Grimrock Unlimited: A Procedurally Generated Adventure

Are you looking for fun Custom Dungeons that you could play or do you want to share your mod with others? Then this forum is for you!
User avatar
severgates
Posts: 58
Joined: Fri Dec 27, 2013 5:53 pm
Location: Zielona Góra, Poland

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by severgates »

Oozie wrote:I like this randomized dungeon
Yes it's mainly battle orientated rather than puzzly , but it's hard to create random puzzles, and the creator has done a good job at trying to include a few. I think.
I never said that dungeon is bad. I consider it as pretty good, but it could be much better (more customizable). Implementation of random puzzles could be hard (if possible), but you could have more possibilities to randomize a dungeon by yourself.
Oozie wrote:Keys and food and many things are random. You may find not enough or too many, that's the fun of random! - like life really!
Of course they're random, but I haven't found single iron key on lvl 2 and lvl 3 and while there was around 5 closed chests and one closed room on each lvl :o . That wasn't fun but frustrating and I consider this as a bug.
Oozie wrote:I don't think there are hidden switches or invisible or fake walls, if there were u would have to progress very slowly checking everywhere in case a wall was false etc.
Every player could have an opportunity to choose whether he wants to play with or without some specific dungeon parameters (like fake walls, hidden switches, ). While playing other dungeons I always check every wall etc. looking for hidden switches so it's nothing new for me :) . If you prefer to play without these features you can always choose proper option in mod configuration.
Oozie wrote:There are boss mobs, a variety of them, guarding key to next level.
Yeah, it's good solution, but there's also space for an improvement (for instance- two skull keys needed-> two bosses guarding keys, different keys needed to progress).
Oozie wrote:Really I am very impressed with this dungeon, it's giving me a lot of fun tx!
Like I've said dungeon is pretty good, but could be better. It's only a suggestion for mod owner, nothing personal.
Previously mentioned Dungeon Hack (http://www.abandonia.com/en/games/28552 ... +hack.html) is the best example of debated idea.
User avatar
Isaac
Posts: 3185
Joined: Fri Mar 02, 2012 10:02 pm

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by Isaac »

I'm pretty sure that DungeonHack accounts for and places dependent items too; a lock is going to have a key. It might be better to alter the mod such that generating [for instance] a chest, would also generate a key nearby, or in the very least change the odds to greatly favor of generating a key.
eLPuSHeR
Posts: 676
Joined: Tue Jan 08, 2013 7:42 pm

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by eLPuSHeR »

I am afraid this project is discontinued now. Correct me if I am wrong.
Intel i7 5960X
Gigabye GA-X99-Gaming 5
8 GB DDR4 (2100)
GeForce GTX 970 (Gigabyte)
SerjTargarien
Posts: 1
Joined: Sat Jun 06, 2015 12:07 pm

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by SerjTargarien »

Best gameplay experience I've ever had in a Grimrock game. I love roguelikes, so I may be biased, but I registered just to say playing this on Ironman, Old School and Short dungeon duration has been one of the more tense and compelling experiences I have had in the Grimrock series. Not knowing if there's really a key for that door or chest or if you will find that potion, red mushroom or piece of bread you absolutely need adds to gameplay and enhances the Grimrock experience. I always felt excessively safe in the usual campaigns.

I hope this dungeon isn't really discontinued and get to version 1.0 Gold someday, It certainly deserves it. If not, I'll just have to keep playing it in the current state till the world ends.

EDIT: Yeah, seems it is, the author is working in a full game now, but I hope he releases the source code someday so someone can try to continue his work :)
Falkenwrath
Posts: 15
Joined: Tue Aug 04, 2015 6:32 am

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by Falkenwrath »

""""""Edit:
Updated with dungeon length options:
- Rogue: 4 floors, no healing crystals
- Long: 8 floors, healing crystal every floor
- Marathon: 16 floors, healing crystal every floor"""""

Where do you select the length of the dungeon. Don't see on the non steam gog version
from nexus thing that its a single file. so I do I select rogue/long/ or marathon when I start a new game
?? using your Dungeon Unlimited map.
eLPuSHeR
Posts: 676
Joined: Tue Jan 08, 2013 7:42 pm

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by eLPuSHeR »

Enter the teleporter on the first room, near the healing crystal.
Intel i7 5960X
Gigabye GA-X99-Gaming 5
8 GB DDR4 (2100)
GeForce GTX 970 (Gigabyte)
Firia
Posts: 32
Joined: Fri Feb 06, 2015 6:49 am

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by Firia »

I grabbed the latest version last night to give it a go. But sadly I have found an error that causes the game to crash.

I've found a locked room. Upon opening the room with a key, there's several slabs of stone with items to collect on top of them. There appear to be 6 of these slab/items. At the end of the room, there's a plaque that reads, "choose wisely." If I pick up any of the items, the game crashes.

:(
minmay
Posts: 2780
Joined: Mon Sep 23, 2013 2:24 am

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by minmay »

you have an old version of Grimrock 2 itself, you need to update it
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Post Reply