Re: My Suggestions for Legend of Grimrock 2
Posted: Sun Aug 05, 2012 8:01 am
Exploring outside environments is a great wish for me as well. In grid-based RPGs I've seen two examples of how to do this.
In Lands of Lore: Throne of Chaos the outside environments were pretty similar to dungeons in terms of layout. It was simply a matter of tileset magic. Instead of a typical wall graphic you had the graphic of impassable trees, and instead of a ceiling you had a sky. The outdoor areas didn't have lots of puzzles and traps. It was mostly combat or travel between dungeon areas.
The Ishar games took a different approach. It had very open (and incredibly beautiful!) environments that were a joy to explore at the time. Enemies would roam the areas as you appeared and you'd fight them. Little villages and houses would be scattered about with trainers, taverns, shop and quest-important NPCs to talk to. Around the enviroments would sometimes be hidden treasure, giving you added incentive to explore.
I suspect it would be difficult to make interesting grid-based combat in the second style for LoG. With so much space it seems it would be pretty easy to dance around groups of monsters indefinitely unless some type of "surround pack" AI was implemented. But if AH can do it, I think it's well worth. Think of exploring the world, finding a creepy dungeon entrance in the forest, then going to a nearby town for buying food supplies and torches and a bit of weaponry to prepare for your dungeon trek. I'm a huge fan of that.
I also tend to agree with an "all attack" type of hotkey. I find in combat I'm finding my eyes fixed mainly on the bottom right of the screen rather than on the main screen, which I think is a bit of a shame. Magic should probably still be manually casted, so you don't "waste" mana whenever you attack this way.
I've never been a huge crafting fan in RPGs. Mixing potions is cool, so keep that, but crafting weapons and armour in general isn't that interesting, I find. I prefer finding the items in dungeons or buying it from merchants with hard-earned gold looted from my enemies (prereably a mix of both!). Crafting the Blackrock Sword in Ultima 7 was great because it was such an epic conclusion to the trials on the Isle of Fire, but I wouldn't have wanted to craft all the other stuff I was using at the time.
Lands of Lore: Throne of Chaos did the compass thing you suggest, but I actually think the LoG way is fine, too. It might be slightly more inconvenient, but it's more realistic, which fits with other stuff such as having to eat food.
I think the following features could make LoG2 one of the best RPG games of all time.
- outdoor areas, hopefully open if the combat challenges can be solved for such an environment.
- shops for selling basic supplies, alchemical reagents and gear.
- a simple NPC dialogue system (Neverwinter Nights style - but not the "cinematic" crap of some stock NwN2 dialogues.) This allows for plots to solve or just random fluff banter.
- additional classes and skills.
- expanded editor allowing for all of the above. Allowing players to literally create their own world to explore, complete with quests, towns and dungeons. Customizable classes seems like it would be an easy thing to do as well. Imagine the endless fun once the community gets busy.
In Lands of Lore: Throne of Chaos the outside environments were pretty similar to dungeons in terms of layout. It was simply a matter of tileset magic. Instead of a typical wall graphic you had the graphic of impassable trees, and instead of a ceiling you had a sky. The outdoor areas didn't have lots of puzzles and traps. It was mostly combat or travel between dungeon areas.
The Ishar games took a different approach. It had very open (and incredibly beautiful!) environments that were a joy to explore at the time. Enemies would roam the areas as you appeared and you'd fight them. Little villages and houses would be scattered about with trainers, taverns, shop and quest-important NPCs to talk to. Around the enviroments would sometimes be hidden treasure, giving you added incentive to explore.
I suspect it would be difficult to make interesting grid-based combat in the second style for LoG. With so much space it seems it would be pretty easy to dance around groups of monsters indefinitely unless some type of "surround pack" AI was implemented. But if AH can do it, I think it's well worth. Think of exploring the world, finding a creepy dungeon entrance in the forest, then going to a nearby town for buying food supplies and torches and a bit of weaponry to prepare for your dungeon trek. I'm a huge fan of that.
I also tend to agree with an "all attack" type of hotkey. I find in combat I'm finding my eyes fixed mainly on the bottom right of the screen rather than on the main screen, which I think is a bit of a shame. Magic should probably still be manually casted, so you don't "waste" mana whenever you attack this way.
I've never been a huge crafting fan in RPGs. Mixing potions is cool, so keep that, but crafting weapons and armour in general isn't that interesting, I find. I prefer finding the items in dungeons or buying it from merchants with hard-earned gold looted from my enemies (prereably a mix of both!). Crafting the Blackrock Sword in Ultima 7 was great because it was such an epic conclusion to the trials on the Isle of Fire, but I wouldn't have wanted to craft all the other stuff I was using at the time.
Lands of Lore: Throne of Chaos did the compass thing you suggest, but I actually think the LoG way is fine, too. It might be slightly more inconvenient, but it's more realistic, which fits with other stuff such as having to eat food.
I think the following features could make LoG2 one of the best RPG games of all time.
- outdoor areas, hopefully open if the combat challenges can be solved for such an environment.
- shops for selling basic supplies, alchemical reagents and gear.
- a simple NPC dialogue system (Neverwinter Nights style - but not the "cinematic" crap of some stock NwN2 dialogues.) This allows for plots to solve or just random fluff banter.
- additional classes and skills.
- expanded editor allowing for all of the above. Allowing players to literally create their own world to explore, complete with quests, towns and dungeons. Customizable classes seems like it would be an easy thing to do as well. Imagine the endless fun once the community gets busy.