Regarding the new GUI...

Talk about anything related to Legend of Grimrock 2 here.
User avatar
Dr.Disaster
Posts: 2876
Joined: Wed Aug 15, 2012 11:48 am

Re: Regarding the new GUI...

Post by Dr.Disaster »

Yeah looks very promising. Cycling thru chars by arrows is a good idea, also the condition pop-up's in case i got that right. Yet about the caster interface .. no more "cast" and "cancel" buttons?
shadowmare
Posts: 22
Joined: Tue Sep 03, 2013 6:58 pm

Re: Regarding the new GUI...

Post by shadowmare »

What about QUIVER in back? just 1 ring slot ?? weapon speed its nice to know well i think its better but you guys can do even more better.
No racial attack ?? can we BASH it shield now ?


thx

Peace
shadowmare
Posts: 22
Joined: Tue Sep 03, 2013 6:58 pm

Re: Regarding the new GUI...

Post by shadowmare »

petri wrote:We have not been too keen on implementing rings, because they are awfully small on the floor and can be lost in floor cracks and other geometry.
Just make rings Shine in floor, some shine effect can solve the problem.
:)

peace
User avatar
Dr.Disaster
Posts: 2876
Joined: Wed Aug 15, 2012 11:48 am

Re: Regarding the new GUI...

Post by Dr.Disaster »

shadowmare wrote:
petri wrote:We have not been too keen on implementing rings, because they are awfully small on the floor and can be lost in floor cracks and other geometry.
Just make rings Shine in floor, some shine effect can solve the problem.
No it won't and i second petri on that. There are already very small items (build-in and custom-made) which are easy enough to miss even with(!) shine effect and rings would be even more tiny. Had that in other games and i can tell it is no fun going pixel by pixel to find and pickup such little thingies.
User avatar
JohnWordsworth
Posts: 1397
Joined: Fri Sep 14, 2012 4:19 pm
Location: Devon, United Kingdom
Contact:

Re: Regarding the new GUI...

Post by JohnWordsworth »

Re: Rings: Hmm, that's an interesting point about the size of rings in the game world (a problem that would be worse on low-resolution integrated GPU laptops as opposed to gaming machines). However, I feel that rings (magical, family, signet) play such an iconic role in a number of medieval, mythological and fantasy settings that I want to put forward ideas in favour of them for consideration.

1. I don't think rings would need to be much smaller (if at all) than gems in the game world. With a good shine effect they could stand out, as long as they literally aren't lost in between pieces of geometry in the world (which could happen with gems).

2. Rings should be valuable (if there is a money / barter system) but never absolutely required for game progression. This way, you can always ensure that you give them away in boxes or alcoves where they can be found (unless you hide them behind grates etc as a puzzle / secret treasure). If the player loses it, then that's there own fault, but it won't block game progress.

I know at the end of the day, mechanically, it's just another box to drop buff items, but I like to find things that expand on the lore of a game world and family / signet rings are great for that. Rings could have their own purpose - making them specifically wizardry focused for instance could balance the fact that armour slots are primarily fighter focused.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
User avatar
Asteroth
Posts: 471
Joined: Wed Oct 24, 2012 10:41 am
Location: Eastern U.S.

Re: Regarding the new GUI...

Post by Asteroth »

I was just happy to hear that there will be more status effects, good and bad.
I am the God of darkness and corruption.
viewtopic.php?f=14&t=4250
Inkub0
Posts: 4
Joined: Mon Apr 29, 2013 11:03 pm

Re: Regarding the new GUI...

Post by Inkub0 »

Hi guys,

As I wondered a couple of months ago, developers did a separate hit chance for right and left hand, that is simply AMAZING, increasing the complexity of the game!
Now: i hope will be a special stat called "AMBIDEXTROUS" that allow characters to train both hands togheter....

Second: about BELTS. I think that the potions shortcuts on GUI should be visible only if you have BELTS equipped. (Just like a placeholder for potions). I think this shoud be great :)

and... i'm wondering what special statuses were added (i'd like blindness, berserk and mutism!)

Until now, the dev guys are doing a GREAT JOB!!! thank you =)
User avatar
Eleven Warrior
Posts: 745
Joined: Thu Apr 18, 2013 2:32 pm
Location: Australia

Re: Regarding the new GUI...

Post by Eleven Warrior »

Inkub0 .. I agree about the belt thing you said ahy...Duel weapons training would be cool, but as Petri said there is only so much they can do (LOL)
maybe in LOG3.. They wil do it all..

Annnndddddd I cant wait till LOG2

Goood post bro
User avatar
Drakkan
Posts: 1318
Joined: Mon Dec 31, 2012 12:25 am

Re: Regarding the new GUI...

Post by Drakkan »

one or two slots for ring(s) would be awesome no matter of ring size / visibility
Breath from the unpromising waters.
Eye of the Atlantis
User avatar
Neikun
Posts: 2457
Joined: Thu Sep 13, 2012 1:06 pm
Location: New Brunswick, Canada
Contact:

Re: Regarding the new GUI...

Post by Neikun »

Ambidextrous throws into the mix left or right handedness.
While I'd like to dual wield, I'd not like to lock my one handed fighters into a specific hand and find out later I'd prefer them to be using the other.
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
  • Message me to join in!
Post Reply