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Re: Lets join forces and build out The Legend of Grimrock Wo

Posted: Thu Dec 27, 2012 9:55 pm
by Ixnatifual
If this body is not capable of action, I suggest new leadership is needed. I move for a Vote of No Confidence in Chancellor Valorum's leadership.

Re: Lets join forces and build out The Legend of Grimrock Wo

Posted: Thu Dec 27, 2012 10:28 pm
by Arkos
Reading between the lines of ...
Ixnatifual wrote:If this body is not capable of action, I suggest new leadership is needed. I move for a Vote of No Confidence in Chancellor Valorum's leadership.
and after re-reading my last post, maybe that organization is too formal and it might turn-off some great contributors. For me, I just want play everyones' cool mods in a connected world that seems like it never ends, being surprised and awestruck of what someone came up with. I like the idea of a Skyrim-like world connected to dungeons with each module being about 80 levels of pure fun. The Frostbites module, the Malanian Empire module, etc.

I just want people to be motivated to contribute, so however the best way to attract contributors is the way I would prefer the project to move forward.

Re: Lets join forces and build out The Legend of Grimrock Wo

Posted: Thu Dec 27, 2012 11:42 pm
by msyblade
edit: Don't know what happened, printed my message 3 times.

Re: Lets join forces and build out The Legend of Grimrock Wo

Posted: Thu Dec 27, 2012 11:42 pm
by msyblade
Edit: See above (and below!)

Re: Lets join forces and build out The Legend of Grimrock Wo

Posted: Thu Dec 27, 2012 11:43 pm
by msyblade
I think a lot of people are on board with this, I don't know if we have anyone who can pull it off with the current tools. We need an Outdoor Tileset. In addition to someone with extensive knowledge of the dungeon.lua files, and many, many free hours to compile. We also have to figure out which dungeons that have been "Donated" to the cause, have features that simply will not be compatible.

I'm not capable of compiling the dungeon.lua like this. But I could compile Assets,or Design the Overworld (with an outdoor tileset).
There is a definite XP balance issue. By the 2nd or 3rd dungeon the party will be far too overpowered for all subsequent dungeons.

If anyone feels like trying, I will make the Hotel Hades 2 source files available, and I know some other creators have offered their work. Maybe we should just start with trying to link 3 dungeons, without an overworld, And expand on that work as resources become available?

Re: Lets join forces and build out The Legend of Grimrock Wo

Posted: Fri Dec 28, 2012 12:40 am
by McSkivv
I like your suggestion of chairmen, Arkos, but I feel it would be a little too formal. We just need one guy to organize the whole affair, distribute special jobs, act as Public Relations (in the rare occasion that PR is needed), and to have the final say when we can't unanimously agree on something.

As to github, I personally don't understand it. I simply don't have a clue how it works with Grimrock to allow us to build the dungeon simultaneously yet separately. I think it does it by picking apart the dungeon.lua file, but I haven't any idea how that works or how to set that up. Here is the thing, though: I think I could compile all our changes manually. The dungeon.lua file is remarkably simple and it would all boil down to cutting and pasting. (And some editing to make it all fit together nicely, but very little overall) All it would require would be for everyone to build their dungeons with the dungeon editor and then to email me the dungeon.lua. Totally possible; just a bit of work.

As to what we'd be doing, might I recommend an expandable proof of concept? Say for instance, we could make the Isle of Nex. It's small and it would make a good starting area for players. Making it first would be a good way to test the water and we could distribute it as a beta product to get people's attention. Once finished we simply add more floors, connect it with the mainland via underwater tunnel (as suggested by someone else; I'm too lazy to look back through the pages to find out who), and continue on our merry way. What do you all think?

Re: Lets join forces and build out The Legend of Grimrock Wo

Posted: Fri Dec 28, 2012 12:46 am
by Neikun
Well after January I will be in a state of moving across country. I don't know how much time I'll be able to put into this project. Also, I appear to be incapable of making custom assets and designing a dungeon at the same time. I have tried, but I appear to only be able to do one or the other haha.
That said, I'd love to contribute. Either by attempting to make assets suitable for the mods you'll be creating, or providing constructive support and ideas to the project.

Mcskivv brings up an interesting point how if we focused on smaller areas, we could do so much more-- but there still lacks a way to truly join those mega-levels together.

I'm at a small disagreement in the name of the project, however.
If we called it "Legend of Grimrock" It brings about inclinations that it's still about Mount Grimrock.
Simply "The Northern Realms" would be best perhaps.
If we could brainstorm together for a sort of end of game "boss" something that all the little mods in hint about apart from their own goings on that can bring this mega-level to an actual gameEnd.
I think this is where our writers could contribute where they might otherwise be nervous to participate. (John Smith and who else?)

So I basically imagine this, Throughout the entire mega-level, each dungeon has it's own inner story, but it also hints towards something larger. Something that affects the entire Northern Realms.
Ex. You've defeated the Mummy King of the Pyramid of Xafi. In his Sarcophagus you found a strange relic. It hums and vibrates in your hand faintly. |_ And as you leave the dungeon, the ground gives off a distant rumble. (Something stirs to the north. [Blooddrop Fields.. yadda yadda])

And then when you wind up going to the end game area (Lets have only a few relics be needed to make it to end game, and extra relics can be used to unlock tomes or some other bonus)

Re: Lets join forces and build out The Legend of Grimrock Wo

Posted: Fri Dec 28, 2012 1:05 am
by JKos
McSkivv wrote: As to github, I personally don't understand it. I simply don't have a clue how it works with Grimrock to allow us to build the dungeon simultaneously yet separately. I think it does it by picking apart the dungeon.lua file, but I haven't any idea how that works or how to set that up.
Just install it and make a new repository, it's made by people who are much smarter than us(or me at least). It uses diff algorithm for detecting/merging the changes. Try it with some simple dungeon with couple of people. I'm sure that it's much easier than copy pasting in dungeon.lua in the end.

Re: Lets join forces and build out The Legend of Grimrock Wo

Posted: Fri Dec 28, 2012 2:28 am
by John Smith
Neikun wrote:Mcskivv brings up an interesting point how if we focused on smaller areas, we could do so much more-- but there still lacks a way to truly join those mega-levels together.
We can have small towns across continents connected via dungeons and roads. The roads will only open after you have completed everything story necessary in that area.
Neikun wrote:I'm at a small disagreement in the name of the project, however.
If we called it "Legend of Grimrock" It brings about inclinations that it's still about Mount Grimrock.
Simply "The Northern Realms" would be best perhaps.
Legend of The Northern Realms
Legends of The Northern Realms (Implying that each smaller mod is its own legend, leading into a bigger one?)

I've drafted countless short stories and a couple of novels, but I've never given them solid names. They are something you don't have to sorry about very much (You can always change it whenever; it's just a name), but if you want to have a good name, it should be something that relates back to the central theme of the story.

Re: Lets join forces and build out The Legend of Grimrock Wo

Posted: Fri Dec 28, 2012 2:43 am
by Neikun
Interesting. I think we should continue to draft the story in a private group chat to avoid spoiling it for our audience. I recommend not the forum message system as it is not smooth enough for group conversation.