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Re: Ideas about Grimrock 2
Posted: Mon Apr 29, 2013 11:33 pm
by Inkub0
Hello Everybody!
I'm a great fan of Legend of Grimrock and the development of LoG2 is my chance to share my ideas with you developers!
1) Try to add more
altered statuses like in other rpg Series like Ultima and Final fantasy
(change the names of course, if you want to avoid jail
)
Poison
Sickness
Clumsy (dexterity down)
Weak (strenght down)
Stunned (cant act for some time)
Hunger (doubles food consumption)
Blindness (chance of attack with weapons very low)
Mutism (cant cast spells)
Caos (randomly attack friends)
Curse (stats going down)
Reflex (partial magic reflection against enemy)
2) Bleeding: sometimes a wound starts to bleed. ...Hurry!, cut an old cloth in rags with your dagger and stop the blood!!!
3) Righty - Lefty Characters. There is an arm stronger than another. Use that for that heavy mace!
4) Localized Wounds. If you're hit in the arm, you cant use it for a couple of seconds; if you're hit in the leg, the party starts to walk slower...
Re: Ideas about Grimrock 2
Posted: Tue Apr 30, 2013 9:00 am
by eLPuSHeR
While I agree with you, I think that would complicated things a little. One thing I like about LoG is its straightforwardness.
Re: Ideas about Grimrock 2
Posted: Tue Apr 30, 2013 7:31 pm
by Dhomochevsky
First of all sorry for my english, forgive my mistakes. A few ideas about the sequel:
- Fake walls, not only push a button to open a wall.
- Random special objects on specific monsters or for example inside new iron doors. You can obtain an object (only one) inside a short list from x objects. Not the same objects behind iron doors (or doors opened by golden key).
- Attack spells not only in one direction, you can fired on two or four directions (<,>,v,^) or the spell can bounce if you fail and hit on wall and spins until hit on you, your enemy or on another attack spell.
- Bracers, necklaces and... rings? (not sauron ring please
).
- Multilanguage, not only english. I think this is impossible, but ...
- Of course more spells and monsters (i know you do).
- Treasures most useful, not only for collecting. For example, a treasure can give a bonus to specific race or class or spell... give an utility.
- We need Toorum on the sequel!! (the most important idea
)
Re: Ideas about Grimrock 2
Posted: Wed May 01, 2013 10:21 am
by Inkub0
I can be hired to translate the game in Italian !!!
Re: Ideas about Grimrock 2
Posted: Thu May 02, 2013 8:28 pm
by Ixnatifual
Something I'd also like to see is animated portraits. Like in Lands of Lore when they get hit or surprised while resting. That was pretty cool. Also how terrible they'd look as they got more and more beat up
Re: Ideas about Grimrock 2
Posted: Wed May 15, 2013 10:02 pm
by MrAtrion
How about some minor trade? Like in Ishar 1-3. Of course you wouldn't be able to sell all that junk you would find, but buying some nice swords or armour would be nice.
Re: Ideas about Grimrock 2
Posted: Thu May 16, 2013 4:54 am
by JohnWordsworth
Have only just noticed this thread (need to escape the modding forums more often). I'm sure you've thought about many of these already, but some suggestions (some are comments on previous suggestions):
General / Game Engine
Improved Tablet Mode: Grimrock would be the perfect game for a windows tablet like Surface Pro (and even the iPad), if only there were a few tweaks. Notably, put the movement controls in the bottom left of the screen and make them bigger. An iPad/Android version following the real version by 6 months would be awesome.
Experience: I agree with the above comments. Either, characters need to share XP equally from a fight (unless dead) OR there need to be other ways to gain XP (20XP for making a health potion for instance) to make it fair on support characters.
Spells: More varied spells would be cool - with buffing / debuffing effects for instance. Perhaps ones that add specific negative conditions to groups of enemies (weaken undead for instance) or grants the fighter extra damage against plants for instance (heat warrior blade).
Crystals: Tough one. I liked the fact you didn't have to faff to resurrect characters, but you felt invulnerable when near to one. Maybe resurrection comes with a cost (-1000XP) or a lesser annoyance (dead characters drop their items) so you don't play with the thought "there's a crystal nearby, who cares if I die".
Combat: I don't have a definite suggestion here, but it would be nice if there was less 'side-stepping' through the combat sequences. Maybe a 'threat' type system, where moving away from a monster actually gives them a free attack on you as you move away from a square adjacent to the monster.
Mod Advertising: Would be cool if newly released / 'Pick of the Week' mods appeared somewhere on the title screen. Then, having played the game a few times, when they complete it, they will know about the mods out there.
World / Lore
More Lore: Would love to hear more about the world you guys have created. It sounds awesome and could be very intriguing
.
NPCs / Traders: Traders could be cool. But I would suggest they don't buy 'crap' and so you don't have an incentive to hoard rusty old daggers when the blacksmith has no need to buy them. However, saving up for cool items could be nice.
For Modders
Custom Classes / Traits: defineClass{name = "monk", traits = {"hand_to_hand", "purity", "healing_magic"}, ...} would be awesome.
Custom Conditions: defineCondition{name = "drunk", onStart = function(champion, duration), onExtend = function(champion, newDuration), onEnd = function(champion), ...}.
More Hooks: Just some more hooks in general would be useful. For instance, 'onProjectileHit' for an item would be much more useful than adding a hook to every monster to see if they were hit by a certain weapon.
GUI Coding: Please keep the GUI methods, they are awesome! I think a bit under-used at the moment in mods purely because a lot of mods were started before it existed. Ability to choose between drawing a texture 1:1 or filling a quad with a texture rect would be very useful for scaling GFX.
Stop Looping Sounds: It would be very useful to be able to get an id back from playSound() and then use stopSound(id) to stop a sound that was previously started with loop=true.
Re: Ideas about Grimrock 2
Posted: Thu May 16, 2013 2:18 pm
by Neikun
JohnWordsworth wrote:
NPCs / Traders: Traders could be cool. But I would suggest they don't buy 'crap' and so you don't have an incentive to hoard rusty old daggers when the blacksmith has no need to buy them. However, saving up for cool items could be nice.
I have just one thing to add here.
I think it'd be cool if you
could take your junk to someone, but they don't buy it from you, they only maybe give you crafting supplies.
Re: Ideas about mooiojjo
Posted: Sat May 18, 2013 2:12 pm
by mooiojjo
Grimrock 2 look like skyrim
one more...
i prefer the 1 its a dungon master like
i prefer
Re: Ideas about Grimrock 2
Posted: Sat May 18, 2013 7:01 pm
by Dhomochevsky
Seems there are a lot of outside action... i'm not sure if this is good or not
for me it's better 80-20 than 60-40 (inside-outside).
About spells, different kinds of spells depending different races it's an option or initial common spells and different trees on specific lvl etc. For example, offensive spells (fireball, bla bla bla), defensive (positive debufs for party or negative for enemies), summon spells (you can summon mobs for your aid or simply for trade), healing spells (like typical priest)... there are a lot of options.