Grimrock Unlimited: A Procedurally Generated Adventure

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minmay
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Joined: Mon Sep 23, 2013 2:24 am

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by minmay »

Can you tone down the lights in the twin commanders arena? You have like 30 light sources in there, I get about 8 FPS.
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Scotty
Posts: 69
Joined: Fri Nov 07, 2014 2:59 pm

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by Scotty »

minmay wrote:Can you tone down the lights in the twin commanders arena? You have like 30 light sources in there, I get about 8 FPS.
Ah yep, I'll see if turning off dynamic shadows on all the candle lights on the outside helps.
eLPuSHeR
Posts: 676
Joined: Tue Jan 08, 2013 7:42 pm

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by eLPuSHeR »

I am not really sure. Maybe it was the same version. Currently replaying your mod (marathon version).

EDIT: Confirmed. My version was outdated. This one has got boss fights and by the way...

The boss fight for level 4 is pretty bugged (Solar priest or something like that). The respawn rate of cobras is too much. I had to use console to spawn some "help".
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Scotty
Posts: 69
Joined: Fri Nov 07, 2014 2:59 pm

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by Scotty »

At the moment the cobras spawn about every 12 seconds.

I'll make it so their spawn rate corresponds with the floor you fight that boss. Early floor, less cobras.
eLPuSHeR
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Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by eLPuSHeR »

I have spent three days playing this awesome mod and I am loving it. But here are some suggestions:

- I haven't seen any lockpick in none of my playthroughs.
- We need more containers: sacks and the like.
- It wouldn't hurt if some recipes/scrolls with spell descriptions would be out there.

Also, some borders on the map appear weird, as if their offset coordinates would be off.

Keep up the good work. This mod reminds me of games like Dungeon Hack. Every single playthrough is different.

Best regards.
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Scotty
Posts: 69
Joined: Fri Nov 07, 2014 2:59 pm

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by Scotty »

Glad you're enjoying it!
- I haven't seen any lockpick in none of my playthroughs.
There's a pretty good reason for that, there are no lock picks :P. Iron keys open locked chests instead, this is so you have to make the choice where to use your keys. Whether on locked chests, item rooms, or some other uses that aren't in there yet. I should probably put in a custom item description on the keys that lets the player know that.
- We need more containers: sacks and the like.
Good idea, shouldn't be too difficult to implement.
- It wouldn't hurt if some recipes/scrolls with spell descriptions would be out there.
Yeah, I was planning on putting these in soon. Also thinking about putting in some notes to flesh out some lore and whatnot about the dungeon and bosses.

The left and top borders being iffy are sort of unavoidable with how I split the map up. Those squares are literally on the edge of the map, you'll notice if you throw stuff at them they act a bit strangely. This is because there isn't really a wall there, just a wall texture with inaccessible space directly behind it.

Edit: This is what a floor looks like in the editor before any stuff is generated:
Image

7 x 7 sections (which are a really nice size to work with) will have that side effect.
eLPuSHeR
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Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by eLPuSHeR »

Thank you very much for your replies. Now I know why I have so many spare iron keys... :mrgreen:
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therealjoe
Posts: 3
Joined: Thu Dec 11, 2014 8:29 am

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by therealjoe »

It was fun until i got to a loot room and the game crashed.

It was triggered by whatever triggers when you pick an item up off a pedestal. Must remove the other items or something.

This has potential though like any procedurally generated dungeon it keeps getting better and better the more parts are added. Id like to see some puzzle ones and it would be cool if there were some outside areas you could teleport to.
Scotty
Posts: 69
Joined: Fri Nov 07, 2014 2:59 pm

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by Scotty »

therealjoe wrote:It was fun until i got to a loot room and the game crashed.

It was triggered by whatever triggers when you pick an item up off a pedestal. Must remove the other items or something.

This has potential though like any procedurally generated dungeon it keeps getting better and better the more parts are added. Id like to see some puzzle ones and it would be cool if there were some outside areas you could teleport to.
What version of Grimrock are you running? It sounds like a crash that a few other people had, and it's a problem with grimrock version 2.1.17, if you update to 2.1.18 it should fix it.

I've actually built 2 puzzle prototypes, the biggest challenge is making them interesting while keeping random elements. One of them is a 9 pressure plate puzzle, where certain plates have to be pressed based on a clue. The clue/solution combo is chosen randomly from a group of 10, so even coming across the same style of puzzle multiple times should have a different solution. The other is a lever puzzle, where you have to get all the levers toggled on and they interact with each other, the starting state of all the levers is random.

There'll definitely be more outdoorsy stuff coming, at the moment only 1 boss fight is outside, but the couple more I have planned are outside.
eLPuSHeR
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Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by eLPuSHeR »

Cool. I think mod autoupdating is now inside LoG2, right?
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