahric
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Re: [CLOSED / DISCUSS] One Room Round Robin 2!

Post by mahric »

Diarmuid wrote:Mahric, you did the dialog scripting, how would we go on substituting a smaller font here? (Especially for the "info" dialogs showing lists of rooms completed, achivements unlocked and monsters killed).
A quick hack has been added to the Dialog.lua which I placed in the dropbox folder.
If the screen height is smaller than 900, it switches to the tiny font for the text.

However, this is disabled by default, because it would seriously mess up Drakkan's Room.

If you display a lot of text, then add TRUE as third parameter on your Activate() call.
For the infobox Diarmuid talked about, change line 1147 in the orrrManager to: Dialog.activate(dialogId, callback, true)

Hope this works good enough for everyone to use, without breaking anything.
Did you visit the Wine Merchant's Basement? And heard about the Awakening of Taarnab?
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aaneton
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Re: [CLOSED / DISCUSS] One Room Round Robin 2!

Post by aaneton »

I finally started a real playthrough with RC2 (before this I have mainly testing rooms one by one) as I'm not so familiar with the whole dungeon and I might find something you guys have missed

SPOILERS BELOW!

Here some bugs and questions I'm only at SF room right now.

Bugs:
- Note about sword in chasm -> needs linebreak
- SF room: some script outputs visible (when walking towards force field when still closed?) http://www.aaneton.net/~tommi/sf_bug.png

Suggestions:
- SpiderFighter room puzzle rocks easily missed -> rename to strange rock? maybe even create custom inventory icon for them?
- Aaneton prison remove: playSound("teleport") from function dungeonStartup()

I will add more when i progress (if I find something).
My Grimrock mod (LoG1): The Onkalo Project
My Android (and windows desktop) game: Balloon Gentleman
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Diarmuid
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Re: [CLOSED / DISCUSS] One Room Round Robin 2!

Post by Diarmuid »

Wow thanks Mahric!

I thought indeed about drakkan's room. Thanks for making it flexible. I'll test it tonight.

Aaneton: thanks for linebrake note. SF's puzzle: I think the point of the puzzle is to make them look exactly like rocks unless you look at them closely.
The console spam is the counter for the rocks achievement. I'll turn the print() off of course.
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aaneton
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Re: [CLOSED / DISCUSS] One Room Round Robin 2!

Post by aaneton »

I have now played maybe 9 rooms (at Neikuns right now) and found some bugs:

Bugs:
- In level 9 treasure room with three swirl key gates, you can walk over the ledge into the void (and mosters will go through it too)
- Critical: Neikuns room: picking up shield in War room alcove wiill break the GUI and make game unplayable
- Minor: In drakkans room when finding Chest in Lands of Lore dungeon(?) once chest is opened the GUI button still says Open when it should say leave or teleport.

Suggestions: Crystals? Neikuns room has crystal, but I had to play maybe three rooms with a dead character as I did not know who to get to the crystal behind the gate on lvl 8 (and didn't want to resort to loading). Maybe crystals should be more obtainable (I'm aware I could backtrack to JohnWoodsworths "secret" room, but It's quite a long way just for that). I think there should be more crystals available or abit less locked up :) or maybe I just suck ;)

Edit: ok found the secret button to get to corridor crystal.. still..
Last edited by aaneton on Sat Mar 08, 2014 10:15 pm, edited 1 time in total.
My Grimrock mod (LoG1): The Onkalo Project
My Android (and windows desktop) game: Balloon Gentleman
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aaneton
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Re: [CLOSED / DISCUSS] One Room Round Robin 2!

Post by aaneton »

Also: If player uses too many keys in treasure room on lvl9 his can progress will halt later, this should be somehow scripted to be impossible to open too many if swirl doors are still closed or something?. I also think that somewhere in beginning it's said you need two keys to progress, however there is three swirl locks on lvl7. Also the non-dev player does not know how many rooms there are between swirl doors, so as of now the treasure room is a very bad trap to halt the dungeon completely (many rooms later), we should avoid this somehow.
My Grimrock mod (LoG1): The Onkalo Project
My Android (and windows desktop) game: Balloon Gentleman
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