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Re: Bloodwych mod

Posted: Thu May 03, 2012 2:03 pm
by Thels
Thels wrote:Feels a bit odd to me. Party 1 rests for a few hours, while party 2 explores the dungeon for 10 more seconds before being rejoined by party 1. It's somewhat breaking the suspension of disbelief.
madmunky wrote:if Party 1 Rests and the other player continues on then Party1 will resume in a empty dungeon and have to catch up to Party 2
What I mean is, if you "rest", a few hours pass in the game universe, while only a few seconds pass in the real universe. Meanwhile, if the other party is not resting during that same time, he will only be a few seconds further in the game universe, meaning time would not be the same for both parties.
Thels wrote:Even leaving party members behind? Well, a multiplayer dungeon would already require you to display characters in-game, so this shouldn't make it additionally hard. I'm not sure this is needed for a good map, though. Exchanging party members, perhaps.
madmunky wrote:Not needed but it is handy at times also some of the puzzles you may need to leave a player on a pressure pad and get to the end before calling them back
It might, but it would also make other puzzles harder, as you have to keep in mind players could leave party members behind practically anywhere. I think it would be more interesting not to allow this, as it would otherwise break some puzzle ideas.

Overall, I agree that the idea would be cool, but that it would probably not see the light of day. LoG is really a single player game.

Re: Bloodwych mod

Posted: Fri May 04, 2012 1:24 am
by pabrams
dan9of9 wrote:My ultimate. The bloodwych mod. 2 player. 4 party each. Traps treasure etc and shop. One Amazin game that was. Anyone played it?
I agree Bloodwych needs a spiritual successor, but this is not an idea for a Grimrock mod, it's an idea for a new game.

Re: Bloodwych mod

Posted: Fri May 04, 2012 3:11 am
by MadGiraffe
pabrams wrote:
dan9of9 wrote:My ultimate. The bloodwych mod. 2 player. 4 party each. Traps treasure etc and shop. One Amazin game that was. Anyone played it?
I agree Bloodwych needs a spiritual successor, but this is not an idea for a Grimrock mod, it's an idea for a new game.
Indeed. For a Multiplayer mod like this, you would have to rewrite everything. The graphics engine, the way data is stored and communicated (client-server) a ton of changes in the gameplay to make multiplayer viable and fun. It's just too much.
It's a great idea however, but good luck getting it off the ground. Because even making Grimrock wasn't an easy and simple process, and something like Bloodwych would only be even more complex. Because you can get away with a lot less with multiplayer in some things. People often underestimate how hard it is to technically make a multiplayer game.

Re: Bloodwych mod

Posted: Fri May 04, 2012 8:37 am
by OmegaProxima
Eh no you dont, there is no client-server in bloodwych, we're talking about split-screen here... its like sonic the hedgehog or something :P Ofc the game would have to be heavily modded but its not multi, its 2player game (same pc, same screen) Check out the youtube video: http://www.youtube.com/watch?v=JCC3qn6p ... re=related

Re: Bloodwych mod

Posted: Fri May 04, 2012 9:46 am
by Thels
Ah, the good old days of split screen. I haven't played Bloodwych, but I liked those games where you could play together on a single screen. :)

Though, if you want to support multiplayer nowadays, you probably need network support. But yes, making multiplayer support for a game is normally already tricky, and even more so for a game like LoG.

Re: Bloodwych mod

Posted: Fri May 04, 2012 9:47 am
by madmunky
Looks like we will have to wait for LoG 2 :)

Re: Bloodwych mod

Posted: Sat May 05, 2012 3:58 am
by pabrams
OmegaProxima wrote:Eh no you dont, there is no client-server in bloodwych, we're talking about split-screen here.
If someone made a game as a spiritual successor to bloodwych, I doubt they would be so faithful as to force people to play from the same console. The makers would certainly want to provide network connectivity, which almost definitely means client-server functionality, unless they make it work in some kind of peer to peer fashion but anyway no matter how you slice it the difficulty level is high.

Re: Bloodwych mod

Posted: Sat May 05, 2012 3:30 pm
by madmunky
Well after seeing how little info there is out there about Bloodwych I've decided to reopen my Bloodwych Site, Please remember this site was done 12 years ago so its a tad dated...

http://www.bloodwych.co.uk

Re: Bloodwych mod

Posted: Sat May 05, 2012 10:56 pm
by OmegaProxima
madmunky wrote:Well after seeing how little info there is out there about Bloodwych I've decided to reopen my Bloodwych Site, Please remember this site was done 12 years ago so its a tad dated...

http://www.bloodwych.co.uk
Hehe nice I used to visit your site :)

Re: Bloodwych mod

Posted: Sun May 06, 2012 1:25 am
by 1varangian
We grinded through that dungeon countless times... good times!

The most fun by far was when both players controlled 1 mage.. blasting through enemies or running for our lives.

For me the ultimate feature for LoG would be multiplayer like that. In 2012 one could expect 4 player multiplayer where the group could also function as a regular LoG party, occupying the same square or moving around on their own. =)