Re: LOG 2 announcement
Posted: Mon Feb 25, 2013 7:26 pm
I hope it will possible for new model animations to work. I still dont know how to make monster animations from blender compatible with Grimrock.
Thx,
LG
Thx,
LG
Take my money!! sold.. Great news indeed.antti wrote:We've seen that modding has served Grimrock 1 so well that we definitely want to keep it in mind while we're developing the sequel. We've already done a few things that should greatly improve modding flexibility (not to mention how much easier it makes things for us here at Almost Human as well) but I'll keep my lips sealed about those features for now since there might be a good topic for a blog post right there!
And I can't really comment on how compatible Grimrock 1 mods will be with the sequel exactly since we really don't know the specifics ourselves, but I'd like to remind you that being able to make changes to the game freely is one of the foremost reasons we decided to do a full blown sequel instead of a DLC/expansion. However, I can promise that all the changes we will do to the game that potentially might break compatibility (level format, object and asset definitions, scripting and so on) will be for a good cause.
But yeah, rest assured: we won't forget about modders and I'm sure that modding Grimrock 2 will be even more awesome!
Words to live by...odinsballs wrote: and more monsters
While new wallsets would be nice, the community was very efficient with producing many varied wallsets. If I were in AH position, I would more focus on things only they can develop:Grimfan wrote:And we need more wall-sets. At least five this time.
do I remember correctly that goromorgs can open doors? Maybe only if you already opened them once? Could just be remembering wrong thoughthomson wrote: monster that is smart enough to open doors