+1 and QFTShivreign wrote:I would strongly challenge the dev team to come up with a good way to implement cooperative multiplayer for LoG II and/or future installments. This could come in the form of two independent campaigns (one for solo, one for duo), as I know I'd be willing to pay the extra cost that would create. A separate campaign may be required as rooms may need to be slightly larger to account for a second player-controlled party but still allow for the possibility to be cornered by mobs. Mob damage and hit points could scale with the addition of a second player as well. I believe multiplayer in a game like this would create quite the following for all of us gamers that appreciate D&D style dungeon crawlers like LoG that range in difficulty up through Dark Souls.
Brainstorming from the Community [unofficial]
Re: Brainstorming from the Community [unofficial]
Re: Brainstorming from the Community [unofficial]
What is QTF?
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Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
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Re: Brainstorming from the Community [unofficial]
"Quoted for truth" it means you agree with the quoted material.Neikun wrote:What is QTF?
Oh and. You would still have the problem that the co-op group would have to be. A glowy ball or something. As they're not going to model and animate a whole party.
I am the God of darkness and corruption.
viewtopic.php?f=14&t=4250
viewtopic.php?f=14&t=4250
Re: Brainstorming from the Community [unofficial]
As to minor features I would like to see...
A small change to the script object to allow for an optional external file as the source; (and simply import it when the project is loaded; possibly reload it whenever the file is changed).
This way the user could edit their scripts in their script editor of choice, and not have to copy/paste their work to see the results.
Also...
A small change to the script object to allow for an optional external file as the source; (and simply import it when the project is loaded; possibly reload it whenever the file is changed).
This way the user could edit their scripts in their script editor of choice, and not have to copy/paste their work to see the results.
Also...
- A vector/range for objects to randomly orient on an alcove when placed... instead of all identically placed in the same spot.
- Target-able pits ~basically [optional] teleports that let you fall to the destination ~which might not be directly below; a pit need not be straight, but could be a chute that veers to the side a bit. (Allowing the designer to move the pit to the side if it's more convenient for the layout underneath it.)
- Assignable [replaceable] animations for things like stair cases, and trigger-able animation events for cinematics and even to move the camera; (for when you want to supply your own path).
- Include a weighted rig [or dae files] for the monsters in the LoG2 asset pack. For instance, Blender can import Collada with the weights and bones intact.
From there it's even possible to copy the weights to a new (custom) monster mesh... if the user made a Troll, they could (probably with reasonable success) weight it so that the Ogre animation set would work applied to it.
Re: Brainstorming from the Community [unofficial]
I would like some way to do little mods, like HUD mods or other little mods, that can stack (like Oblivion or Skyrim mods), so people can release Quick Bar and other small mods and players can use them for any custom dungeon or even the original game.
Finished Dungeons - complete mods to play
Re: Brainstorming from the Community [unofficial]
That would be really awesome. No idea the difficulty of it, but it'd be super useful.Komag wrote:I would like some way to do little mods, like HUD mods or other little mods, that can stack (like Oblivion or Skyrim mods), so people can release Quick Bar and other small mods and players can use them for any custom dungeon or even the original game.
"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
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!
Re: Brainstorming from the Community [unofficial]
Functional Co-op multiplayer for four players had the game Hired Guns for the Amiga. It led to me thinking, what would it be, if one player has been the Dark Lord and the rest of the players. The only viable solution is tightly defined underground in different sizes. Such a game would have a lot.aladin676 wrote:5. My last idea for now involves the concept of multiplayer within Grimrock. This is probably something that has come up many times at design meetings and has probably already been nixed a completely hopeless. I would like to propose a sort of "Race against the Overseer" game-mode, where 1-4 players take control of some/all of the adventurers, and another player takes control of the overseer, who has to try and stop the adventurers from reaching the end (being a hard-set goal or maybe a moving enitity) by placing traps and monsters in their way. It's a rough concept, but maybe it could work with some extra insight.
Personally, I would have been grateful if Grimrock 2 should be co-op multiplayer as Hired Guns. One player stands on a plateau, the second enters the teleport to the rear door. It would have been an incredible number of new puzzles and fun with friends.
Nightfall: First Contact – http://dedy.euweb.cz/nightfall.html
Re: Brainstorming from the Community [unofficial]
I think those are some well thought ideas, but I personally hope they don't spend a single hour working on multiplayer concepts or designs or programming, because I'll never use it, and it would only take time and resources away from the main single player game. That's my preference, single player all the way.
Finished Dungeons - complete mods to play
Re: Brainstorming from the Community [unofficial]
It is really hard to imagine a multiplayer feature in this game just yet.
It would be too much work that would delay release date and take away from the single player.
That said, I've been eyeing the gaming community, as well as the launching of the two big next gen consoles.
It's clear that multiplayer and Social Connectivity are just getting more and more huge.
You may want to think on how you can get a piece of that.
I can't think of anything but some sort of Facebook connect/treasure collect or leader board.
What ever you guys do, don't implement 'unlocks' that require a friend's help.
It would be too much work that would delay release date and take away from the single player.
That said, I've been eyeing the gaming community, as well as the launching of the two big next gen consoles.
It's clear that multiplayer and Social Connectivity are just getting more and more huge.
You may want to think on how you can get a piece of that.
I can't think of anything but some sort of Facebook connect/treasure collect or leader board.
What ever you guys do, don't implement 'unlocks' that require a friend's help.
"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
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!
Re: Brainstorming from the Community [unofficial]
I agree neikun. I've never thought multiplayer fits grimrock, yet at least. For one thing,, alot of people have suggested ideas that would involve actually squeezing four animated people in a square. That does not work.
Even skipping that detail, I can think of very little to be gained just yet from multiplayer. Grimrock just doesn't seem to be a game that's really suited to it. Maybe in later incarnations, of course that would mean heavy changes.
All of this though is just my opinion. I'm the kind of guy who would play chess single player and does d&d just to make npc character sheets for fun. So yeah.
Even skipping that detail, I can think of very little to be gained just yet from multiplayer. Grimrock just doesn't seem to be a game that's really suited to it. Maybe in later incarnations, of course that would mean heavy changes.
All of this though is just my opinion. I'm the kind of guy who would play chess single player and does d&d just to make npc character sheets for fun. So yeah.
I am the God of darkness and corruption.
viewtopic.php?f=14&t=4250
viewtopic.php?f=14&t=4250